vaccum bomb grenade mod
gun: vacuum bomb is removed
mod: vacuum bomb - grenades fire slower, explode bigger and, suck everything towards them
laser and diffuse laser graphics are better
mod: output coupler - diffuse laser beam is 30% wider and does 30% more damage
requires diffuse beam
level number doesn't increase if you skip the boss (in the late game)
This commit is contained in:
83
js/mods.js
83
js/mods.js
@@ -320,9 +320,9 @@ const mod = {
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maxCount: 1,
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count: 0,
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allowed() {
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return true
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return mech.fieldUpgrades[mech.fieldMode].name !== "wormhole"
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},
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requires: "",
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requires: "not wormhole",
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effect() {
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mod.throwChargeRate = 2
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},
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@@ -832,7 +832,7 @@ const mod = {
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.totalBots() > 1 || mod.haveGunCheck("drone") || mod.haveGunCheck("mine") || mod.haveGunCheck("spores") || mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing"
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return (mod.totalBots() > 1 || mod.haveGunCheck("drone") || mod.haveGunCheck("mine") || mod.haveGunCheck("spores") || mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing") && !mod.isEnergyHealth
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},
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requires: "drones, spores, mines, or bots",
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effect() {
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@@ -850,7 +850,7 @@ const mod = {
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allowed() {
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return mod.isNoFireDefense
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},
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requires: "full annealing",
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requires: "decorrelation",
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effect() {
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mod.isNoFireDamage = true
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},
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@@ -2015,9 +2015,9 @@ 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.haveGunCheck("grenades")
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return mod.haveGunCheck("grenades") && !mod.isVacuumBomb
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},
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requires: "grenades",
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requires: "grenades, not vacuum bomb",
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effect() {
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mod.isRPG = true;
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},
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@@ -2026,21 +2026,43 @@ const mod = {
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}
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},
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{
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name: "electromagnetic pulse",
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description: "<strong>vacuum bomb's </strong> <strong class='color-e'>explosion</strong> removes<br><strong>80%</strong> of <strong>shields</strong> and <strong>100%</strong> of <strong class='color-f'>energy</strong>",
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name: "vacuum bomb",
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description: "<strong>grenades</strong> fire slower, <strong class='color-e'>explode</strong> bigger<br> and, <strong>suck</strong> everything towards them",
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.haveGunCheck("vacuum bomb")
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return mod.haveGunCheck("grenades") && !mod.isRPG
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},
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requires: "vacuum bomb",
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requires: "grenades, not rocket-propelled",
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effect() {
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mod.isVacuumShield = true;
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mod.isVacuumBomb = true;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "grenades") b.guns[i].fire = b.guns[i].fireVacuum
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}
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},
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remove() {
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mod.isVacuumShield = false;
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mod.isVacuumBomb = false;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "grenades") b.guns[i].fire = b.guns[i].fireNormal
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}
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}
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},
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// {
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// name: "electromagnetic pulse",
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// description: "<strong>vacuum bomb's </strong> <strong class='color-e'>explosion</strong> removes<br><strong>80%</strong> of <strong>shields</strong> and <strong>100%</strong> of <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.haveGunCheck("vacuum bomb")
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// },
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// requires: "vacuum bomb",
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// effect() {
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// mod.isVacuumShield = true;
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// },
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// remove() {
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// mod.isVacuumShield = false;
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// }
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// },
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{
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name: "water shielding",
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description: "increase <strong>neutron bomb's</strong> range by <strong>20%</strong><br>player is <strong>immune</strong> to its harmful effects",
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@@ -2268,7 +2290,7 @@ const mod = {
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},
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{
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name: "thermoelectric effect",
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description: "<strong>killing</strong> mobs with <strong>ice IX</strong> gives <strong>4%</strong> <strong class='color-h'>health</strong><br>and overloads <strong class='color-f'>energy</strong> by <strong>100%</strong> of your max",
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description: "<strong>killing</strong> mobs with <strong>ice IX</strong> gives <strong>4%</strong> <strong class='color-h'>health</strong><br>and overloads <strong class='color-f'>energy</strong> by <strong>166%</strong> of your max",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -2442,13 +2464,34 @@ const mod = {
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},
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requires: "laser, not specular reflection",
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effect() {
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mod.isWideLaser = true
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if (mod.wideLaser === 0) mod.wideLaser = 3
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mod.isWideLaser = true;
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},
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remove() {
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mod.isWideLaser = false
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mod.wideLaser = 0
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mod.isWideLaser = false;
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}
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},
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{
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name: "output coupler",
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description: "diffuse <strong>laser</strong> beam is <strong>30%</strong> <strong>wider</strong><br> and the full beam does <strong>30%</strong> more <strong class='color-d'>damage</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.haveGunCheck("laser") && mod.isWideLaser
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},
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requires: "laser, not specular reflection",
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effect() {
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mod.wideLaser = 4
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},
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remove() {
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if (mod.isWideLaser) {
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mod.wideLaser = 3
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} else {
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mod.wideLaser = 0
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}
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}
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},
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// {
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// name: "waste heat recovery",
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// description: "<strong>laser</strong> <strong class='color-d'>damage</strong> grows by <strong>400%</strong> as you fire<br>but you periodically <strong>eject</strong> your <strong class='color-h'>health</strong>",
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@@ -2855,7 +2898,7 @@ const mod = {
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},
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{
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name: "Penrose process",
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description: "after a <strong>block</strong> falls into a <strong class='color-worm'>wormhole</strong><br>your <strong class='color-f'>energy</strong> overfills to <strong>300%</strong> of the maximum",
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description: "after a <strong>block</strong> falls into a <strong class='color-worm'>wormhole</strong><br>your <strong class='color-f'>energy</strong> overfills to <strong>200%</strong> of the maximum",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -3057,7 +3100,7 @@ const mod = {
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isHarmDamage: null,
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isHeavyWater: null,
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energyRegen: null,
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isVacuumShield: null,
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isVacuumBomb: null,
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renormalization: null,
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grenadeFragments: null,
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isEnergyDamage: null,
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@@ -3143,5 +3186,7 @@ const mod = {
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isNailCrit: null,
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isFlechetteExplode: null,
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isWormSpores: null,
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isWormBullets: null
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isWormBullets: null,
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isWideLaser: null,
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wideLaser: null
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}
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