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
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@@ -272,8 +272,7 @@ const mech = {
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},
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alive: false,
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death() {
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if (mod.isImmortal) { //if player has the immortality buff, spawn on the same level with randomized stats
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if (mod.isImmortal) { //if player has the immortality buff, spawn on the same level with randomized damage
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//count mods
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let totalMods = 0;
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for (let i = 0; i < mod.mods.length; i++) {
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@@ -466,7 +465,7 @@ const mech = {
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if (mod.isBotArmor) dmg *= 0.95 ** mod.totalBots()
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if (mod.isHarmArmor && mech.lastHarmCycle + 600 > mech.cycle) dmg *= 0.5;
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if (mod.isNoFireDefense && mech.cycle > mech.fireCDcycle + 120) dmg *= 0.6
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if (mod.energyRegen === 0) dmg *= 0.5 //0.22 + 0.78 * mech.energy //77% damage reduction at zero energy
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if (mod.energyRegen === 0) dmg *= 0.4 //0.22 + 0.78 * mech.energy //77% damage reduction at zero energy
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if (mod.isTurret && mech.crouch) dmg *= 0.5;
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if (mod.isEntanglement && b.inventory[0] === b.activeGun) {
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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@@ -1832,7 +1831,7 @@ const mech = {
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}
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//120 cycles after shooting (or using field) enable cloak
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if (mech.energy < 0.05 && mech.fireCDcycle < mech.cycle) mech.fireCDcycle = mech.cycle
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if (mech.energy < 0.05 && mech.fireCDcycle < mech.cycle && !input.fire) mech.fireCDcycle = mech.cycle
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if (mech.fireCDcycle + 50 < mech.cycle) {
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if (!mech.isCloak) {
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mech.isCloak = true //enter cloak
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