perpetual mods
4 new mods: perpetual ammo/rerolls/heals - get that power up at the start of each level
also perpetual stun: stuns all mobs for 8 seconds at the start
This commit is contained in:
101
js/mods.js
101
js/mods.js
@@ -987,9 +987,9 @@ const mod = {
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maxCount: 1,
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count: 0,
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allowed() {
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return mech.fieldUpgrades[mech.fieldMode].name !== "nano-scale manufacturing" && mech.fieldUpgrades[mech.fieldMode].name !== "standing wave harmonics" && !mod.isEnergyHealth && !mod.isEnergyLoss
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return (mech.fieldUpgrades[mech.fieldMode].name !== "nano-scale manufacturing" || mech.maxEnergy > 1) && mech.fieldUpgrades[mech.fieldMode].name !== "standing wave harmonics" && !mod.isEnergyHealth && !mod.isEnergyLoss && !mod.isPiezo
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},
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requires: "not nano-scale manufacturing, not mass-energy equivalence, not standing wave harmonics, not acute stress response",
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requires: "not nano-scale manufacturing, mass-energy equivalence, standing wave harmonics, acute stress response, piezoelectricity",
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effect() {
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mod.isTimeAvoidDeath = true;
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},
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@@ -1003,9 +1003,9 @@ const mod = {
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maxCount: 1,
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count: 0,
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allowed() {
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return !mod.isEnergyHealth
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return !mod.isEnergyHealth && !mod.isTimeAvoidDeath
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},
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requires: "not mass-energy equivalence",
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requires: "not mass-energy equivalence, CPT reversal",
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effect() {
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mod.isPiezo = true;
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mech.energy += mech.maxEnergy * 2;
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@@ -1016,11 +1016,11 @@ const mod = {
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},
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{
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name: "ground state",
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description: "reduce <strong class='color-harm'>harm</strong> by <strong>50%</strong><br>you <strong>no longer</strong> passively regenerate <strong class='color-f'>energy</strong>",
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description: "reduce <strong class='color-harm'>harm</strong> by <strong>60%</strong><br>you <strong>no longer</strong> passively regenerate <strong class='color-f'>energy</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.isPiezo && !mod.timeEnergyRegen
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return mod.isPiezo && mod.energyRegen > 0.001
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},
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requires: "piezoelectricity",
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effect: () => {
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@@ -1559,7 +1559,7 @@ const mod = {
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},
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{
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name: "quantum immortality",
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description: "after <strong>dying</strong>, continue in an <strong>alternate reality</strong><br>spawn <strong>5</strong> <strong class='color-r'>rerolls</strong>",
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description: "after <strong>dying</strong>, continue in an <strong>alternate reality</strong><br>spawn <strong>4</strong> <strong class='color-r'>rerolls</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1568,9 +1568,8 @@ const mod = {
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requires: "at least 2 rerolls",
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effect() {
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mod.isImmortal = true;
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for (let i = 0; i < 5; i++) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "reroll", false);
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}
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powerUps.spawn(mech.pos.x, mech.pos.y, "reroll", false);
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for (let i = 0; i < 4; i++) {}
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},
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remove() {
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mod.isImmortal = false;
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@@ -1635,6 +1634,70 @@ const mod = {
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},
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remove() {}
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},
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{
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name: "perpetual rerolls",
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description: "find <strong>1</strong> <strong class='color-r'>reroll</strong> power up<br>at the start of each <strong>level</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return !mod.isSuperDeterminism && !mod.isPerpetualHeal && !mod.isPerpetualAmmo && !mod.isPerpetualStun
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},
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requires: "only 1 perpetual effect, not superdeterminism",
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effect() {
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mod.isPerpetualReroll = true
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},
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remove() {
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mod.isPerpetualReroll = false
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}
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},
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{
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name: "perpetual heals",
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description: "find <strong>2</strong> <strong class='color-h'>heal</strong> power ups<br>at the start of each <strong>level</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return !mod.isPerpetualReroll && !mod.isPerpetualAmmo && !mod.isPerpetualStun
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},
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requires: "only 1 perpetual effect",
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effect() {
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mod.isPerpetualHeal = true
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},
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remove() {
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mod.isPerpetualHeal = false
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}
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},
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{
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name: "perpetual ammo",
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description: "find <strong>2</strong> <strong class='color-g'>ammo</strong> power ups<br>at the start of each <strong>level</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return !mod.isPerpetualReroll && !mod.isPerpetualHeal && !mod.isPerpetualReroll && !mod.isPerpetualStun
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},
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requires: "only 1 perpetual effect, not exciton lattice",
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effect() {
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mod.isPerpetualAmmo = true
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},
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remove() {
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mod.isPerpetualAmmo = false
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}
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},
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{
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name: "perpetual stun",
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description: "<strong>stun</strong> all mobs for up to <strong>8</strong> seconds<br>at the start of each <strong>level</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return !mod.isPerpetualReroll && !mod.isPerpetualHeal && !mod.isPerpetualAmmo
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},
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requires: "only 1 perpetual effect",
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effect() {
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mod.isPerpetualStun = true
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},
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remove() {
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mod.isPerpetualStun = false
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}
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},
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//**************************************************
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//************************************************** gun
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//************************************************** mods
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@@ -2774,9 +2837,9 @@ const mod = {
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.isStunField || mod.oneSuperBall || mod.isCloakStun || mod.orbitBotCount > 1
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return mod.isStunField || mod.oneSuperBall || mod.isCloakStun || mod.orbitBotCount > 1 || mod.isPerpetualStun
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},
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requires: "flux pinning or super ball<br>or flashbang",
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requires: "a stun effect",
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effect() {
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mod.isCrit = true;
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},
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@@ -2830,7 +2893,7 @@ const mod = {
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maxCount: 1,
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count: 0,
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allowed() {
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return mech.fieldUpgrades[mech.fieldMode].name === "time dilation field"
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return mech.fieldUpgrades[mech.fieldMode].name === "time dilation field" && mod.energyRegen !== 0;
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},
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requires: "time dilation field",
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effect: () => {
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@@ -3193,10 +3256,9 @@ const mod = {
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},
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remove() {}
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},
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{
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name: "rerolls",
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description: "spawn <strong>5</strong> <strong class='color-r'>reroll</strong> power ups",
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description: "spawn <strong>4</strong> <strong class='color-r'>reroll</strong> power ups",
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maxCount: 9,
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count: 0,
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isNonRefundable: true,
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@@ -3206,7 +3268,7 @@ const mod = {
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},
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requires: "not superdeterminism",
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effect() {
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for (let i = 0; i < 5; i++) {
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for (let i = 0; i < 4; i++) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
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}
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this.count--
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@@ -3401,7 +3463,6 @@ const mod = {
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isWideLaser: null,
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wideLaser: null,
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isPulseLaser: null,
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timeEnergyRegen: null,
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isRadioactive: null,
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isRailEnergyGain: null,
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isMineSentry: null,
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@@ -3412,5 +3473,9 @@ const mod = {
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historyLaser: null,
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isSpeedHarm: null,
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isSpeedDamage: null,
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isTimeSkip: null
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isTimeSkip: null,
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isPerpetualReroll: null,
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isPerpetualAmmo: null,
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isPerpetualHeal: null,
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isPerpetualStun: null
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}
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