sniper mob balance, bot replication mod

This commit is contained in:
landgreen
2020-05-24 18:45:53 -07:00
parent e265b0aade
commit f338184869
7 changed files with 254 additions and 49 deletions

View File

@@ -330,7 +330,7 @@ const mod = {
maxCount: 6,
count: 0,
allowed() {
return mod.foamBotCount > 0 || mod.nailBotCount > 0 || mod.laserBotCount > 0
return mod.foamBotCount + mod.nailBotCount + mod.laserBotCount > 0
},
requires: "a bot",
effect() {
@@ -340,6 +340,38 @@ const mod = {
mod.isBotSpawner = 0;
}
},
{
name: "self-replication",
description: "<strong>duplicate</strong> your permanent <strong>bots</strong><br>remove all your <strong>ammo</strong>",
maxCount: 1,
count: 0,
isNonRefundable: true,
allowed() {
return mod.foamBotCount + mod.nailBotCount + mod.laserBotCount > 1
},
requires: "2 or more bots",
effect() {
//remove ammo
for (let i = 0, len = b.guns.length; i < len; ++i) {
if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0;
}
//double bots
for (let i = 0; i < mod.nailBotCount; i++) {
b.nailBot();
}
mod.nailBotCount *= 2
for (let i = 0; i < mod.laserBotCount; i++) {
b.laserBot();
}
mod.laserBotCount *= 2
for (let i = 0; i < mod.foamBotCount; i++) {
b.foamBot();
}
mod.foamBotCount *= 2
},
remove() {}
},
{
name: "ablative mines",
description: "rebuild your broken parts as a <strong>mine</strong><br>chance to occur after being <strong>harmed</strong>",
@@ -769,6 +801,7 @@ const mod = {
description: "spawn <strong>5</strong> <strong class='color-m'>mods</strong><br><strong>power ups</strong> are limited to <strong>one choice</strong>",
maxCount: 1,
count: 0,
// isNonRefundable: true,
allowed() {
return !mod.isExtraChoice
},
@@ -786,7 +819,7 @@ const mod = {
},
{
name: "many-worlds",
description: "if you have <strong>zero</strong> <strong class='color-r'>rerolls</strong>, spawn a <strong class='color-r'>reroll</strong><br>after choosing a <strong>gun</strong>, <strong>field</strong>, or <strong class='color-m'>mod</strong>",
description: "after choosing a <strong>gun</strong>, <strong>field</strong>, or <strong class='color-m'>mod</strong><br>spawn a <strong class='color-r'>reroll</strong>, if you have none",
maxCount: 1,
count: 0,
allowed() {
@@ -844,6 +877,7 @@ const mod = {
description: "<strong>remove</strong> all current <strong class='color-m'>mods</strong><br>spawn new <strong class='color-m'>mods</strong> to replace them",
maxCount: 1,
count: 0,
isNonRefundable: true,
allowed() {
return (mod.totalCount > 6) && !build.isCustomSelection
},
@@ -853,23 +887,22 @@ const mod = {
for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
bullet = [];
let count = mod.totalCount
if (mod.isDeterminism) count -= 4 //remove the 5 bonus mods when getting rid of determinism
for (let i = 0; i < count; i++) { // spawn new mods
let count = mod.totalCount + 1
if (mod.isDeterminism) count -= 5 //remove the 5 bonus mods when getting rid of determinism
mod.setupAllMods(); // remove all mods
for (let i = 0; i < count; i++) { // spawn new mods power ups
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
}
mod.setupAllMods(); // remove all mods
//have state is checked in mech.death()
},
remove() {
//nothing to undo
}
remove() {}
},
{
name: "reallocation",
description: "convert <strong>1</strong> random <strong class='color-m'>mod</strong> into <strong>2</strong> new <strong>guns</strong><br><em>recursive mods lose all stacks</em>",
maxCount: 1,
count: 0,
isNonRefundable: true,
allowed() {
return (mod.totalCount > 0) && !build.isCustomSelection
},
@@ -889,9 +922,7 @@ const mod = {
if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
}
},
remove() {
//nothing to remove
}
remove() {}
},
//**************************************************
//************************************************** gun
@@ -1178,7 +1209,7 @@ const mod = {
}
},
{
name: "self-replication",
name: "recursion",
description: "after <strong>missiles</strong> <strong class='color-e'>explode</strong><br>they launch <strong>+1</strong> smaller <strong>missile</strong>",
maxCount: 9,
count: 0,
@@ -1674,7 +1705,7 @@ const mod = {
},
{
name: "renormalization",
description: "<strong>phase decoherence</strong> has increased <strong>visibility</strong><br>and <strong>5x</strong> less <strong class='color-f'>energy</strong> drain when <strong>firing</strong>",
description: "<strong>phase decoherence</strong> adds <strong>visibility</strong> to bullets<br><strong>5x</strong> less <strong class='color-f'>energy</strong> drain when <strong>firing</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -1691,7 +1722,7 @@ const mod = {
{
name: "superposition",
// description: "<strong>phase decoherence field</strong> applies a <strong>stun</strong><br> to unshielded <strong>mobs</strong> for <strong>2</strong> seconds",
description: "apply a <strong>4</strong> second <strong>stun</strong> to unshielded <strong>mobs</strong><br>that <strong>overlap</strong> with <strong>phase decoherence field</strong>",
description: "while <strong>phase decoherence field</strong> is active<br>mobs that <strong>overlap</strong> with the player are <strong>stunned</strong>",
maxCount: 1,
count: 0,
allowed() {