working on mod display
This commit is contained in:
128
js/bullets.js
128
js/bullets.js
@@ -12,6 +12,7 @@ const b = {
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modHealthDrain: null,
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modNoAmmo: null,
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modBulletsLastLonger: null,
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// modNonEuclidean: null,
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setModDefaults() {
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b.modFireRate = 1;
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b.modExplosionRadius = 1;
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@@ -20,58 +21,101 @@ const b = {
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b.modHealthDrain = 0;
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b.modNoAmmo = 0;
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b.modBulletsLastLonger = 1;
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// b.modNonEuclidean = false;
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},
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mods: [
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() => {
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b.mod = 0;
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game.makeTextLog("<strong style='font-size:30px;'>Auto-Loading Heuristics</strong><br> (left click)<p>your <strong>rate of fire</strong> 15% is faster</p>", 1200);
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b.setModDefaults(); //good for guns with extra ammo: needles, M80, rapid fire, flak, super balls
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b.modFireRate = 0.85
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//ADD: maybe add in something that changes game play
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modText: function () {
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game.makeTextLog(`<strong style='font-size:30px;'>${b.mods[b.mod].name}</strong><br> <span class='faded'>(left click)</span><p>${b.mods[b.mod].description}</p>`, 1200);
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document.getElementById("mods").innerHTML = b.mods[b.mod].name
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},
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mods: [{
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name: "Auto-Loading Heuristics",
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description: "your <strong>rate of fire</strong> 15% is faster",
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effect: () => {
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b.mod = 0
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b.modText();
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b.setModDefaults(); //good for guns with extra ammo: needles, M80, rapid fire, flak, super balls
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b.modFireRate = 0.85
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//ADD: maybe add in something that changes game play
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}
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},
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() => {
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b.mod = 1;
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game.makeTextLog("<strong style='font-size:30px;'>Anti-Matter Cores</strong><br> (left click)<p>your <strong>explosions</strong> are larger and do more damage</p>", 1200);
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b.setModDefaults(); //at 1.4 gives a flat 40% increase, and increased range, balanced by limited guns and self damage
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//testing at 1.3: grenade(+0.3), missiles, flak, M80
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b.modExplosionRadius = 2; //good for guns with explosions:
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{
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name: "Anti-Matter Cores",
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description: "your <strong>explosions</strong> are larger and do more damage",
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effect: () => {
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b.mod = 1
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b.modText();
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b.setModDefaults(); //at 1.4 gives a flat 40% increase, and increased range, balanced by limited guns and self damage
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//testing at 1.3: grenade(+0.3), missiles, flak, M80
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b.modExplosionRadius = 2; //good for guns with explosions:
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}
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},
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() => {
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b.mod = 2;
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game.makeTextLog("<strong style='font-size:30px;'>High Caliber Bullets</strong><br> (left click)<p>your bullets are <strong>larger</strong> and do more physical damage</p>", 1200);
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b.setModDefaults(); //good for guns that do mostly projectile damage:
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//testing done at 1.15: one shot(+0.38), rapid fire(+0.25), spray, wave beam(+0.4 adds range and dmg), needles(+0.1)
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//testing at 1.08: spray(point blank)(+0.25), one shot(+0.16), wave beam(point blank)(+0.14)
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b.modBulletSize = 1.07;
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//ADD: maybe add in something that changes game play
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{
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name: "High Caliber Bullets",
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description: "your bullets are <strong>larger</strong> and do more physical damage",
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effect: () => {
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b.mod = 2
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b.modText();
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b.setModDefaults(); //good for guns that do mostly projectile damage:
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//testing done at 1.15: one shot(+0.38), rapid fire(+0.25), spray, wave beam(+0.4 adds range and dmg), needles(+0.1)
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//testing at 1.08: spray(point blank)(+0.25), one shot(+0.16), wave beam(point blank)(+0.14)
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b.modBulletSize = 1.07;
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//ADD: maybe add in something that changes game play
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}
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},
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() => {
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b.mod = 3;
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game.makeTextLog("<strong style='font-size:30px;'>Energy Siphon</strong><br> (left click)<p>regenerate <strong>energy</strong> proportional to your damage done</p>", 1200);
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b.setModDefaults(); //good with laser, Nano-Scale Manufacturing, Standing Wave Harmonics, Phase Decoherence Field
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b.modEnergySiphon = 0.2;
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{
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name: "Energy Siphon",
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description: "regenerate <strong>energy</strong> proportional to your damage done",
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effect: () => {
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b.mod = 3
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b.modText();
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b.setModDefaults(); //good with laser, Nano-Scale Manufacturing, Standing Wave Harmonics, Phase Decoherence Field
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b.modEnergySiphon = 0.2;
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}
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},
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() => {
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b.mod = 4;
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game.makeTextLog("<strong style='font-size:30px;'>Entropy Transfer</strong><br> (left click)<p><strong>heal</strong> proportional to your damage done</p>", 1200);
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b.setModDefaults(); //good with guns that overkill: one shot, grenade
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b.modHealthDrain = 0.01;
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{
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name: "Entropy Transfer",
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description: "<strong>heal</strong> proportional to your damage done",
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effect: () => {
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b.mod = 4
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b.modText();
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b.setModDefaults(); //good with guns that overkill: one shot, grenade
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b.modHealthDrain = 0.01;
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}
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},
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() => {
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b.mod = 5;
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game.makeTextLog("<strong style='font-size:30px;'>Desublimated Ammunition</strong><br> (left click)<p>1 out of 2 shots will not consume <strong>ammo</strong> when <strong>crouching</strong></p>", 1200);
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b.setModDefaults(); //good with guns that have less ammo: one shot, grenades, missiles, super balls, spray
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b.modNoAmmo = 1
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{
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name: "Desublimated Ammunition",
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description: "use 50% less <strong>ammo</strong> when <strong>crouching</strong>",
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effect: () => {
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b.mod = 5
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b.modText();
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b.setModDefaults(); //good with guns that have less ammo: one shot, grenades, missiles, super balls, spray
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b.modNoAmmo = 1
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}
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},
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() => {
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b.mod = 6;
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game.makeTextLog("<strong style='font-size:30px;'>Anti-Decay Coating</strong><br> (left click)<p>your bullets <strong>last 25% longer</strong></p>", 1200);
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b.setModDefaults(); //good with: drones, super balls, spore, missiles, wave beam(range), rapid fire(range), flak(range)
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b.modBulletsLastLonger = 1.25
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{
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name: "Anti-Decay Coating",
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description: "your bullets <strong>last 25% longer</strong>",
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effect: () => {
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b.mod = 6
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b.modText();
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b.setModDefaults(); //good with: drones, super balls, spore, missiles, wave beam(range), rapid fire(range), flak(range)
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b.modBulletsLastLonger = 1.25
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}
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},
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// {
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// name: "Non-Euclidean Geometry",
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// description: "after you fall loop back to the top of the map",
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// have: false,
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// effect: () => {
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// b.mod = 7
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// b.modText();
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// b.setModDefaults(); //good with: drones, super balls, spore, missiles, wave beam(range), rapid fire(range), flak(range)
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// b.modNonEuclidean = true
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// }
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// },
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// () => {
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// b.mod = 8;
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// game.makeTextLog("<strong style='font-size:30px;'>Relativistic Velocity</strong><br> (left click)<p>Your bullets are effected extra by your own velocity</p>", 1200);
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// game.makeTextLog("<strong style='font-size:30px;'>Relativistic Velocity</strong><br> <span class='faded'>(left click)</span><p>Your bullets are effected extra by your own velocity</p>", 1200);
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// b.setModDefaults(); //good with: one shot, rapid fire, spray, super balls
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// },
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],
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