mod: electric reactive armor - reduce harm from explosions by 6% for every 10 energy mod: waste heat recovery - laser damage grows to 400%, but you start to eject your health as a heal power up new community level by Francois: house
2764 lines
102 KiB
JavaScript
2764 lines
102 KiB
JavaScript
const mod = {
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totalCount: null,
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setupAllMods() {
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for (let i = 0, len = mod.mods.length; i < len; i++) {
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mod.mods[i].remove();
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mod.mods[i].count = 0
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}
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mod.totalCount = 0;
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game.updateModHUD();
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},
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removeMod(index) {
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mod.mods[index].remove();
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mod.mods[index].count = 0;
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game.updateModHUD();
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},
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giveMod(index = 'random') {
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if (index === 'random') {
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let options = [];
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for (let i = 0; i < mod.mods.length; i++) {
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if (mod.mods[i].count < mod.mods[i].maxCount && mod.mods[i].allowed())
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options.push(i);
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}
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// give a random mod from the mods I don't have
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if (options.length > 0) {
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let newMod = options[Math.floor(Math.random() * options.length)]
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mod.giveMod(newMod)
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}
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} else {
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if (isNaN(index)) { //find index by name
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let found = false;
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for (let i = 0; i < mod.mods.length; i++) {
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if (index === mod.mods[i].name) {
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index = i;
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found = true;
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break;
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}
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}
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if (!found) return //if name not found don't give any mod
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}
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mod.mods[index].effect(); //give specific mod
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mod.mods[index].count++
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mod.totalCount++ //used in power up randomization
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game.updateModHUD();
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}
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},
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// giveBasicMod(index = 'random') {
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// // if (isNaN(index)) { //find index by name
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// // let found = false;
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// // for (let i = 0; i < mod.mods.length; i++) {
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// // if (index === mod.mods[i].name) {
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// // index = i;
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// // found = true;
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// // break;
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// // }
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// // }
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// // if (!found) return //if name not found don't give any mod
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// // }
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// mod.basicMods[index].effect(); //give specific mod
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// mod.mods[index].count++
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// mod.totalCount++ //used in power up randomization
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// game.updateModHUD();
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// },
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haveGunCheck(name) {
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if (
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!build.isCustomSelection &&
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b.inventory.length > 2 &&
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name !== b.guns[b.activeGun].name &&
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Math.random() > 2 / (b.inventory.length + mod.isGunCycle * 3) //lower chance of mods specific to a gun if you have lots of guns
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) {
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return false
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}
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for (i = 0, len = b.inventory.length; i < len; i++) {
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if (b.guns[b.inventory[i]].name === name) return true
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}
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return false
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},
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damageFromMods() {
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let dmg = 1
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if (mod.isEnergyNoAmmo) dmg *= 1.4
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if (mod.isDamageForGuns) dmg *= 1 + 0.07 * b.inventory.length
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if (mod.isLowHealthDmg) dmg *= 1 + 0.6 * Math.max(0, 1 - mech.health)
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if (mod.isHarmDamage && mech.lastHarmCycle + 600 > mech.cycle) dmg *= 2;
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if (mod.isEnergyLoss) dmg *= 1.37;
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if (mod.isAcidDmg && mech.health > 1) dmg *= 1.4;
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if (mod.isRest && player.speed < 1) dmg *= 1.20;
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if (mod.isEnergyDamage) dmg *= 1 + mech.energy / 5.5;
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if (mod.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.0038
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if (mod.isRerollDamage) dmg *= 1 + 0.05 * powerUps.reroll.rerolls
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if (mod.isOneGun && b.inventory.length < 2) dmg *= 1.25
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return dmg * mod.slowFire
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},
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totalBots() {
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return mod.foamBotCount + mod.nailBotCount + mod.laserBotCount + mod.boomBotCount + mod.plasmaBotCount
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},
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mods: [{
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name: "integrated armament",
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description: "increase <strong class='color-d'>damage</strong> by <strong>25%</strong><br>your inventory can only hold <strong>1 gun</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return b.inventory.length < 2
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},
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requires: "no more than 1 gun",
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effect() {
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mod.isOneGun = true;
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},
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remove() {
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mod.isOneGun = false;
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}
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}, {
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name: "capacitor",
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// nameInfo: "<span id='mod-capacitor'></span>",
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description: "increase <strong class='color-d'>damage</strong> by <strong>1%</strong><br>for every <strong>5.5%</strong> stored <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 mech.maxEnergy > 1 || mod.isEnergyRecovery || mod.isPiezo || mod.energySiphon > 0
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},
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requires: "increased energy regen or max energy",
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effect: () => {
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mod.isEnergyDamage = true // used in mech.grabPowerUp
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},
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remove() {
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mod.isEnergyDamage = false;
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}
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},
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{
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name: "exciton-lattice",
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description: `increase <strong class='color-d'>damage</strong> by <strong>40%</strong>, but<br><strong class='color-g'>ammo</strong> will no longer <strong>spawn</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("nail gun") && mod.isIceCrystals) || mod.haveGunCheck("laser") || mod.haveGunCheck("pulse") || mech.fieldUpgrades[mech.fieldMode].name === "plasma torch" || mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" || mech.fieldUpgrades[mech.fieldMode].name === "pilot wave"
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},
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requires: "energy based damage",
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effect() {
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mod.isEnergyNoAmmo = true;
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},
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remove() {
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mod.isEnergyNoAmmo = false;
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}
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},
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{
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name: "acute stress response",
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description: "increase <strong class='color-d'>damage</strong> by <strong>37%</strong><br>if a mob <strong>dies</strong> drain stored <strong class='color-f'>energy</strong> by <strong>25%</strong>",
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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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},
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requires: "not mass-energy equivalence",
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effect() {
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mod.isEnergyLoss = true;
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},
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remove() {
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mod.isEnergyLoss = false;
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}
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},
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{
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name: "rest frame",
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// nameInfo: "<span id='mod-rest'></span>",
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description: "increase <strong class='color-d'>damage</strong> by <strong>20%</strong><br>when not <strong>moving</strong>",
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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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},
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requires: "",
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effect: () => {
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mod.isRest = true // used in mech.grabPowerUp
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},
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remove() {
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mod.isRest = false;
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}
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},
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{
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name: "kinetic bombardment",
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description: "increase <strong class='color-d'>damage</strong> by up to <strong>33%</strong><br>at a <strong>distance</strong> of 40 steps from the target",
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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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},
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requires: "",
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effect() {
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mod.isFarAwayDmg = true; //used in mob.damage()
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},
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remove() {
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mod.isFarAwayDmg = false;
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}
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},
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{
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name: "fluoroantimonic acid",
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description: "increase <strong class='color-d'>damage</strong> by <strong>40%</strong><br>when your base <strong>health</strong> is above <strong>100%</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return mech.maxHealth > 1;
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},
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requires: "health above 100%",
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effect() {
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mod.isAcidDmg = true;
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},
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remove() {
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mod.isAcidDmg = false;
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}
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},
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{
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name: "negative feedback",
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description: "increase <strong class='color-d'>damage</strong> by <strong>6%</strong><br>for every <strong>10%</strong> missing base <strong>health</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return mech.health < 0.6 || build.isCustomSelection
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},
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requires: "health below 60%",
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effect() {
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mod.isLowHealthDmg = true; //used in mob.damage()
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},
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remove() {
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mod.isLowHealthDmg = false;
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}
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},
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{
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name: "radiative equilibrium",
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description: "for <strong>10 seconds</strong> after receiving <strong class='color-harm'>harm</strong><br>increase <strong class='color-d'>damage</strong> by <strong>100%</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return mech.harmReduction() < 1
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},
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requires: "some harm reduction",
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effect() {
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mod.isHarmDamage = true;
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},
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remove() {
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mod.isHarmDamage = false;
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}
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},
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{
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name: "perturbation theory",
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description: "increase <strong class='color-d'>damage</strong> by <strong>5%</strong><br>for each of your <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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return powerUps.reroll.rerolls > 3 || build.isCustomSelection
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},
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requires: "at least 4 rerolls",
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effect() {
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mod.isRerollDamage = true;
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},
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remove() {
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mod.isRerollDamage = false;
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}
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},
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{
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name: "Ψ(t) collapse",
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description: "<strong>40%</strong> decreased <strong>delay</strong> after firing<br>if you have no <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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return powerUps.reroll.rerolls === 0 && !mod.manyWorlds
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},
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requires: "no rerolls",
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effect() {
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mod.isRerollHaste = true;
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mod.rerollHaste = 0.6;
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b.setFireCD();
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},
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remove() {
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mod.isRerollHaste = false;
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mod.rerollHaste = 1;
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b.setFireCD();
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}
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},
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{
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name: "electrostatic discharge",
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description: "increase <strong class='color-d'>damage</strong> by <strong>20%</strong><br><strong>20%</strong> increased <strong>delay</strong> after firing",
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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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},
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effect() {
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mod.slowFire = 1.2
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b.setFireCD();
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},
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remove() {
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mod.slowFire = 1;
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b.setFireCD();
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}
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},
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{
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name: "auto-loading heuristics",
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description: "<strong>25%</strong> decreased <strong>delay</strong> after firing",
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maxCount: 9,
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count: 0,
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allowed() {
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return true
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},
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requires: "",
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effect() {
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mod.fireRate *= 0.75
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b.setFireCD();
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},
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remove() {
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mod.fireRate = 1;
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b.setFireCD();
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}
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},
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{
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name: "mass driver",
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description: "increase <strong>block</strong> collision <strong class='color-d'>damage</strong> by <strong>100%</strong><br>charge <strong>throws</strong> more <strong>quickly</strong> for less <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 true
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},
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requires: "",
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effect() {
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mod.throwChargeRate = 2
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},
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remove() {
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mod.throwChargeRate = 1
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}
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},
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{
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name: "reaction inhibitor",
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description: "mobs spawn with <strong>12%</strong> less <strong>health</strong>",
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maxCount: 3,
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count: 0,
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allowed() {
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return true
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},
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requires: "",
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effect: () => {
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mod.mobSpawnWithHealth *= 0.88
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//set all mobs at full health to 0.85
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for (let i = 0; i < mob.length; i++) {
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if (mob.health > mod.mobSpawnWithHealth) mob.health = mod.mobSpawnWithHealth
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}
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},
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remove() {
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mod.mobSpawnWithHealth = 1;
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}
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},
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{
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name: "zoospore vector",
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description: "mobs produce <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> when they <strong>die</strong><br><strong>9%</strong> chance",
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maxCount: 9,
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count: 0,
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allowed() {
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return true
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},
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requires: "",
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effect() {
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mod.sporesOnDeath += 0.09;
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for (let i = 0; i < 10; i++) {
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b.spore(mech.pos)
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}
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},
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remove() {
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mod.sporesOnDeath = 0;
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}
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},
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{
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name: "impact shear",
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description: "mobs release a <strong>nail</strong> when they <strong>die</strong><br>nails target nearby mobs",
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maxCount: 9,
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count: 0,
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allowed() {
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return true
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},
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requires: "",
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effect: () => {
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mod.nailsDeathMob++
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},
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remove() {
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mod.nailsDeathMob = 0;
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}
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},
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{
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name: "thermal runaway",
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description: "mobs <strong class='color-e'>explode</strong> when they <strong>die</strong><br><em>be careful</em>",
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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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},
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requires: "",
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effect: () => {
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mod.isExplodeMob = true;
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},
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remove() {
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mod.isExplodeMob = false;
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}
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},
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{
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name: "trinitrotoluene",
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description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>50%</strong><br>decrease <strong class='color-e'>explosive</strong> <strong>area</strong> by <strong>71%</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("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.haveGunCheck("pulse") || mod.isMissileField || mod.boomBotCount > 1;
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},
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requires: "an explosive damage source",
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effect: () => {
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mod.isSmallExplosion = true;
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},
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remove() {
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mod.isSmallExplosion = false;
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}
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},
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{
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name: "ammonium nitrate",
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description: "increase <strong class='color-e'>explosive</strong> <strong>area</strong> by <strong>60%</strong>, but<br>you take <strong>300%</strong> more <strong class='color-harm'>harm</strong> from <strong class='color-e'>explosions</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("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.haveGunCheck("pulse") || mod.isMissileField
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},
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requires: "an explosive damage source",
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effect: () => {
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mod.isExplosionHarm = true;
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},
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remove() {
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mod.isExplosionHarm = false;
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}
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},
|
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{
|
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name: "electric reactive armor",
|
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// description: "<strong class='color-e'>explosions</strong> do no <strong class='color-harm'>harm</strong><br> while your <strong class='color-f'>energy</strong> is above <strong>98%</strong>",
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description: "<strong class='color-harm'>harm</strong> from <strong class='color-e'>explosions</strong> is passively reduced<br>by <strong>6%</strong> for every <strong>10</strong> stored <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("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.isMissileField || mod.isExplodeMob
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},
|
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requires: "an explosive damage source",
|
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effect: () => {
|
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mod.isImmuneExplosion = true;
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},
|
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remove() {
|
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mod.isImmuneExplosion = false;
|
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}
|
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},
|
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{
|
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name: "scrap bots",
|
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description: "<strong>11%</strong> chance to build a <strong>bot</strong> after killing a mob<br>the bot only functions until the end of the level",
|
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maxCount: 6,
|
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count: 0,
|
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allowed() {
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return mod.totalBots() > 0
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},
|
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requires: "a bot",
|
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effect() {
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mod.isBotSpawner += 0.11;
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},
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remove() {
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mod.isBotSpawner = 0;
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}
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},
|
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{
|
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name: "bot fabrication",
|
|
description: "anytime you collect <strong>4</strong> <strong class='color-r'>rerolls</strong><br>use them to build a <strong>random bot</strong>",
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maxCount: 1,
|
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count: 0,
|
|
allowed() {
|
|
return powerUps.reroll.rerolls > 3 || build.isCustomSelection
|
|
},
|
|
requires: "at least 4 rerolls",
|
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effect() {
|
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mod.isRerollBots = true;
|
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powerUps.reroll.changeRerolls(0)
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},
|
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remove() {
|
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mod.isRerollBots = false;
|
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}
|
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},
|
|
{
|
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name: "nail-bot",
|
|
description: "a bot fires <strong>nails</strong> at targets in line of sight",
|
|
maxCount: 9,
|
|
count: 0,
|
|
allowed() {
|
|
return true
|
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},
|
|
requires: "",
|
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effect() {
|
|
mod.nailBotCount++;
|
|
b.nailBot();
|
|
},
|
|
remove() {
|
|
mod.nailBotCount = 0;
|
|
}
|
|
},
|
|
{
|
|
name: "nail-bot upgrade",
|
|
description: "<strong>100%</strong> increased nail-bot <strong> fire rate</strong><br><em>applies to all current and future nail-bots</em>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.nailBotCount > 1
|
|
},
|
|
requires: "2 or more nail bots",
|
|
effect() {
|
|
mod.isNailBotUpgrade = true
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType = 'nail') bullet[i].isUpgraded = true
|
|
}
|
|
},
|
|
remove() {
|
|
mod.isNailBotUpgrade = false
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType = 'nail') bullet[i].isUpgraded = false
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "foam-bot",
|
|
description: "a bot fires <strong>foam</strong> at targets in line of sight",
|
|
maxCount: 9,
|
|
count: 0,
|
|
allowed() {
|
|
return true
|
|
},
|
|
requires: "",
|
|
effect() {
|
|
mod.foamBotCount++;
|
|
b.foamBot();
|
|
},
|
|
remove() {
|
|
mod.foamBotCount = 0;
|
|
}
|
|
},
|
|
{
|
|
name: "foam-bot upgrade",
|
|
description: "<strong>100%</strong> increased foam-bot <strong>foam size</strong><br><em>applies to all current and future foam-bots</em>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.foamBotCount > 1
|
|
},
|
|
requires: "2 or more foam bots",
|
|
effect() {
|
|
mod.isFoamBotUpgrade = true
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType = 'foam') bullet[i].isUpgraded = true
|
|
}
|
|
},
|
|
remove() {
|
|
mod.isFoamBotUpgrade = false
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType = 'foam') bullet[i].isUpgraded = false
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "boom-bot",
|
|
description: "a bot <strong>defends</strong> the space around you<br>ignites an <strong class='color-e'>explosion</strong> after hitting a mob",
|
|
maxCount: 9,
|
|
count: 0,
|
|
allowed() {
|
|
return true
|
|
},
|
|
requires: "",
|
|
effect() {
|
|
mod.boomBotCount++;
|
|
b.boomBot();
|
|
},
|
|
remove() {
|
|
mod.boomBotCount = 0;
|
|
}
|
|
},
|
|
{
|
|
name: "boom-bot upgrade",
|
|
description: "<strong>100%</strong> increased boom-bot <strong class='color-e'>explosion</strong> size<br><em>applies to all current and future boom-bots</em>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.boomBotCount > 1
|
|
},
|
|
requires: "2 or more boom bots",
|
|
effect() {
|
|
mod.isBoomBotUpgrade = true
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType = 'boom') bullet[i].isUpgraded = true
|
|
}
|
|
},
|
|
remove() {
|
|
mod.isBoomBotUpgrade = false
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType = 'boom') bullet[i].isUpgraded = false
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "laser-bot",
|
|
description: "a bot <strong>defends</strong> the space around you<br>uses a <strong>short range</strong> laser that drains <strong class='color-f'>energy</strong>",
|
|
maxCount: 9,
|
|
count: 0,
|
|
allowed() {
|
|
return true
|
|
},
|
|
requires: "",
|
|
effect() {
|
|
mod.laserBotCount++;
|
|
b.laserBot();
|
|
},
|
|
remove() {
|
|
mod.laserBotCount = 0;
|
|
}
|
|
},
|
|
{
|
|
name: "laser-bot upgrade",
|
|
description: "<strong>100%</strong> increased laser-bot <strong class='color-d'>damage</strong><br><em>applies to all current and future laser-bots</em>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.laserBotCount > 1
|
|
},
|
|
requires: "2 or more laser bots",
|
|
effect() {
|
|
mod.isLaserBotUpgrade = true
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType = 'laser') bullet[i].isUpgraded = true
|
|
}
|
|
},
|
|
remove() {
|
|
mod.isLaserBotUpgrade = false
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType = 'laser') bullet[i].isUpgraded = false
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "perimeter defense",
|
|
description: "reduce <strong class='color-harm'>harm</strong> by <strong>4%</strong><br>for each of your permanent <strong>bots</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.totalBots() > 4 && !mod.isEnergyHealth
|
|
},
|
|
requires: "5 or more bots",
|
|
effect() {
|
|
mod.isBotArmor = true
|
|
},
|
|
remove() {
|
|
mod.isBotArmor = false
|
|
}
|
|
},
|
|
{
|
|
name: "bot replication",
|
|
description: "<strong>duplicate</strong> your permanent <strong>bots</strong><br>remove <strong>all</strong> of your <strong class='color-g'>guns</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
// isNonRefundable: true,
|
|
isCustomHide: true,
|
|
allowed() {
|
|
return mod.totalBots() > 3
|
|
},
|
|
requires: "at least 3 bots",
|
|
effect() {
|
|
b.removeAllGuns();
|
|
game.makeGunHUD();
|
|
//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
|
|
for (let i = 0; i < mod.boomBotCount; i++) {
|
|
b.boomBot();
|
|
}
|
|
mod.boomBotCount *= 2
|
|
for (let i = 0; i < mod.plasmaBotCount; i++) {
|
|
b.plasmaBot();
|
|
}
|
|
mod.plasmaBotCount *= 2
|
|
},
|
|
remove() {}
|
|
},
|
|
{
|
|
name: "ablative drones",
|
|
description: "rebuild your broken parts as <strong>drones</strong><br>chance to occur after receiving <strong class='color-harm'>harm</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mech.harmReduction() < 1
|
|
},
|
|
requires: "some harm reduction",
|
|
effect() {
|
|
mod.isDroneOnDamage = true;
|
|
for (let i = 0; i < 4; i++) {
|
|
b.drone() //spawn drone
|
|
}
|
|
},
|
|
remove() {
|
|
mod.isDroneOnDamage = false;
|
|
}
|
|
},
|
|
{
|
|
name: "mine synthesis",
|
|
description: "drop a <strong>mine</strong> after picking up a <strong>power up</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return true
|
|
},
|
|
requires: "",
|
|
effect() {
|
|
mod.isMineDrop = true;
|
|
},
|
|
remove() {
|
|
mod.isMineDrop = false;
|
|
}
|
|
},
|
|
{
|
|
name: "squirrel-cage rotor",
|
|
description: "<strong>jump</strong> higher and <strong>move</strong> faster",
|
|
maxCount: 9,
|
|
count: 0,
|
|
allowed() {
|
|
return true
|
|
},
|
|
requires: "",
|
|
effect() { // good with melee builds, content skipping builds
|
|
mod.squirrelFx += 0.2;
|
|
mod.squirrelJump += 0.09;
|
|
mech.setMovement()
|
|
},
|
|
remove() {
|
|
mod.squirrelFx = 1;
|
|
mod.squirrelJump = 1;
|
|
mech.setMovement()
|
|
}
|
|
},
|
|
{
|
|
name: "Pauli exclusion",
|
|
description: `<strong>immune</strong> to <strong class='color-harm'>harm</strong> for <strong>1</strong> second<br>after receiving <strong class='color-harm'>harm</strong> from a collision`,
|
|
maxCount: 9,
|
|
count: 0,
|
|
allowed() {
|
|
return true
|
|
},
|
|
requires: "",
|
|
effect() {
|
|
mod.collisionImmuneCycles += 60;
|
|
mech.immuneCycle = mech.cycle + mod.collisionImmuneCycles; //player is immune to collision damage for 30 cycles
|
|
},
|
|
remove() {
|
|
mod.collisionImmuneCycles = 25;
|
|
}
|
|
},
|
|
{
|
|
name: "non-Newtonian armor",
|
|
description: "for <strong>10 seconds</strong> after receiving <strong class='color-harm'>harm</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>50%</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return !mod.isEnergyHealth && mech.harmReduction() < 1
|
|
},
|
|
requires: "some harm reduction",
|
|
effect() {
|
|
mod.isHarmArmor = true;
|
|
},
|
|
remove() {
|
|
mod.isHarmArmor = false;
|
|
}
|
|
},
|
|
{
|
|
name: "clock gating",
|
|
description: `<strong>slow</strong> <strong>time</strong> by <strong>50%</strong> after receiving <strong class='color-harm'>harm</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>15%</strong>`,
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return game.fpsCapDefault > 45 && !mod.isRailTimeSlow
|
|
},
|
|
requires: "FPS above 45",
|
|
effect() {
|
|
mod.isSlowFPS = true;
|
|
},
|
|
remove() {
|
|
mod.isSlowFPS = false;
|
|
}
|
|
},
|
|
{
|
|
name: "liquid cooling",
|
|
description: `<strong class='color-s'>freeze</strong> all mobs for <strong>5</strong> seconds<br>after receiving <strong class='color-harm'>harm</strong>`,
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.isSlowFPS
|
|
},
|
|
requires: "clock gating",
|
|
effect() {
|
|
mod.isHarmFreeze = true;
|
|
},
|
|
remove() {
|
|
mod.isHarmFreeze = false;
|
|
}
|
|
},
|
|
|
|
{
|
|
name: "osmoprotectant",
|
|
description: `collisions with <strong>stunned</strong> or <strong class='color-s'>frozen</strong> mobs<br>cause you <strong>no</strong> <strong class='color-harm'>harm</strong>`,
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.superposition || mod.isStunField || mod.isPulseStun || mod.isNeutronStun || mod.oneSuperBall || mod.isHarmFreeze || mod.isIceField || mod.isIceCrystals || mod.isSporeFreeze || mod.isAoESlow || mod.isFreezeMobs || mod.isPilotFreeze || mod.haveGunCheck("ice IX")
|
|
},
|
|
requires: "a freezing or stunning effect",
|
|
effect() {
|
|
mod.isFreezeHarmImmune = true;
|
|
},
|
|
remove() {
|
|
mod.isFreezeHarmImmune = false;
|
|
}
|
|
},
|
|
{
|
|
name: "piezoelectricity",
|
|
description: "<strong>colliding</strong> with mobs fills your <strong class='color-f'>energy</strong><br><strong>15%</strong> less <strong class='color-harm'>harm</strong> from mob collisions",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return !mod.isEnergyHealth
|
|
},
|
|
requires: "not mass-energy equivalence",
|
|
effect() {
|
|
mod.isPiezo = true;
|
|
mech.energy = mech.maxEnergy;
|
|
},
|
|
remove() {
|
|
mod.isPiezo = false;
|
|
}
|
|
},
|
|
{
|
|
name: "ground state",
|
|
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>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.isPiezo
|
|
},
|
|
requires: "piezoelectricity",
|
|
effect: () => {
|
|
mod.energyRegen = 0;
|
|
mech.fieldRegen = mod.energyRegen;
|
|
},
|
|
remove() {
|
|
mod.energyRegen = 0.001;
|
|
mech.fieldRegen = mod.energyRegen;
|
|
}
|
|
},
|
|
{
|
|
name: "mass-energy equivalence",
|
|
description: "<strong class='color-f'>energy</strong> protects you instead of <strong>health</strong><br><strong class='color-harm'>harm</strong> <strong>reduction</strong> effects provide <strong>no</strong> benefit",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return !mod.isPiezo
|
|
},
|
|
requires: "not piezoelectricity<br>or acute stress response",
|
|
effect: () => {
|
|
mech.health = 0
|
|
// mech.displayHealth();
|
|
document.getElementById("health").style.display = "none"
|
|
document.getElementById("health-bg").style.display = "none"
|
|
document.getElementById("dmg").style.backgroundColor = "#0cf";
|
|
mod.isEnergyHealth = true;
|
|
mech.displayHealth();
|
|
},
|
|
remove() {
|
|
mod.isEnergyHealth = false;
|
|
document.getElementById("health").style.display = "inline"
|
|
document.getElementById("health-bg").style.display = "inline"
|
|
document.getElementById("dmg").style.backgroundColor = "#f67";
|
|
mech.health = Math.min(mech.maxHealth, mech.energy);
|
|
mech.displayHealth();
|
|
|
|
}
|
|
},
|
|
{
|
|
name: "energy conservation",
|
|
description: "<strong>10%</strong> of <strong class='color-d'>damage</strong> done recovered as <strong class='color-f'>energy</strong>",
|
|
maxCount: 9,
|
|
count: 0,
|
|
allowed() {
|
|
return true
|
|
},
|
|
requires: "",
|
|
effect() {
|
|
mod.energySiphon += 0.1;
|
|
},
|
|
remove() {
|
|
mod.energySiphon = 0;
|
|
}
|
|
},
|
|
{
|
|
name: "overcharge",
|
|
description: "increase your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>50%</strong>",
|
|
maxCount: 9,
|
|
count: 0,
|
|
allowed() {
|
|
return true
|
|
},
|
|
requires: "",
|
|
effect() {
|
|
mech.maxEnergy += 0.5
|
|
mech.energy += 0.5
|
|
},
|
|
remove() {
|
|
mech.maxEnergy = 1;
|
|
}
|
|
},
|
|
{
|
|
name: "waste energy recovery",
|
|
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br>regen <strong>6%</strong> of max <strong class='color-f'>energy</strong> every second",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return true
|
|
},
|
|
requires: "",
|
|
effect() {
|
|
mod.isEnergyRecovery = true;
|
|
},
|
|
remove() {
|
|
mod.isEnergyRecovery = false;
|
|
}
|
|
},
|
|
{
|
|
name: "scrap recycling",
|
|
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br><strong class='color-h'>heal</strong> up to <strong>1%</strong> of max health every second",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return !mod.isEnergyHealth
|
|
},
|
|
requires: "not mass-energy equivalence",
|
|
effect() {
|
|
mod.isHealthRecovery = true;
|
|
},
|
|
remove() {
|
|
mod.isHealthRecovery = false;
|
|
}
|
|
},
|
|
{
|
|
name: "entropy exchange",
|
|
description: "<strong class='color-h'>heal</strong> for <strong>1%</strong> of <strong class='color-d'>damage</strong> done",
|
|
maxCount: 9,
|
|
count: 0,
|
|
allowed() {
|
|
return !mod.isEnergyHealth
|
|
},
|
|
requires: "not mass-energy equivalence",
|
|
effect() {
|
|
mod.healthDrain += 0.01;
|
|
},
|
|
remove() {
|
|
mod.healthDrain = 0;
|
|
}
|
|
},
|
|
{
|
|
name: "supersaturation",
|
|
description: "increase your <strong>maximum</strong> <strong class='color-h'>health</strong> by <strong>50%</strong>",
|
|
maxCount: 9,
|
|
count: 0,
|
|
allowed() {
|
|
return !mod.isEnergyHealth
|
|
},
|
|
requires: "not mass-energy equivalence",
|
|
effect() {
|
|
mech.maxHealth += 0.50
|
|
mech.addHealth(0.50)
|
|
},
|
|
remove() {
|
|
mech.maxHealth = 1;
|
|
mech.displayHealth();
|
|
}
|
|
},
|
|
{
|
|
name: "crystallized armor",
|
|
description: "increase <strong>maximum</strong> <strong class='color-h'>health</strong> by <strong>5%</strong> for each<br>unused <strong>power up</strong> at the end of a <strong>level</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return !mod.isEnergyHealth && !mod.isDroneGrab
|
|
},
|
|
requires: "not mass-energy equivalence",
|
|
effect() {
|
|
mod.isArmorFromPowerUps = true;
|
|
},
|
|
remove() {
|
|
mod.isArmorFromPowerUps = false;
|
|
}
|
|
},
|
|
{
|
|
name: "negentropy",
|
|
description: `at the start of each <strong>level</strong><br>spawn a <strong class='color-h'>heal</strong> for every <strong>50%</strong> missing health`,
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mech.maxHealth > 1 || mod.isArmorFromPowerUps
|
|
},
|
|
requires: "increased max health",
|
|
effect() {
|
|
mod.isHealLowHealth = true;
|
|
},
|
|
remove() {
|
|
mod.isHealLowHealth = false;
|
|
}
|
|
},
|
|
{
|
|
name: "adiabatic healing",
|
|
description: "<strong class='color-h'>heal</strong> <strong>power ups</strong> are <strong>100%</strong> more effective",
|
|
maxCount: 3,
|
|
count: 0,
|
|
allowed() {
|
|
return (mech.health < 0.7 || build.isCustomSelection) && !mod.isEnergyHealth
|
|
},
|
|
requires: "not mass-energy equivalence",
|
|
effect() {
|
|
mod.largerHeals++;
|
|
},
|
|
remove() {
|
|
mod.largerHeals = 1;
|
|
}
|
|
},
|
|
{
|
|
name: "anthropic principle",
|
|
nameInfo: "<span id = 'mod-anthropic'></span>",
|
|
addNameInfo() {
|
|
setTimeout(function () {
|
|
powerUps.reroll.changeRerolls(0)
|
|
}, 1000);
|
|
},
|
|
description: "instead of <strong>dying</strong> consume a <strong class='color-r'>reroll</strong><br>and spawn <strong>4</strong> <strong class='color-h'>heal</strong> power ups",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return powerUps.reroll.rerolls > 0 || build.isCustomSelection
|
|
},
|
|
requires: "at least 1 reroll",
|
|
effect() {
|
|
mod.isDeathAvoid = true;
|
|
setTimeout(function () {
|
|
powerUps.reroll.changeRerolls(0)
|
|
}, 1000);
|
|
},
|
|
remove() {
|
|
mod.isDeathAvoid = false;
|
|
}
|
|
},
|
|
{
|
|
name: "bubble fusion",
|
|
description: "after destroying a mob's <strong>shield</strong><br>spawn <strong>1-2</strong> <strong class='color-h'>heals</strong>, <strong class='color-g'>ammo</strong>, or <strong class='color-r'>rerolls</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return true
|
|
},
|
|
requires: "",
|
|
effect() {
|
|
mod.isShieldAmmo = true;
|
|
},
|
|
remove() {
|
|
mod.isShieldAmmo = false;
|
|
}
|
|
},
|
|
{
|
|
name: "Bayesian statistics",
|
|
description: "<strong>17%</strong> chance to <strong>duplicate</strong> spawned <strong>power ups</strong><br>after a <strong>collision</strong>, <strong>eject</strong> one of your <strong class='color-m'>mods</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return true
|
|
},
|
|
requires: "",
|
|
effect: () => {
|
|
mod.isBayesian = true
|
|
},
|
|
remove() {
|
|
mod.isBayesian = false
|
|
}
|
|
},
|
|
{
|
|
name: "entanglement",
|
|
nameInfo: "<span id = 'mod-entanglement'></span>",
|
|
addNameInfo() {
|
|
setTimeout(function () {
|
|
game.boldActiveGunHUD();
|
|
}, 1000);
|
|
},
|
|
description: "while your <strong>first</strong> <strong class='color-g'>gun</strong> is equipped<br>reduce <strong class='color-harm'>harm</strong> by <strong>13%</strong> for each of your <strong class='color-g'>guns</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return b.inventory.length > 1 && !mod.isEnergyHealth
|
|
},
|
|
requires: "at least 2 guns",
|
|
effect() {
|
|
mod.isEntanglement = true
|
|
setTimeout(function () {
|
|
game.boldActiveGunHUD();
|
|
}, 1000);
|
|
|
|
},
|
|
remove() {
|
|
mod.isEntanglement = false;
|
|
}
|
|
},
|
|
{
|
|
name: "arsenal",
|
|
description: "increase <strong class='color-d'>damage</strong> by <strong>7%</strong><br>for each <strong class='color-g'>gun</strong> in your inventory",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return b.inventory.length > 1
|
|
},
|
|
requires: "at least 2 guns",
|
|
effect() {
|
|
mod.isDamageForGuns = true;
|
|
},
|
|
remove() {
|
|
mod.isDamageForGuns = false;
|
|
}
|
|
},
|
|
{
|
|
name: "generalist",
|
|
description: "<strong>spawn</strong> 5 <strong class='color-g'>guns</strong>, but you can't <strong>switch</strong> <strong class='color-g'>guns</strong><br><strong class='color-g'>guns</strong> cycle automatically with each new level",
|
|
maxCount: 1,
|
|
count: 0,
|
|
isNonRefundable: true,
|
|
allowed() {
|
|
return mod.isDamageForGuns
|
|
},
|
|
requires: "arsenal",
|
|
effect() {
|
|
mod.isGunCycle = true;
|
|
for (let i = 0; i < 5; i++) {
|
|
powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
|
|
}
|
|
},
|
|
remove() {
|
|
mod.isGunCycle = false;
|
|
}
|
|
},
|
|
{
|
|
name: "logistics",
|
|
description: "<strong class='color-g'>ammo</strong> power ups give <strong>200%</strong> <strong class='color-g'>ammo</strong><br>but <strong class='color-g'>ammo</strong> is only added to your <strong>current gun</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return !mod.isEnergyNoAmmo
|
|
},
|
|
requires: "not exciton-lattice",
|
|
effect() {
|
|
mod.isAmmoForGun = true;
|
|
},
|
|
remove() {
|
|
mod.isAmmoForGun = false;
|
|
}
|
|
},
|
|
{
|
|
name: "supply chain",
|
|
description: "double your current <strong class='color-g'>ammo</strong> for all <strong class='color-g'>guns</strong>",
|
|
maxCount: 9,
|
|
count: 0,
|
|
isNonRefundable: true,
|
|
allowed() {
|
|
return mod.isAmmoForGun
|
|
},
|
|
requires: "logistics",
|
|
effect() {
|
|
for (let i = 0; i < b.guns.length; i++) {
|
|
if (b.guns[i].have) b.guns[i].ammo = Math.floor(2 * b.guns[i].ammo)
|
|
}
|
|
game.makeGunHUD();
|
|
},
|
|
remove() {}
|
|
},
|
|
{
|
|
name: "catabolism",
|
|
description: "gain <strong class='color-g'>ammo</strong> when you <strong>fire</strong> while <strong>out</strong> of <strong class='color-g'>ammo</strong><br>drains <strong>2%</strong> of <strong>max health</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return !mod.isEnergyHealth && !mod.isEnergyNoAmmo
|
|
},
|
|
requires: "not mass-energy equivalence<br>not exciton-lattice",
|
|
effect: () => {
|
|
mod.isAmmoFromHealth = 0.023;
|
|
},
|
|
remove() {
|
|
mod.isAmmoFromHealth = 0;
|
|
}
|
|
},
|
|
{
|
|
name: "desublimated ammunition",
|
|
description: "use <strong>50%</strong> less <strong class='color-g'>ammo</strong> when <strong>crouching</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return true
|
|
},
|
|
requires: "",
|
|
effect() {
|
|
mod.isCrouchAmmo = true
|
|
},
|
|
remove() {
|
|
mod.isCrouchAmmo = false;
|
|
}
|
|
},
|
|
{
|
|
name: "gun turret",
|
|
description: "reduce <strong class='color-harm'>harm</strong> by <strong>40%</strong> when <strong>crouching</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.isCrouchAmmo
|
|
},
|
|
requires: "desublimated ammunition",
|
|
effect() {
|
|
mod.isTurret = true
|
|
},
|
|
remove() {
|
|
mod.isTurret = false;
|
|
}
|
|
},
|
|
{
|
|
name: "cardinality",
|
|
description: "<strong class='color-m'>mods</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>5</strong> <strong>choices</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return !mod.isDeterminism
|
|
},
|
|
requires: "not determinism",
|
|
effect: () => {
|
|
mod.isExtraChoice = true;
|
|
},
|
|
remove() {
|
|
mod.isExtraChoice = false;
|
|
}
|
|
},
|
|
{
|
|
name: "determinism",
|
|
description: "spawn <strong>5</strong> <strong class='color-m'>mods</strong><br><strong class='color-m'>mods</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have only <strong>1 choice</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
isNonRefundable: true,
|
|
allowed() {
|
|
return !mod.isExtraChoice
|
|
},
|
|
requires: "not cardinality",
|
|
effect: () => {
|
|
mod.isDeterminism = true;
|
|
for (let i = 0; i < 5; i++) { //if you change the six also change it in Born rule
|
|
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
|
|
}
|
|
},
|
|
remove() {
|
|
mod.isDeterminism = false;
|
|
}
|
|
},
|
|
{
|
|
name: "superdeterminism",
|
|
description: "spawn <strong>4</strong> <strong class='color-m'>mods</strong><br><strong class='color-r'>rerolls</strong>, <strong class='color-g'>guns</strong>, and <strong class='color-f'>fields</strong> no longer <strong>spawn</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
isNonRefundable: true,
|
|
allowed() {
|
|
return mod.isDeterminism && !mod.manyWorlds
|
|
},
|
|
requires: "determinism",
|
|
effect: () => {
|
|
mod.isSuperDeterminism = true;
|
|
for (let i = 0; i < 4; i++) { //if you change the six also change it in Born rule
|
|
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
|
|
}
|
|
},
|
|
remove() {
|
|
mod.isSuperDeterminism = false;
|
|
}
|
|
},
|
|
{
|
|
name: "many-worlds",
|
|
description: "if you have no <strong class='color-r'>rerolls</strong> spawn one<br>after choosing a <strong class='color-m'>mod</strong>, <strong class='color-f'>field</strong>, or <strong class='color-g'>gun</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return !mod.isSuperDeterminism && !mod.isRerollHaste
|
|
},
|
|
requires: "not superdeterminism or Ψ(t) collapse",
|
|
effect: () => {
|
|
mod.manyWorlds = true;
|
|
},
|
|
remove() {
|
|
mod.manyWorlds = false;
|
|
}
|
|
},
|
|
{
|
|
name: "renormalization",
|
|
description: "consuming a <strong class='color-r'>reroll</strong> for <strong>any</strong> purpose<br>has a <strong>37%</strong> chance to spawn a <strong class='color-r'>reroll</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return !mod.isSuperDeterminism && !mod.isRerollHaste
|
|
},
|
|
requires: "not superdeterminism or Ψ(t) collapse",
|
|
effect() {
|
|
mod.renormalization = true;
|
|
},
|
|
remove() {
|
|
mod.renormalization = false;
|
|
}
|
|
},
|
|
{
|
|
name: "quantum immortality",
|
|
description: "after <strong>dying</strong>, continue in an <strong>alternate reality</strong><br>spawn <strong>5</strong> <strong class='color-r'>rerolls</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return powerUps.reroll.rerolls > 1 || build.isCustomSelection
|
|
},
|
|
requires: "at least 2 rerolls",
|
|
effect() {
|
|
mod.isImmortal = true;
|
|
for (let i = 0; i < 5; i++) {
|
|
powerUps.spawn(mech.pos.x, mech.pos.y, "reroll", false);
|
|
}
|
|
},
|
|
remove() {
|
|
mod.isImmortal = false;
|
|
}
|
|
},
|
|
{
|
|
name: "Born rule",
|
|
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,
|
|
isCustomHide: true,
|
|
allowed() {
|
|
return (mod.totalCount > 6)
|
|
},
|
|
requires: "more than 6 mods",
|
|
effect: () => {
|
|
//remove active bullets //to get rid of bots
|
|
for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
|
|
bullet = [];
|
|
|
|
let count = 0 //count mods
|
|
for (let i = 0, len = mod.mods.length; i < len; i++) { // spawn new mods power ups
|
|
if (!mod.mods[i].isNonRefundable) count += mod.mods[i].count
|
|
}
|
|
if (mod.isDeterminism) count -= 3 //remove the bonus mods
|
|
if (mod.isSuperDeterminism) count -= 2 //remove the bonus mods
|
|
|
|
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");
|
|
}
|
|
//have state is checked in mech.death()
|
|
},
|
|
remove() {}
|
|
},
|
|
{
|
|
name: "reallocation",
|
|
description: "convert <strong>1</strong> random <strong class='color-m'>mod</strong> into <strong>2</strong> new <strong class='color-g'>guns</strong><br><em>recursive mods lose all stacks</em>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
isNonRefundable: true,
|
|
isCustomHide: true,
|
|
allowed() {
|
|
return (mod.totalCount > 0) && !mod.isSuperDeterminism
|
|
},
|
|
requires: "at least 1 mod",
|
|
effect: () => {
|
|
const have = [] //find which mods you have
|
|
for (let i = 0; i < mod.mods.length; i++) {
|
|
if (mod.mods[i].count > 0) have.push(i)
|
|
}
|
|
const choose = have[Math.floor(Math.random() * have.length)]
|
|
game.makeTextLog(`<div class='circle mod'></div> <strong>${mod.mods[choose].name}</strong> removed by reallocation`, 300)
|
|
for (let i = 0; i < 2 * mod.mods[choose].count; i++) {
|
|
powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
|
|
}
|
|
mod.mods[choose].count = 0;
|
|
mod.mods[choose].remove(); // remove a random mod form the list of mods you have
|
|
mod.mods[choose].isLost = true
|
|
game.updateModHUD();
|
|
},
|
|
remove() {}
|
|
},
|
|
//**************************************************
|
|
//************************************************** gun
|
|
//************************************************** mods
|
|
//**************************************************
|
|
{
|
|
name: "Lorentzian topology",
|
|
description: "your <strong>bullets</strong> last <strong>33% longer</strong>",
|
|
maxCount: 3,
|
|
count: 0,
|
|
allowed() {
|
|
return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" || mod.haveGunCheck("spores") || mod.haveGunCheck("drones") || mod.haveGunCheck("super balls") || mod.haveGunCheck("foam") || mod.haveGunCheck("wave beam") || mod.haveGunCheck("ice IX") || mod.haveGunCheck("neutron bomb")
|
|
},
|
|
requires: "drones, spores, super balls, foam<br>wave beam, ice IX, neutron bomb",
|
|
effect() {
|
|
mod.isBulletsLastLonger += 0.33
|
|
},
|
|
remove() {
|
|
mod.isBulletsLastLonger = 1;
|
|
}
|
|
},
|
|
{
|
|
name: "microstates",
|
|
description: "increase <strong class='color-d'>damage</strong> by <strong>4%</strong><br>for every <strong>10</strong> active <strong>bullets</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.isBulletsLastLonger > 1
|
|
},
|
|
requires: "Lorentzian topology",
|
|
effect() {
|
|
mod.isDamageFromBulletCount = true
|
|
},
|
|
remove() {
|
|
mod.isDamageFromBulletCount = false
|
|
}
|
|
},
|
|
{
|
|
name: "pneumatic actuator",
|
|
description: "<strong>nail gun</strong> takes <strong>45%</strong> less time to ramp up<br>to it's shortest <strong>delay</strong> after firing",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("nail gun")
|
|
},
|
|
requires: "nail gun",
|
|
effect() {
|
|
mod.nailFireRate = true
|
|
},
|
|
remove() {
|
|
mod.nailFireRate = false
|
|
}
|
|
},
|
|
{
|
|
name: "powder-actuated",
|
|
description: "<strong>nail gun</strong> takes <strong>no</strong> time to ramp up<br>nails have a <strong>30%</strong> faster muzzle <strong>speed</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("nail gun") && mod.nailFireRate && !mod.isIceCrystals
|
|
},
|
|
requires: "nail gun",
|
|
effect() {
|
|
mod.nailInstantFireRate = true
|
|
},
|
|
remove() {
|
|
mod.nailInstantFireRate = false
|
|
}
|
|
},
|
|
{
|
|
name: "ice crystal nucleation",
|
|
description: "the <strong>nail gun</strong> uses <strong class='color-f'>energy</strong> to condense<br>unlimited <strong class='color-s'>freezing</strong> <strong>ice shards</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("nail gun") && !mod.nailInstantFireRate
|
|
},
|
|
requires: "nail gun",
|
|
effect() {
|
|
mod.isIceCrystals = true;
|
|
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
|
if (b.guns[i].name === "nail gun") {
|
|
b.guns[i].ammoPack = Infinity
|
|
b.guns[i].recordedAmmo = b.guns[i].ammo
|
|
b.guns[i].ammo = Infinity
|
|
game.updateGunHUD();
|
|
break;
|
|
}
|
|
}
|
|
},
|
|
remove() {
|
|
mod.isIceCrystals = false;
|
|
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
|
if (b.guns[i].name === "nail gun") {
|
|
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
|
|
b.guns[i].ammo = b.guns[i].recordedAmmo
|
|
game.updateGunHUD();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "shotgun spin-statistics",
|
|
description: "<strong>immune</strong> to <strong class='color-harm'>harm</strong> while firing the <strong>shotgun</strong><br>receive <strong>33%</strong> less <strong>shotgun</strong> <strong class='color-g'>ammo</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("shotgun")
|
|
},
|
|
requires: "shotgun",
|
|
effect() {
|
|
mod.isShotgunImmune = true;
|
|
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
|
if (b.guns[i].name === "shotgun") {
|
|
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.66
|
|
break;
|
|
}
|
|
}
|
|
},
|
|
remove() {
|
|
mod.isShotgunImmune = false;
|
|
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
|
if (b.guns[i].name === "shotgun") {
|
|
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "nailshot",
|
|
description: "the <strong>shotgun</strong> fires <strong>nails</strong><br><em>effective at a distance</em>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("shotgun")
|
|
},
|
|
requires: "shotgun",
|
|
effect() {
|
|
mod.isNailShot = true;
|
|
},
|
|
remove() {
|
|
mod.isNailShot = false;
|
|
}
|
|
},
|
|
{
|
|
name: "automatic shotgun",
|
|
description: "the <strong>shotgun</strong> fires <strong>66%</strong> faster<br><strong>recoil</strong> is greatly increased",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("shotgun")
|
|
},
|
|
requires: "shotgun",
|
|
effect() {
|
|
mod.isShotgunRecoil = true;
|
|
},
|
|
remove() {
|
|
mod.isShotgunRecoil = false;
|
|
}
|
|
},
|
|
{
|
|
name: "super duper",
|
|
description: "fire <strong>2</strong> additional <strong>super balls</strong>",
|
|
maxCount: 9,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("super balls") && !mod.oneSuperBall
|
|
},
|
|
requires: "super balls",
|
|
effect() {
|
|
mod.superBallNumber += 2
|
|
},
|
|
remove() {
|
|
mod.superBallNumber = 4;
|
|
}
|
|
},
|
|
{
|
|
name: "super ball",
|
|
description: "fire one <strong>large</strong> super <strong>ball</strong><br>that <strong>stuns</strong> mobs for <strong>3</strong> second",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("super balls") && mod.superBallNumber === 4
|
|
},
|
|
requires: "super balls",
|
|
effect() {
|
|
mod.oneSuperBall = true;
|
|
},
|
|
remove() {
|
|
mod.oneSuperBall = false;
|
|
}
|
|
},
|
|
{
|
|
name: "super sized",
|
|
description: `your <strong>super balls</strong> are <strong>22%</strong> larger<br>increases mass and physical <strong class='color-d'>damage</strong>`,
|
|
count: 0,
|
|
maxCount: 9,
|
|
allowed() {
|
|
return mod.haveGunCheck("super balls")
|
|
},
|
|
requires: "super balls",
|
|
effect() {
|
|
mod.bulletSize += 0.22
|
|
},
|
|
remove() {
|
|
mod.bulletSize = 1;
|
|
}
|
|
},
|
|
{
|
|
name: "flechettes cartridges",
|
|
description: "<strong>flechettes</strong> release <strong>three</strong> needles in each shot<br><strong class='color-g'>ammo</strong> cost are increases by <strong>3x</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("flechettes")
|
|
},
|
|
requires: "flechettes",
|
|
effect() {
|
|
mod.isFlechetteMultiShot = true;
|
|
//cut current ammo by 1/3
|
|
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
|
if (b.guns[i].name === "flechettes") b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 3);
|
|
}
|
|
//cut ammo packs by 1/3
|
|
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
|
if (b.guns[i].name === "flechettes") b.guns[i].ammoPack = Math.ceil(b.guns[i].defaultAmmoPack / 3);
|
|
}
|
|
game.updateGunHUD();
|
|
},
|
|
remove() {
|
|
mod.isFlechetteMultiShot = false;
|
|
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
|
if (b.guns[i].name === "flechettes") b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 3);
|
|
}
|
|
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
|
if (b.guns[i].name === "flechettes") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
|
|
}
|
|
game.updateGunHUD();
|
|
}
|
|
},
|
|
{
|
|
name: "6s half-life",
|
|
description: "<strong>flechette</strong> needles made of <strong class='color-p'>plutonium-238</strong><br>increase <strong class='color-d'>damage</strong> by <strong>100%</strong> over <strong>6</strong> seconds",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("flechettes") && !mod.isFastDot
|
|
},
|
|
requires: "flechettes",
|
|
effect() {
|
|
mod.isSlowDot = true;
|
|
},
|
|
remove() {
|
|
mod.isSlowDot = false;
|
|
}
|
|
},
|
|
{
|
|
name: "1/2s half-life",
|
|
description: "<strong>flechette</strong> needles made of <strong class='color-p'>lithium-8</strong><br>flechette <strong class='color-d'>damage</strong> occurs after <strong>1/2</strong> a second",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("flechettes") && !mod.isSlowDot
|
|
},
|
|
requires: "flechettes",
|
|
effect() {
|
|
mod.isFastDot = true;
|
|
},
|
|
remove() {
|
|
mod.isFastDot = false;
|
|
}
|
|
},
|
|
{
|
|
name: "piercing needles",
|
|
description: "<strong>needles</strong> penetrate <strong>mobs</strong> and <strong>blocks</strong><br>potentially hitting <strong>multiple</strong> targets",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("flechettes")
|
|
},
|
|
requires: "flechettes",
|
|
effect() {
|
|
mod.pierce = true;
|
|
},
|
|
remove() {
|
|
mod.pierce = false;
|
|
}
|
|
},
|
|
{
|
|
name: "wave packet",
|
|
description: "<strong>wave beam</strong> emits <strong>two</strong> oscillating particles<br>decrease wave <strong class='color-d'>damage</strong> by <strong>33%</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("wave beam")
|
|
},
|
|
requires: "wave beam",
|
|
effect() {
|
|
mod.waveHelix = 2
|
|
},
|
|
remove() {
|
|
mod.waveHelix = 1
|
|
}
|
|
},
|
|
{
|
|
name: "phase velocity",
|
|
description: "the <strong>wave beam</strong> propagates faster in solids",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("wave beam") && !mod.isWaveReflect
|
|
},
|
|
requires: "wave beam",
|
|
effect() {
|
|
mod.waveSpeedMap = 3 //needs to be 3 to stop bound state require check
|
|
mod.waveSpeedBody = 1.9
|
|
},
|
|
remove() {
|
|
mod.waveSpeedMap = 0.08
|
|
mod.waveSpeedBody = 0.25
|
|
}
|
|
},
|
|
{
|
|
name: "bound state",
|
|
description: "<strong>wave beam</strong> bullets last <strong>5x</strong> longer<br>bullets are <strong>bound</strong> to a <strong>region</strong> around player",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("wave beam") && mod.waveSpeedMap !== 3
|
|
},
|
|
requires: "wave beam",
|
|
effect() {
|
|
mod.isWaveReflect = true
|
|
},
|
|
remove() {
|
|
mod.isWaveReflect = false
|
|
}
|
|
},
|
|
{
|
|
name: "recursion",
|
|
description: "after <strong>missiles</strong> <strong class='color-e'>explode</strong> they have a<br><strong>30%</strong> chance to launch a larger <strong>missile</strong>",
|
|
maxCount: 6,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("missiles") || mod.isMissileField
|
|
},
|
|
requires: "missiles",
|
|
effect() {
|
|
mod.recursiveMissiles++
|
|
},
|
|
remove() {
|
|
mod.recursiveMissiles = 0;
|
|
}
|
|
},
|
|
{
|
|
name: "MIRV",
|
|
description: "launch <strong>3</strong> small <strong>missiles</strong> instead of <strong>1</strong> <br><strong>1.5x</strong> increase in <strong>delay</strong> after firing",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("missiles")
|
|
},
|
|
requires: "missiles",
|
|
effect() {
|
|
mod.is3Missiles = true;
|
|
},
|
|
remove() {
|
|
mod.is3Missiles = false;
|
|
}
|
|
},
|
|
{
|
|
name: "optimized shell packing",
|
|
description: "<strong>flak</strong> <strong class='color-g'>ammo</strong> drops contain <strong>3x</strong> more shells",
|
|
maxCount: 3,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("flak")
|
|
},
|
|
requires: "flak",
|
|
effect() {
|
|
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
|
if (b.guns[i].name === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * (3 * (1 + this.count));
|
|
}
|
|
},
|
|
remove() {
|
|
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
|
if (b.guns[i].name === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "fragmentation grenade",
|
|
description: "<strong>grenades</strong> are loaded with <strong>5</strong> nails<br>on detonation <strong>nails</strong> are ejected towards mobs",
|
|
maxCount: 9,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("grenades")
|
|
},
|
|
requires: "grenades",
|
|
effect() {
|
|
mod.grenadeFragments += 5
|
|
},
|
|
remove() {
|
|
mod.grenadeFragments = 0
|
|
}
|
|
},
|
|
{
|
|
name: "rocket-propelled grenade",
|
|
description: "<strong>grenades</strong> rapidly <strong>accelerate</strong> forward<br>map <strong>collisions</strong> trigger an <strong class='color-e'>explosion</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("grenades")
|
|
},
|
|
requires: "grenades",
|
|
effect() {
|
|
mod.isRPG = true;
|
|
},
|
|
remove() {
|
|
mod.isRPG = false;
|
|
}
|
|
},
|
|
{
|
|
name: "electromagnetic pulse",
|
|
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>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("vacuum bomb")
|
|
},
|
|
requires: "vacuum bomb",
|
|
effect() {
|
|
mod.isVacuumShield = true;
|
|
},
|
|
remove() {
|
|
mod.isVacuumShield = false;
|
|
}
|
|
},
|
|
{
|
|
name: "water shielding",
|
|
description: "increase <strong>neutron bomb's</strong> range by <strong>20%</strong><br>player is <strong>immune</strong> to its harmful effects",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("neutron bomb")
|
|
},
|
|
requires: "neutron bomb",
|
|
effect() {
|
|
mod.isNeutronImmune = true
|
|
},
|
|
remove() {
|
|
mod.isNeutronImmune = false
|
|
}
|
|
},
|
|
{
|
|
name: "inertial confinement",
|
|
description: "<strong>neutron bomb's</strong> detonation <br><strong>stuns</strong> nearby mobs for <strong>1.5</strong> seconds",
|
|
maxCount: 3,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("neutron bomb")
|
|
},
|
|
requires: "neutron bomb",
|
|
effect() {
|
|
mod.isNeutronStun += 90;
|
|
},
|
|
remove() {
|
|
mod.isNeutronStun = 0;
|
|
}
|
|
},
|
|
{
|
|
name: "mine reclamation",
|
|
description: "retrieve <strong class='color-g'>ammo</strong> from all undetonated <strong>mines</strong><br>and <strong>20%</strong> of <strong>mines</strong> after detonation",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("mine")
|
|
},
|
|
requires: "mine",
|
|
effect() {
|
|
mod.isMineAmmoBack = true;
|
|
},
|
|
remove() {
|
|
mod.isMineAmmoBack = false;
|
|
}
|
|
},
|
|
{
|
|
name: "irradiated nails",
|
|
description: "<strong>nails</strong> are made with a <strong class='color-p'>cobalt-60</strong> alloy<br><strong>85%</strong> <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> over <strong>2</strong> seconds",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot + mod.haveGunCheck("nail gun")) * 2 > 1
|
|
},
|
|
requires: "nails",
|
|
effect() {
|
|
mod.isNailPoison = true;
|
|
},
|
|
remove() {
|
|
mod.isNailPoison = false;
|
|
}
|
|
},
|
|
{
|
|
name: "railroad ties",
|
|
description: "<strong>nails</strong> are <strong>70%</strong> <strong>larger</strong><br>increases physical <strong class='color-d'>damage</strong> by about <strong>25%</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot + mod.haveGunCheck("nail gun")) * 2 > 1
|
|
},
|
|
requires: "nails",
|
|
effect() {
|
|
mod.biggerNails += 0.7
|
|
},
|
|
remove() {
|
|
mod.biggerNails = 1
|
|
}
|
|
},
|
|
{
|
|
name: "mycelial fragmentation",
|
|
description: "<strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> release an extra <strong class='color-p' style='letter-spacing: 2px;'>spore</strong><br> once a <strong>second</strong> during their <strong>growth</strong> phase",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("spores")
|
|
},
|
|
requires: "spores",
|
|
effect() {
|
|
mod.isSporeGrowth = true
|
|
},
|
|
remove() {
|
|
mod.isSporeGrowth = false
|
|
}
|
|
},
|
|
{
|
|
name: "tinsellated flagella",
|
|
description: "<strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> release <strong>2</strong> more <strong class='color-p' style='letter-spacing: 2px;'>spores</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> accelerate <strong>50% faster</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("spores") || mod.sporesOnDeath > 0 || mod.isSporeField
|
|
},
|
|
requires: "spores",
|
|
effect() {
|
|
mod.isFastSpores = true
|
|
},
|
|
remove() {
|
|
mod.isFastSpores = false
|
|
}
|
|
},
|
|
{
|
|
name: "cryodesiccation",
|
|
description: "<strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> release <strong>2</strong> more <strong class='color-p' style='letter-spacing: 2px;'>spores</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> <strong class='color-s'>freeze</strong> mobs for <strong>1</strong> second",
|
|
// <br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> do <strong>1/3</strong> <strong class='color-d'>damage</strong>
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("spores") || mod.sporesOnDeath > 0 || mod.isSporeField
|
|
},
|
|
requires: "spores",
|
|
effect() {
|
|
mod.isSporeFreeze = true
|
|
},
|
|
remove() {
|
|
mod.isSporeFreeze = false
|
|
}
|
|
},
|
|
{
|
|
name: "diplochory",
|
|
description: "<strong class='color-p' style='letter-spacing: 2px;'>spores</strong> use the player for <strong>dispersal</strong><br>until they <strong>locate</strong> a viable host",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("spores") || mod.sporesOnDeath > 0 || mod.isSporeField
|
|
},
|
|
requires: "spores",
|
|
effect() {
|
|
mod.isSporeFollow = true
|
|
},
|
|
remove() {
|
|
mod.isSporeFollow = false
|
|
}
|
|
},
|
|
{
|
|
name: "mutualism",
|
|
description: "increase <strong class='color-p' style='letter-spacing: 2px;'>spore</strong> <strong class='color-d'>damage</strong> by <strong>100%</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> borrow <strong>1%</strong> <strong>health</strong> until they <strong>die</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return (mod.haveGunCheck("spores") || mod.sporesOnDeath > 0 || mod.isSporeField) && !mod.isEnergyHealth
|
|
},
|
|
requires: "spores",
|
|
effect() {
|
|
mod.isMutualism = true
|
|
},
|
|
remove() {
|
|
mod.isMutualism = false
|
|
}
|
|
},
|
|
{
|
|
name: "brushless motor",
|
|
description: "<strong>drones</strong> accelerate <strong>50%</strong> faster",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("drones") || (mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(mod.isSporeField || mod.isMissileField || mod.isIceField))
|
|
},
|
|
requires: "drones",
|
|
effect() {
|
|
mod.isFastDrones = true
|
|
},
|
|
remove() {
|
|
mod.isFastDrones = false
|
|
}
|
|
},
|
|
{
|
|
name: "harvester",
|
|
description: "after a <strong>drone</strong> picks up a <strong>power up</strong>,<br>it's <strong>larger</strong>, <strong>faster</strong>, and infinitely <strong>durable</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return !mod.isArmorFromPowerUps && (mod.haveGunCheck("drones") || (mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(mod.isSporeField || mod.isMissileField || mod.isIceField)))
|
|
},
|
|
requires: "drones",
|
|
effect() {
|
|
mod.isDroneGrab = true
|
|
},
|
|
remove() {
|
|
mod.isDroneGrab = false
|
|
}
|
|
},
|
|
{
|
|
name: "superfluidity",
|
|
description: "<strong class='color-s'>freeze</strong> effects apply to mobs near it's target",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("ice IX") || mod.isIceCrystals || mod.isSporeFreeze || mod.isIceField
|
|
},
|
|
requires: "a freeze effect",
|
|
effect() {
|
|
mod.isAoESlow = true
|
|
},
|
|
remove() {
|
|
mod.isAoESlow = false
|
|
}
|
|
},
|
|
{
|
|
name: "heavy water",
|
|
description: "<strong>ice IX</strong> is synthesized with an extra neutron<br>does <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> over <strong>5</strong> seconds",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("ice IX") || (mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && mod.isIceField)
|
|
},
|
|
requires: "ice IX",
|
|
effect() {
|
|
mod.isHeavyWater = true
|
|
},
|
|
remove() {
|
|
mod.isHeavyWater = false;
|
|
}
|
|
},
|
|
{
|
|
name: "necrophoresis",
|
|
description: "<strong>foam</strong> bullets grow and split into 3 <strong>copies</strong><br> when the mob they are stuck to <strong>dies</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("foam") || mod.foamBotCount > 1
|
|
},
|
|
requires: "foam",
|
|
effect() {
|
|
mod.isFoamGrowOnDeath = true
|
|
},
|
|
remove() {
|
|
mod.isFoamGrowOnDeath = false;
|
|
}
|
|
},
|
|
{
|
|
name: "colloidal foam",
|
|
description: "increase <strong>foam</strong> <strong class='color-d'>damage</strong> by <strong>200%</strong><br><strong>foam</strong> dissipates <strong>40%</strong> faster",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("foam") || mod.foamBotCount > 2
|
|
},
|
|
requires: "foam",
|
|
effect() {
|
|
mod.isFastFoam = true
|
|
},
|
|
remove() {
|
|
mod.isFastFoam = false;
|
|
}
|
|
},
|
|
// {
|
|
// name: "foam size",
|
|
// description: "increase <strong>foam</strong> <strong class='color-d'>damage</strong> by <strong>200%</strong><br><strong>foam</strong> dissipates <strong>50%</strong> faster",
|
|
// maxCount: 1,
|
|
// count: 0,
|
|
// allowed() {
|
|
// return mod.haveGunCheck("foam") || mod.foamBotCount > 2
|
|
// },
|
|
// requires: "foam",
|
|
// effect() {
|
|
// mod.isLargeFoam = true
|
|
// },
|
|
// remove() {
|
|
// mod.isLargeFoam = false;
|
|
// }
|
|
// },
|
|
{
|
|
name: "frame-dragging",
|
|
description: "<strong>slow time</strong> while charging the <strong>rail gun</strong><br>charging no longer drains <strong class='color-f'>energy</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return game.fpsCapDefault > 45 && mod.haveGunCheck("rail gun") && !mod.isSlowFPS && !mod.isCapacitor
|
|
},
|
|
requires: "rail gun and FPS above 45",
|
|
effect() {
|
|
mod.isRailTimeSlow = true;
|
|
},
|
|
remove() {
|
|
mod.isRailTimeSlow = false;
|
|
game.fpsCap = game.fpsCapDefault
|
|
game.fpsInterval = 1000 / game.fpsCap;
|
|
}
|
|
},
|
|
{
|
|
name: "capacitor bank",
|
|
description: "the <strong>rail gun</strong> no longer takes time to <strong>charge</strong><br><strong>rail gun</strong> rods are <strong>66%</strong> less massive",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("rail gun") && !mod.isRailTimeSlow
|
|
},
|
|
requires: "rail gun",
|
|
effect() {
|
|
mod.isCapacitor = true;
|
|
},
|
|
remove() {
|
|
mod.isCapacitor = false;
|
|
}
|
|
},
|
|
{
|
|
name: "fragmenting projectiles",
|
|
description: "<strong>rail gun</strong> rods fragment into <strong>nails</strong><br>after hitting mobs at high speeds",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("rail gun")
|
|
},
|
|
requires: "rail gun",
|
|
effect() {
|
|
mod.isRailNails = true;
|
|
},
|
|
remove() {
|
|
mod.isRailNails = false;
|
|
}
|
|
},
|
|
{
|
|
name: "laser diodes",
|
|
description: "<strong>lasers</strong> drain <strong>37%</strong> less <strong class='color-f'>energy</strong><br><em>effects laser gun, pulse gun, and laser-bot</em>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("pulse") || mod.haveGunCheck("laser") || mod.laserBotCount > 1
|
|
},
|
|
requires: "laser",
|
|
effect() {
|
|
mod.isLaserDiode = 0.63; //100%-37%
|
|
},
|
|
remove() {
|
|
mod.isLaserDiode = 1;
|
|
}
|
|
},
|
|
{
|
|
name: "specular reflection",
|
|
description: "<strong>laser</strong> beams gain <strong>1</strong> reflection<br><strong>50%</strong> laser <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain",
|
|
maxCount: 9,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("laser")
|
|
},
|
|
requires: "laser",
|
|
effect() {
|
|
mod.laserReflections++;
|
|
mod.laserDamage += 0.06; //base is 0.12
|
|
mod.laserFieldDrain += 0.0008 //base is 0.002
|
|
},
|
|
remove() {
|
|
mod.laserReflections = 2;
|
|
mod.laserDamage = 0.12;
|
|
mod.laserFieldDrain = 0.0016;
|
|
}
|
|
},
|
|
{
|
|
name: "waste heat recovery",
|
|
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>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("laser")
|
|
},
|
|
requires: "laser",
|
|
effect() {
|
|
mod.isLaserHealth = true;
|
|
},
|
|
remove() {
|
|
mod.isLaserHealth = false
|
|
}
|
|
},
|
|
{
|
|
name: "shock wave",
|
|
description: "mobs caught in <strong>pulse's</strong> explosion are <strong>stunned</strong><br>for up to <strong>2 seconds</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("pulse")
|
|
},
|
|
requires: "pulse",
|
|
effect() {
|
|
mod.isPulseStun = true;
|
|
},
|
|
remove() {
|
|
mod.isPulseStun = false;
|
|
}
|
|
},
|
|
|
|
{
|
|
name: "neocognitron",
|
|
description: "<strong>pulse</strong> automatically <strong>aims</strong> at a nearby mob<br><strong>50%</strong> decreased <strong>delay</strong> after firing",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.haveGunCheck("pulse")
|
|
},
|
|
requires: "pulse",
|
|
effect() {
|
|
mod.isPulseAim = true;
|
|
},
|
|
remove() {
|
|
mod.isPulseAim = false;
|
|
}
|
|
},
|
|
//**************************************************
|
|
//************************************************** field
|
|
//************************************************** mods
|
|
//**************************************************
|
|
{
|
|
name: "flux pinning",
|
|
description: "blocking with <strong>perfect diamagnetism</strong><br><strong>stuns</strong> mobs for <strong>+1</strong> second",
|
|
maxCount: 9,
|
|
count: 0,
|
|
allowed() {
|
|
return mech.fieldUpgrades[mech.fieldMode].name === "perfect diamagnetism"
|
|
},
|
|
requires: "perfect diamagnetism",
|
|
effect() {
|
|
mod.isStunField += 60;
|
|
},
|
|
remove() {
|
|
mod.isStunField = 0;
|
|
}
|
|
},
|
|
{
|
|
name: "timelike world line",
|
|
description: "<strong>time dilation</strong> doubles your relative time <strong>rate</strong><br>and makes you <strong>immune</strong> to <strong class='color-harm'>harm</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mech.fieldUpgrades[mech.fieldMode].name === "time dilation field"
|
|
},
|
|
requires: "time dilation field",
|
|
effect() {
|
|
mod.isTimeSkip = true;
|
|
b.setFireCD();
|
|
},
|
|
remove() {
|
|
mod.isTimeSkip = false;
|
|
b.setFireCD();
|
|
}
|
|
},
|
|
{
|
|
name: "Lorentz transformation",
|
|
description: "permanently increase your relative time rate<br><strong>move</strong>, <strong>jump</strong>, and <strong>shoot</strong> <strong>33%</strong> faster",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mech.fieldUpgrades[mech.fieldMode].name === "time dilation field"
|
|
},
|
|
requires: "time dilation field",
|
|
effect() {
|
|
mod.fastTime = 1.33;
|
|
mod.fastTimeJump = 1.09;
|
|
mech.setMovement();
|
|
b.setFireCD();
|
|
},
|
|
remove() {
|
|
mod.fastTime = 1;
|
|
mod.fastTimeJump = 1;
|
|
mech.setMovement();
|
|
b.setFireCD();
|
|
}
|
|
},
|
|
{
|
|
name: "plasma jet",
|
|
description: "increase <strong>plasma torch's</strong> range by <strong>27%</strong>",
|
|
maxCount: 9,
|
|
count: 0,
|
|
allowed() {
|
|
return mech.fieldUpgrades[mech.fieldMode].name === "plasma torch"
|
|
},
|
|
requires: "plasma torch",
|
|
effect() {
|
|
mod.isPlasmaRange += 0.27;
|
|
},
|
|
remove() {
|
|
mod.isPlasmaRange = 1;
|
|
}
|
|
},
|
|
{
|
|
name: "plasma-bot",
|
|
description: "a bot uses <strong class='color-f'>energy</strong> to emit short range <strong>plasma</strong><br>that <strong class='color-d'>damages</strong> and <strong>pushes</strong> mobs",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mech.fieldUpgrades[mech.fieldMode].name === "plasma torch"
|
|
},
|
|
requires: "plasma torch",
|
|
effect() {
|
|
mod.plasmaBotCount++;
|
|
b.plasmaBot();
|
|
},
|
|
remove() {
|
|
mod.plasmaBotCount = 0;
|
|
}
|
|
},
|
|
{
|
|
name: "degenerate matter",
|
|
description: "reduce <strong class='color-harm'>harm</strong> by <strong>40%</strong><br>while <strong>negative mass field</strong> is active",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mech.fieldUpgrades[mech.fieldMode].name === "negative mass field"
|
|
},
|
|
requires: "negative mass field",
|
|
effect() {
|
|
mod.isHarmReduce = true
|
|
},
|
|
remove() {
|
|
mod.isHarmReduce = false;
|
|
// if (mech.fieldUpgrades[mech.fieldMode].name === "negative mass field") mech.setField("negative mass field") //reset harm reduction
|
|
}
|
|
},
|
|
{
|
|
name: "annihilation",
|
|
description: "after <strong>touching</strong> mobs, they are <strong>annihilated</strong><br>drains <strong>33%</strong> of base <strong class='color-f'>energy</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mech.fieldUpgrades[mech.fieldMode].name === "negative mass field"
|
|
},
|
|
requires: "negative mass field",
|
|
effect() {
|
|
mod.isAnnihilation = true
|
|
},
|
|
remove() {
|
|
mod.isAnnihilation = false;
|
|
}
|
|
},
|
|
{
|
|
name: "negative temperature",
|
|
description: "<strong>negative mass field</strong> uses <strong class='color-f'>energy</strong><br>to <strong class='color-s'>freeze</strong> mobs caught in it's effect",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mech.fieldUpgrades[mech.fieldMode].name === "negative mass field"
|
|
},
|
|
requires: "negative mass field",
|
|
effect() {
|
|
mod.isFreezeMobs = true;
|
|
},
|
|
remove() {
|
|
mod.isFreezeMobs = false;
|
|
}
|
|
},
|
|
{
|
|
name: "bremsstrahlung radiation",
|
|
description: "<strong>blocking</strong> with <strong>standing wave harmonics</strong><br> does <strong class='color-d'>damage</strong> to mobs",
|
|
maxCount: 9,
|
|
count: 0,
|
|
allowed() {
|
|
return mech.fieldUpgrades[mech.fieldMode].name === "standing wave harmonics"
|
|
},
|
|
requires: "standing wave harmonics",
|
|
effect() {
|
|
mod.blockDmg += 0.66 //if you change this value also update the for loop in the electricity graphics in mech.pushMass
|
|
},
|
|
remove() {
|
|
mod.blockDmg = 0;
|
|
}
|
|
},
|
|
{
|
|
name: "frequency resonance",
|
|
description: "<strong>standing wave harmonics</strong> shield is retuned<br>increase <strong>size</strong> and <strong>blocking</strong> efficiency by <strong>40%</strong>",
|
|
maxCount: 9,
|
|
count: 0,
|
|
allowed() {
|
|
return mech.fieldUpgrades[mech.fieldMode].name === "standing wave harmonics"
|
|
},
|
|
requires: "standing wave harmonics",
|
|
effect() {
|
|
mech.fieldRange += 175 * 0.17
|
|
mech.fieldShieldingScale *= 0.6
|
|
},
|
|
remove() {
|
|
mech.fieldRange = 175;
|
|
mech.fieldShieldingScale = 1;
|
|
}
|
|
},
|
|
{
|
|
name: "pair production",
|
|
description: "<strong>power ups</strong> overfill your <strong class='color-f'>energy</strong><br>temporarily gain <strong>3x</strong> your maximum <strong class='color-f'>energy</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing"
|
|
},
|
|
requires: "nano-scale manufacturing",
|
|
effect: () => {
|
|
mod.isMassEnergy = true // used in mech.grabPowerUp
|
|
mech.energy = mech.maxEnergy * 3
|
|
},
|
|
remove() {
|
|
mod.isMassEnergy = false;
|
|
}
|
|
},
|
|
{
|
|
name: "mycelium manufacturing",
|
|
description: "<strong>nano-scale manufacturing</strong> is repurposed<br>excess <strong class='color-f'>energy</strong> used to grow <strong class='color-p' style='letter-spacing: 2px;'>spores</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(mod.isMissileField || mod.isIceField || mod.isFastDrones)
|
|
},
|
|
requires: "nano-scale manufacturing",
|
|
effect() {
|
|
mod.isSporeField = true;
|
|
},
|
|
remove() {
|
|
mod.isSporeField = false;
|
|
}
|
|
},
|
|
{
|
|
name: "missile manufacturing",
|
|
description: "<strong>nano-scale manufacturing</strong> is repurposed<br>excess <strong class='color-f'>energy</strong> used to construct <strong>missiles</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(mod.isSporeField || mod.isIceField || mod.isFastDrones)
|
|
},
|
|
requires: "nano-scale manufacturing",
|
|
effect() {
|
|
mod.isMissileField = true;
|
|
},
|
|
remove() {
|
|
mod.isMissileField = false;
|
|
}
|
|
},
|
|
{
|
|
name: "ice IX manufacturing",
|
|
description: "<strong>nano-scale manufacturing</strong> is repurposed<br>excess <strong class='color-f'>energy</strong> used to synthesize <strong>ice IX</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(mod.isSporeField || mod.isMissileField || mod.isFastDrones)
|
|
},
|
|
requires: "nano-scale manufacturing",
|
|
effect() {
|
|
mod.isIceField = true;
|
|
},
|
|
remove() {
|
|
mod.isIceField = false;
|
|
}
|
|
},
|
|
{
|
|
name: "superposition",
|
|
description: "mobs that <strong>touch</strong> the <strong>phased</strong> player<br> are <strong>stunned</strong> for <strong>5</strong> seconds",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mech.fieldUpgrades[mech.fieldMode].name === "phase decoherence field"
|
|
},
|
|
requires: "phase decoherence field",
|
|
effect() {
|
|
mod.superposition = true;
|
|
},
|
|
remove() {
|
|
mod.superposition = false;
|
|
}
|
|
},
|
|
{
|
|
name: "fracture analysis",
|
|
description: "bullet impacts do <strong>500%</strong> <strong class='color-d'>damage</strong><br>to mobs that are <strong>unaware</strong> of you or <strong>stunned</strong>",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mod.isStunField || mech.fieldUpgrades[mech.fieldMode].name === "phase decoherence field"
|
|
},
|
|
requires: "phase decoherence field or flux pinning",
|
|
effect() {
|
|
mod.isCrit = true;
|
|
},
|
|
remove() {
|
|
mod.isCrit = false;
|
|
}
|
|
},
|
|
{
|
|
name: "Bose Einstein condensate",
|
|
description: "<strong>mobs</strong> in superposition with the <strong>pilot wave</strong><br>are <strong class='color-s'>frozen</strong> for <strong>2</strong> seconds",
|
|
maxCount: 1,
|
|
count: 0,
|
|
allowed() {
|
|
return mech.fieldUpgrades[mech.fieldMode].name === "pilot wave"
|
|
},
|
|
requires: "pilot wave",
|
|
effect() {
|
|
mod.isPilotFreeze = true
|
|
},
|
|
remove() {
|
|
mod.isPilotFreeze = false
|
|
}
|
|
},
|
|
{
|
|
name: "heals",
|
|
description: "spawn <strong>6</strong> <strong class='color-h'>heal</strong> power ups",
|
|
maxCount: 9,
|
|
count: 0,
|
|
isNonRefundable: true,
|
|
isCustomHide: true,
|
|
allowed() {
|
|
return true
|
|
},
|
|
requires: "",
|
|
effect() {
|
|
for (let i = 0; i < 6; i++) {
|
|
powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
|
|
}
|
|
this.count--
|
|
},
|
|
remove() {}
|
|
},
|
|
{
|
|
name: "ammo",
|
|
description: "spawn <strong>6</strong> <strong class='color-g'>ammo</strong> power ups",
|
|
maxCount: 9,
|
|
count: 0,
|
|
isNonRefundable: true,
|
|
isCustomHide: true,
|
|
allowed() {
|
|
return true
|
|
},
|
|
requires: "",
|
|
effect() {
|
|
for (let i = 0; i < 6; i++) {
|
|
powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
|
|
}
|
|
this.count--
|
|
},
|
|
remove() {}
|
|
},
|
|
|
|
{
|
|
name: "rerolls",
|
|
description: "spawn <strong>5</strong> <strong class='color-r'>reroll</strong> power ups",
|
|
maxCount: 9,
|
|
count: 0,
|
|
isNonRefundable: true,
|
|
isCustomHide: true,
|
|
allowed() {
|
|
return !mod.isSuperDeterminism
|
|
},
|
|
requires: "not superdeterminism",
|
|
effect() {
|
|
for (let i = 0; i < 5; i++) {
|
|
powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
|
|
}
|
|
this.count--
|
|
},
|
|
remove() {}
|
|
},
|
|
{
|
|
name: "gun",
|
|
description: "spawn a <strong class='color-g'>gun</strong> power up",
|
|
maxCount: 9,
|
|
count: 0,
|
|
isNonRefundable: true,
|
|
isCustomHide: true,
|
|
allowed() {
|
|
return !mod.isSuperDeterminism
|
|
},
|
|
requires: "not superdeterminism",
|
|
effect() {
|
|
powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
|
|
this.count--
|
|
},
|
|
remove() {}
|
|
},
|
|
{
|
|
name: "field",
|
|
description: "spawn a <strong class='color-f'>field</strong> power up",
|
|
maxCount: 9,
|
|
count: 0,
|
|
isNonRefundable: true,
|
|
isCustomHide: true,
|
|
allowed() {
|
|
return !mod.isSuperDeterminism
|
|
},
|
|
requires: "not superdeterminism",
|
|
effect() {
|
|
powerUps.spawn(mech.pos.x, mech.pos.y, "field");
|
|
this.count--
|
|
},
|
|
remove() {}
|
|
},
|
|
],
|
|
//variables use for gun mod upgrades
|
|
fireRate: null,
|
|
bulletSize: null,
|
|
energySiphon: null,
|
|
healthDrain: null,
|
|
isCrouchAmmo: null,
|
|
isBulletsLastLonger: null,
|
|
isImmortal: null,
|
|
sporesOnDeath: null,
|
|
isImmuneExplosion: null,
|
|
isExplodeMob: null,
|
|
isDroneOnDamage: null,
|
|
isAcidDmg: null,
|
|
isAnnihilation: null,
|
|
largerHeals: null,
|
|
squirrelFx: null,
|
|
isCrit: null,
|
|
isLowHealthDmg: null,
|
|
isFarAwayDmg: null,
|
|
isEntanglement: null,
|
|
isMassEnergy: null,
|
|
isExtraChoice: null,
|
|
laserBotCount: null,
|
|
nailBotCount: null,
|
|
foamBotCount: null,
|
|
boomBotCount: null,
|
|
plasmaBotCount: null,
|
|
collisionImmuneCycles: null,
|
|
blockDmg: null,
|
|
isPiezo: null,
|
|
isFastDrones: null,
|
|
isFastSpores: null,
|
|
superBallNumber: null,
|
|
oneSuperBall: null,
|
|
laserReflections: null,
|
|
laserDamage: null,
|
|
laserFieldDrain: null,
|
|
isAmmoFromHealth: null,
|
|
mobSpawnWithHealth: null,
|
|
isEnergyRecovery: null,
|
|
isHealthRecovery: null,
|
|
isEnergyLoss: null,
|
|
isDeathAvoid: null,
|
|
waveSpeedMap: null,
|
|
waveSpeedBody: null,
|
|
isSporeField: null,
|
|
isMissileField: null,
|
|
isIceField: null,
|
|
isFlechetteMultiShot: null,
|
|
isMineAmmoBack: null,
|
|
isPlasmaRange: null,
|
|
isRailNails: null,
|
|
isFreezeMobs: null,
|
|
recursiveMissiles: null,
|
|
isIceCrystals: null,
|
|
throwChargeRate: null,
|
|
isBlockStun: null,
|
|
isStunField: null,
|
|
isHarmDamage: null,
|
|
isHeavyWater: null,
|
|
energyRegen: null,
|
|
isVacuumShield: null,
|
|
renormalization: null,
|
|
grenadeFragments: null,
|
|
isEnergyDamage: null,
|
|
isBotSpawner: null,
|
|
waveHelix: null,
|
|
isSporeFollow: null,
|
|
isNailPoison: null,
|
|
isEnergyHealth: null,
|
|
isPulseStun: null,
|
|
isPilotFreeze: null,
|
|
isRest: null,
|
|
isRPG: null,
|
|
is3Missiles: null,
|
|
isDeterminism: null,
|
|
isSuperDeterminism: null,
|
|
isHarmReduce: null,
|
|
nailsDeathMob: null,
|
|
isSlowFPS: null,
|
|
isNeutronStun: null,
|
|
manyWorlds: null,
|
|
isDamageFromBulletCount: null,
|
|
isLaserDiode: null,
|
|
isNailShot: null,
|
|
slowFire: null,
|
|
fastTime: null,
|
|
squirrelJump: null,
|
|
fastTimeJump: null,
|
|
isFastDot: null,
|
|
isArmorFromPowerUps: null,
|
|
isAmmoForGun: null,
|
|
isRapidPulse: null,
|
|
isPulseAim: null,
|
|
isSporeFreeze: null,
|
|
isShotgunRecoil: null,
|
|
isHealLowHealth: null,
|
|
isAoESlow: null,
|
|
isHarmArmor: null,
|
|
isTurret: null,
|
|
isRerollDamage: null,
|
|
isHarmFreeze: null,
|
|
isBotArmor: null,
|
|
isRerollHaste: null,
|
|
rerollHaste: null,
|
|
isMineDrop: null,
|
|
isRerollBots: null,
|
|
isRailTimeSlow: null,
|
|
isNailBotUpgrade: null,
|
|
isFoamBotUpgrade: null,
|
|
isLaserBotUpgrade: null,
|
|
isBoomBotUpgrade: null,
|
|
isDroneGrab: null,
|
|
isOneGun: null,
|
|
isDamageForGuns: null,
|
|
isGunCycle: null,
|
|
isFastFoam: null,
|
|
isSporeGrowth: null,
|
|
isBayesian: null,
|
|
nailGun: null,
|
|
nailInstantFireRate: null,
|
|
isCapacitor: null,
|
|
isEnergyNoAmmo: null,
|
|
isFreezeHarmImmune: null,
|
|
isSmallExplosion: null,
|
|
isExplosionHarm: null,
|
|
isLaserHealth: null
|
|
} |