Files
n-gon-improved/js/mods.js
landgreen 75f6f268eb fragments
so many bug fixes around CPT
mod: fragments - blocks, grenades, rail gun, shotgun slugs can all eject nails on collisions, or detonation
2020-12-10 06:55:00 -08:00

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const mod = {
totalCount: null,
setupAllMods() {
for (let i = 0, len = mod.mods.length; i < len; i++) {
mod.mods[i].remove();
mod.mods[i].isLost = false
mod.mods[i].count = 0
}
mod.armorFromPowerUps = 0;
mod.totalCount = 0;
game.updateModHUD();
},
removeMod(index) {
mod.mods[index].remove();
mod.mods[index].count = 0;
game.updateModHUD();
},
giveMod(index = 'random') {
if (index === 'random') {
let options = [];
for (let i = 0; i < mod.mods.length; i++) {
if (mod.mods[i].count < mod.mods[i].maxCount && mod.mods[i].allowed())
options.push(i);
}
// give a random mod from the mods I don't have
if (options.length > 0) {
let newMod = options[Math.floor(Math.random() * options.length)]
mod.giveMod(newMod)
}
} else {
if (isNaN(index)) { //find index by name
let found = false;
for (let i = 0; i < mod.mods.length; i++) {
if (index === mod.mods[i].name) {
index = i;
found = true;
break;
}
}
if (!found) return //if name not found don't give any mod
}
if (mod.mods[index].isLost) mod.mods[index].isLost = false; //give specific mod
mod.mods[index].effect(); //give specific mod
mod.mods[index].count++
mod.totalCount++ //used in power up randomization
game.updateModHUD();
}
},
// giveBasicMod(index = 'random') {
// // if (isNaN(index)) { //find index by name
// // let found = false;
// // for (let i = 0; i < mod.mods.length; i++) {
// // if (index === mod.mods[i].name) {
// // index = i;
// // found = true;
// // break;
// // }
// // }
// // if (!found) return //if name not found don't give any mod
// // }
// mod.basicMods[index].effect(); //give specific mod
// mod.mods[index].count++
// mod.totalCount++ //used in power up randomization
// game.updateModHUD();
// },
haveGunCheck(name) {
if (
!build.isCustomSelection &&
b.inventory.length > 2 &&
name !== b.guns[b.activeGun].name &&
Math.random() > 2 / (b.inventory.length + mod.isGunCycle * 3) //lower chance of mods specific to a gun if you have lots of guns
) {
return false
}
for (i = 0, len = b.inventory.length; i < len; i++) {
if (b.guns[b.inventory[i]].name === name) return true
}
return false
},
damageFromMods() {
let dmg = mech.fieldDamage
// if (mod.aimDamage>1)
if (mod.isLowEnergyDamage) dmg *= 1 + Math.max(0, 1 - mech.energy) * 0.5
if (mod.isMaxEnergyMod) dmg *= 1.4
if (mod.isEnergyNoAmmo) dmg *= 1.5
if (mod.isDamageForGuns) dmg *= 1 + 0.07 * b.inventory.length
if (mod.isLowHealthDmg) dmg *= 1 + 0.6 * Math.max(0, 1 - mech.health)
if (mod.isHarmDamage && mech.lastHarmCycle + 600 > mech.cycle) dmg *= 2;
if (mod.isEnergyLoss) dmg *= 1.5;
if (mod.isAcidDmg && mech.health > 1) dmg *= 1.4;
if (mod.restDamage > 1 && player.speed < 1) dmg *= mod.restDamage
if (mod.isEnergyDamage) dmg *= 1 + mech.energy / 7;
if (mod.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.0038
if (mod.isRerollDamage) dmg *= 1 + 0.04 * powerUps.reroll.rerolls
if (mod.isOneGun && b.inventory.length < 2) dmg *= 1.25
if (mod.isNoFireDamage && mech.cycle > mech.fireCDcycle + 120) dmg *= 1.5
if (mod.isSpeedDamage) dmg *= 1 + Math.min(0.33, player.speed * 0.011)
if (mod.isBotDamage) dmg *= 1 + 0.02 * mod.totalBots()
return dmg * mod.slowFire * mod.aimDamage
},
duplicationChance() {
return (mod.isBayesian ? 0.2 : 0) + mod.cancelCount * 0.04 + mod.duplicateChance + mech.duplicateChance
},
totalBots() {
return mod.foamBotCount + mod.nailBotCount + mod.laserBotCount + mod.boomBotCount + mod.plasmaBotCount + mod.orbitBotCount
},
mods: [{
name: "capacitor",
description: "increase <strong class='color-d'>damage</strong> by <strong>1%</strong><br>for every <strong>7</strong> stored <strong class='color-f'>energy</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.maxEnergy > 1 || mod.isEnergyRecovery || mod.isPiezo || mod.energySiphon > 0
},
requires: "increased energy regen or max energy",
effect: () => {
mod.isEnergyDamage = true
},
remove() {
mod.isEnergyDamage = false;
}
},
{
name: "exciton-lattice",
description: `increase <strong class='color-d'>damage</strong> by <strong>50%</strong>, but<br><strong class='color-g'>ammo</strong> will no longer <strong>spawn</strong>`,
maxCount: 1,
count: 0,
allowed() {
return (mod.haveGunCheck("nail gun") && mod.isIceCrystals) || mod.haveGunCheck("laser") || mech.fieldUpgrades[mech.fieldMode].name === "plasma torch" || mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" || mech.fieldUpgrades[mech.fieldMode].name === "pilot wave"
},
requires: "energy based damage",
effect() {
mod.isEnergyNoAmmo = true;
},
remove() {
mod.isEnergyNoAmmo = false;
}
},
{
name: "exothermic process",
description: "increase <strong class='color-d'>damage</strong> by <strong>50%</strong><br>if a mob <strong>dies</strong> drain stored <strong class='color-f'>energy</strong> by <strong>25%</strong>",
maxCount: 1,
count: 0,
allowed() {
return !mod.isEnergyHealth
},
requires: "not mass-energy equivalence",
effect() {
mod.isEnergyLoss = true;
},
remove() {
mod.isEnergyLoss = false;
}
},
{
name: "heat engine",
description: `increase <strong class='color-d'>damage</strong> by <strong>40%</strong>, but<br>reduce maximum <strong class='color-f'>energy</strong> by <strong>50</strong>`,
maxCount: 1,
count: 0,
allowed() {
return mod.isEnergyLoss && mech.maxEnergy === 1 && !mod.isMissileField && !mod.isSporeField && !mod.isRewindAvoidDeath
},
requires: "heat engine, not max energy increase, CPT, missile or spore nano-scale",
effect() {
mod.isMaxEnergyMod = true;
mech.setMaxEnergy()
},
remove() {
mod.isMaxEnergyMod = false;
mech.setMaxEnergy()
}
},
{
name: "Gibbs free energy",
description: `increase <strong class='color-d'>damage</strong> by <strong>5%</strong><br>for every <strong>10</strong> <strong class='color-f'>energy</strong> below <strong>100</strong>`,
maxCount: 1,
count: 0,
allowed() {
return mod.isEnergyLoss && mech.maxEnergy < 1.1
},
requires: "heat engine",
effect() {
mod.isLowEnergyDamage = true;
},
remove() {
mod.isLowEnergyDamage = false;
}
},
{
name: "rest frame",
description: "increase <strong class='color-d'>damage</strong> by <strong>25%</strong><br>when not <strong>moving</strong>",
maxCount: 6,
count: 0,
allowed() {
return mech.Fx === 0.016
},
requires: "base movement speed",
effect: () => {
mod.restDamage += 0.25
},
remove() {
mod.restDamage = 1;
}
},
{
name: "kinetic bombardment",
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",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
mod.isFarAwayDmg = true; //used in mob.damage()
},
remove() {
mod.isFarAwayDmg = false;
}
},
{
name: "fluoroantimonic acid",
description: "increase <strong class='color-d'>damage</strong> by <strong>40%</strong><br>when your <strong>health</strong> is above <strong>100</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.maxHealth > 1;
},
requires: "health above 100",
effect() {
mod.isAcidDmg = true;
},
remove() {
mod.isAcidDmg = false;
}
},
{
name: "integrated armament",
description: "increase <strong class='color-d'>damage</strong> by <strong>25%</strong><br>your inventory can only hold <strong>1 gun</strong>",
maxCount: 1,
count: 0,
allowed() {
return b.inventory.length < 2
},
requires: "no more than 1 gun",
effect() {
mod.isOneGun = true;
},
remove() {
mod.isOneGun = false;
}
},
{
name: "negative feedback",
description: "increase <strong class='color-d'>damage</strong> by <strong>6%</strong><br>for every <strong>10</strong> missing base <strong>health</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.health < 0.6 || build.isCustomSelection
},
requires: "health below 60",
effect() {
mod.isLowHealthDmg = true; //used in mob.damage()
},
remove() {
mod.isLowHealthDmg = false;
}
},
{
name: "radiative equilibrium",
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>",
maxCount: 1,
count: 0,
allowed() {
return mech.harmReduction() < 1
},
requires: "some harm reduction",
effect() {
mod.isHarmDamage = true;
},
remove() {
mod.isHarmDamage = false;
}
},
{
name: "perturbation theory",
description: "increase <strong class='color-d'>damage</strong> by <strong>4%</strong><br>for each of your <strong class='color-r'>rerolls</strong>",
maxCount: 1,
count: 0,
allowed() {
return powerUps.reroll.rerolls > 3 || build.isCustomSelection
},
requires: "at least 4 rerolls",
effect() {
mod.isRerollDamage = true;
},
remove() {
mod.isRerollDamage = false;
}
},
{
name: "electrostatic discharge",
description: "increase <strong class='color-d'>damage</strong> by <strong>20%</strong><br><strong>20%</strong> increased <strong><em>delay</em></strong> after firing",
maxCount: 1,
count: 0,
allowed() {
return true
},
effect() {
mod.slowFire = 1.2
b.setFireCD();
},
remove() {
mod.slowFire = 1;
b.setFireCD();
}
},
{
name: "Ψ(t) collapse",
description: "<strong>66%</strong> decreased <strong><em>delay</em></strong> after firing<br>when you have no <strong class='color-r'>rerolls</strong>",
maxCount: 1,
count: 0,
allowed() {
return powerUps.reroll.rerolls === 0 && !mod.manyWorlds
},
requires: "no rerolls",
effect() {
mod.isRerollHaste = true;
mod.rerollHaste = 0.33;
b.setFireCD();
},
remove() {
mod.isRerollHaste = false;
mod.rerollHaste = 1;
b.setFireCD();
}
},
{
name: "auto-loading heuristics",
description: "<strong>30%</strong> decreased <strong><em>delay</em></strong> after firing",
maxCount: 9,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
mod.fireRate *= 0.7
b.setFireCD();
},
remove() {
mod.fireRate = 1;
b.setFireCD();
}
},
{
name: "mass driver",
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>",
maxCount: 1,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name !== "wormhole"
},
requires: "not wormhole",
effect() {
mod.throwChargeRate = 2
},
remove() {
mod.throwChargeRate = 1
}
},
{
name: "fragmentation",
description: "detonation or collision ejects <strong>nails</strong><br><em>rail gun, grenades, shotgun slugs, blocks</em>",
maxCount: 9,
count: 0,
allowed() {
return (mod.haveGunCheck("grenades") && !mod.isNeutronBomb) || mod.haveGunCheck("rail gun") || (mod.haveGunCheck("shotgun") && mod.isSlugShot) || mod.throwChargeRate > 1
},
requires: "grenades, rail gun, shotgun slugs, or mass driver",
effect() {
mod.fragments++
},
remove() {
mod.fragments = 0
}
},
{
name: "ammonium nitrate",
description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>20%</strong><br>increase <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>20%</strong>",
maxCount: 9,
count: 0,
allowed() {
return mod.haveGunCheck("missiles") || mod.isIncendiary || (mod.haveGunCheck("grenades") && !mod.isNeutronBomb) || mod.haveGunCheck("vacuum bomb") || mod.isPulseLaser || mod.isMissileField || mod.boomBotCount > 1 || mod.isFlechetteExplode
},
requires: "an explosive damage source",
effect: () => {
mod.explosiveRadius += 0.2;
},
remove() {
mod.explosiveRadius = 1;
}
},
{
name: "nitroglycerin",
description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>60%</strong><br>decrease <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>20%</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("missiles") || mod.isIncendiary || (mod.haveGunCheck("grenades") && !mod.isNeutronBomb) || mod.haveGunCheck("vacuum bomb") || mod.isPulseLaser || mod.isMissileField || mod.boomBotCount > 1 || mod.isFlechetteExplode
},
requires: "an explosive damage source",
effect: () => {
mod.isSmallExplosion = true;
},
remove() {
mod.isSmallExplosion = false;
}
},
{
name: "acetone peroxide",
description: "increase <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>80%</strong>, but<br>you take <strong>400%</strong> more <strong class='color-harm'>harm</strong> from <strong class='color-e'>explosions</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("missiles") || mod.isIncendiary || (mod.haveGunCheck("grenades") && !mod.isNeutronBomb) || mod.haveGunCheck("vacuum bomb") || mod.isPulseLaser || mod.isMissileField || mod.isFlechetteExplode
},
requires: "an explosive damage source",
effect: () => {
mod.isExplosionHarm = true;
},
remove() {
mod.isExplosionHarm = false;
}
},
{
name: "electric reactive armor",
// 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>",
description: "<strong class='color-harm'>harm</strong> from <strong class='color-e'>explosions</strong> is passively reduced<br>by <strong>7%</strong> for every <strong>10</strong> stored <strong class='color-f'>energy</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("missiles") || mod.isIncendiary || (mod.haveGunCheck("grenades") && !mod.isNeutronBomb) || mod.haveGunCheck("vacuum bomb") || mod.isMissileField || mod.isExplodeMob || mod.isFlechetteExplode || mod.isPulseLaser
},
requires: "an explosive damage source",
effect: () => {
mod.isImmuneExplosion = true;
},
remove() {
mod.isImmuneExplosion = false;
}
},
{
name: "thermal runaway",
description: "mobs <strong class='color-e'>explode</strong> when they <strong>die</strong><br><em>be careful</em>",
maxCount: 1,
count: 0,
allowed() {
return (mod.haveGunCheck("missiles") || mod.isIncendiary || (mod.haveGunCheck("grenades") && !mod.isNeutronBomb) || mod.haveGunCheck("vacuum bomb") || mod.isPulseLaser || mod.isMissileField || mod.boomBotCount > 1 || mod.isFlechetteExplode) && !mod.sporesOnDeath && !mod.nailsDeathMob && !mod.isBotSpawner
},
requires: "an explosive damage source, no other mob death mods",
effect: () => {
mod.isExplodeMob = true;
},
remove() {
mod.isExplodeMob = false;
}
},
{
name: "reaction inhibitor",
description: "mobs spawn with <strong>12%</strong> less <strong>health</strong>",
maxCount: 3,
count: 0,
allowed() {
return mod.nailsDeathMob || mod.sporesOnDeath || mod.isExplodeMob || mod.isBotSpawner
},
requires: "any mob death mod",
effect: () => {
mod.mobSpawnWithHealth *= 0.88
//set all mobs at full health to 0.85
for (let i = 0; i < mob.length; i++) {
if (mob.health > mod.mobSpawnWithHealth) mob.health = mod.mobSpawnWithHealth
}
},
remove() {
mod.mobSpawnWithHealth = 1;
}
},
{
name: "zoospore vector",
description: "mobs produce <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> when they <strong>die</strong><br><strong>9%</strong> chance",
maxCount: 9,
count: 0,
allowed() {
return !mod.nailsDeathMob && !mod.isExplodeMob && !mod.isBotSpawner
},
requires: "no other mob death mods",
effect() {
mod.sporesOnDeath += 0.09;
for (let i = 0; i < 8; i++) {
b.spore(mech.pos)
}
},
remove() {
mod.sporesOnDeath = 0;
}
},
{
name: "impact shear",
description: "mobs release a <strong>nail</strong> when they <strong>die</strong><br>nails target nearby mobs",
maxCount: 9,
count: 0,
allowed() {
return !mod.sporesOnDeath && !mod.isExplodeMob && !mod.isBotSpawner
},
requires: "no other mob death mods",
effect: () => {
mod.nailsDeathMob++
},
remove() {
mod.nailsDeathMob = 0;
}
},
{
name: "scrap bots",
description: "<strong>20%</strong> chance to build a <strong>bot</strong> after killing a mob<br>the bot lasts for about <strong>20</strong> seconds",
maxCount: 3,
count: 0,
allowed() {
return mod.totalBots() > 0 && !mod.sporesOnDeath && !mod.nailsDeathMob && !mod.isExplodeMob
},
requires: "a bot and no other mob death mods",
effect() {
mod.isBotSpawner += 0.20;
},
remove() {
mod.isBotSpawner = 0;
}
},
{
name: "nail-bot",
description: "a bot fires <strong>nails</strong> at targets in line of sight",
maxCount: 9,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
mod.nailBotCount++;
b.nailBot();
},
remove() {
mod.nailBotCount = 0;
}
},
{
name: "nail-bot upgrade",
description: "<strong>500%</strong> increased <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>200%</strong> increased <strong>foam</strong> <strong>size</strong> and <strong>fire rate</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>250%</strong> increased <strong class='color-e'>explosion</strong> <strong class='color-d'>damage</strong> and 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 uses <strong class='color-f'>energy</strong> to emit a <strong>laser</strong><br>targeting nearby mobs",
maxCount: 9,
count: 0,
allowed() {
return mech.maxEnergy > 0.5
},
requires: "maximum energy above 50%",
effect() {
mod.laserBotCount++;
b.laserBot();
},
remove() {
mod.laserBotCount = 0;
}
},
{
name: "laser-bot upgrade",
description: "<strong>350%</strong> increased laser <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: "orbital-bot",
description: "a bot is locked in <strong>orbit</strong> around you<br><strong>stuns</strong> and <strong class='color-d'>damages</strong> mobs on <strong>contact</strong>",
maxCount: 9,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.orbitBot();
mod.orbitBotCount++;
},
remove() {
mod.orbitBotCount = 0;
}
},
{
name: "orbital-bot upgrade",
description: "increase <strong class='color-d'>damage</strong> by <strong>150%</strong> and <strong>radius</strong> by <strong>30%</strong><br><em>applies to all current and future orbit-bots</em>",
maxCount: 1,
count: 0,
allowed() {
return mod.orbitBotCount > 1
},
requires: "2 or more orbital bots",
effect() {
mod.isOrbitBotUpgrade = true
const range = 190 + 60 * mod.isOrbitBotUpgrade
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'orbit') {
bullet[i].isUpgraded = true
bullet[i].range = range
bullet[i].orbitalSpeed = Math.sqrt(0.25 / range)
}
}
},
remove() {
mod.isOrbitBotUpgrade = false
const range = 190 + 60 * mod.isOrbitBotUpgrade
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'orbit') {
bullet[i].range = range
bullet[i].orbitalSpeed = Math.sqrt(0.25 / range)
}
}
}
},
{
name: "bot fabrication",
description: "anytime you collect <strong>5</strong> <strong class='color-r'>rerolls</strong><br>use them to build a <strong>random bot</strong>",
maxCount: 1,
count: 0,
allowed() {
return powerUps.reroll.rerolls > 5 || build.isCustomSelection
},
requires: "at least 6 rerolls",
effect() {
mod.isRerollBots = true;
powerUps.reroll.changeRerolls(0)
},
remove() {
mod.isRerollBots = false;
}
},
{
name: "perimeter defense",
description: "reduce <strong class='color-harm'>harm</strong> by <strong>3%</strong><br>for each of your permanent <strong>bots</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.totalBots() > 5 && !mod.isEnergyHealth
},
requires: "5 or more bots",
effect() {
mod.isBotArmor = true
},
remove() {
mod.isBotArmor = false
}
}, {
name: "network effect",
description: "increase <strong class='color-d'>damage</strong> by <strong>2%</strong><br>for each of your permanent <strong>bots</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.totalBots() > 6
},
requires: "6 or more bots",
effect() {
mod.isBotDamage = true
},
remove() {
mod.isBotDamage = false
}
},
{
name: "bot replication",
description: "<strong class='color-dup'>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
for (let i = 0; i < mod.orbitBotCount; i++) {
b.orbitBot();
}
mod.orbitBotCount *= 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 mod.duplicationChance() > 0
},
requires: "some power up duplication",
effect() {
mod.isMineDrop = true;
if (mod.isMineDrop) b.mine(mech.pos, { x: 0, y: 0 }, 0, mod.isMineAmmoBack)
},
remove() {
mod.isMineDrop = false;
}
},
{
name: "squirrel-cage rotor",
description: "<strong>move</strong> and <strong>jump</strong> about <strong>25%</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: "Newton's 1st law",
description: "moving at high <strong>speeds</strong> reduces <strong class='color-harm'>harm</strong><br>by up to <strong>50%</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.Fx > 0.016 && !mod.isEnergyHealth
},
requires: "speed increase, not mass-energy equivalence",
effect() {
mod.isSpeedHarm = true
},
remove() {
mod.isSpeedHarm = false
}
},
{
name: "Newton's 2nd law",
description: "moving at high <strong>speeds</strong> increases <strong class='color-d'>damage</strong><br> by up to <strong>33%</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.Fx > 0.016
},
requires: "speed increase",
effect() {
mod.isSpeedDamage = true
},
remove() {
mod.isSpeedDamage = false
}
},
{
name: "Pauli exclusion",
description: `<strong>immune</strong> to <strong class='color-harm'>harm</strong> for <strong>0.5</strong> seconds longer<br>after receiving <strong class='color-harm'>harm</strong> from a collision`,
maxCount: 9,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
mod.collisionImmuneCycles += 30;
mech.immuneCycle = mech.cycle + mod.collisionImmuneCycles; //player is immune to collision damage for 30 cycles
},
remove() {
mod.collisionImmuneCycles = 25;
}
},
{
name: "decorrelation",
description: "reduce <strong class='color-harm'>harm</strong> by <strong>40%</strong><br>after not using your <strong class='color-g'>gun</strong> or <strong class='color-f'>field</strong> for <strong>2</strong> seconds",
maxCount: 1,
count: 0,
allowed() {
return (mod.totalBots() > 1 || mod.haveGunCheck("drone") || mod.haveGunCheck("mine") || mod.haveGunCheck("spores") || mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing") && !mod.isEnergyHealth
},
requires: "drones, spores, mines, or bots",
effect() {
mod.isNoFireDefense = true
},
remove() {
mod.isNoFireDefense = false
}
},
{
name: "anticorrelation",
description: "increase <strong class='color-d'>damage</strong> by <strong>50%</strong><br>after not using your <strong class='color-g'>gun</strong> or <strong class='color-f'>field</strong> for <strong>2</strong> seconds",
maxCount: 1,
count: 0,
allowed() {
return mod.isNoFireDefense
},
requires: "decorrelation",
effect() {
mod.isNoFireDamage = true
},
remove() {
mod.isNoFireDamage = false
}
},
{
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>4</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.isStunField || mod.isPulseStun || mod.oneSuperBall || mod.isHarmFreeze || mod.isIceField || mod.isIceCrystals || mod.isSporeFreeze || mod.isAoESlow || mod.isFreezeMobs || mod.isPilotFreeze || mod.haveGunCheck("ice IX") || mod.isCloakStun || mod.orbitBotCount > 1 || mod.isWormholeDamage
},
requires: "a freezing or stunning effect",
effect() {
mod.isFreezeHarmImmune = true;
},
remove() {
mod.isFreezeHarmImmune = false;
}
},
{
name: "supercapacitor",
description: "<strong class='color-f'>energy</strong> above your max decays <strong>66%</strong> slower",
maxCount: 1,
count: 0,
allowed() {
return mod.isEnergyRecovery || mod.isPiezo || mod.energySiphon > 0 || mod.isRailEnergyGain || mod.isWormholeEnergy || mod.iceEnergy > 0
},
requires: "a source of overfilled energy",
effect() {
mod.overfillDrain = 0.933
},
remove() {
mod.overfillDrain = 0.8
}
},
{
name: "CPT reversal",
description: "<strong class='color-rewind'>rewind</strong> <strong>1.5 - 5</strong> seconds to avoid <strong class='color-harm'>harm</strong><br>drains <strong>66 - 220</strong> <strong class='color-f'>energy</strong>",
maxCount: 1,
count: 0,
allowed() { //&& (mech.fieldUpgrades[mech.fieldMode].name !== "nano-scale manufacturing" || mech.maxEnergy > 1)
return mech.maxEnergy > 0.99 && mech.fieldUpgrades[mech.fieldMode].name !== "standing wave harmonics" && !mod.isEnergyHealth
},
requires: "standing wave, mass-energy, piezoelectricity, max energy reduction",
effect() {
mod.isRewindAvoidDeath = true;
},
remove() {
mod.isRewindAvoidDeath = false;
}
},
{
name: "causality bots",
description: "when you <strong class='color-rewind'>rewind</strong>, build some <strong>bots</strong><br>that protect you for about <strong>7</strong> seconds",
maxCount: 3,
count: 0,
allowed() {
return mod.isRewindAvoidDeath || mod.isRewindEnergy
},
requires: "CPT",
effect() {
mod.isRewindBot++;
},
remove() {
mod.isRewindBot = 0;
}
},
{
name: "causality bombs",
description: "before you <strong class='color-rewind'>rewind</strong> drop some <strong>grenades</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.isRewindAvoidDeath
},
requires: "CPT",
effect() {
mod.isRewindGrenade = true;
},
remove() {
mod.isRewindGrenade = false;
}
},
{
name: "piezoelectricity",
description: "<strong>colliding</strong> with mobs overfills <strong class='color-f'>energy</strong> by <strong>200</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>15%</strong>",
maxCount: 1,
count: 0,
allowed() {
return !mod.isEnergyHealth
},
requires: "not mass-energy equivalence",
effect() {
mod.isPiezo = true;
mech.energy += 200;
},
remove() {
mod.isPiezo = false;
}
},
{
name: "ground state",
description: "reduce <strong class='color-harm'>harm</strong> by <strong>60%</strong><br>you <strong>no longer</strong> passively regenerate <strong class='color-f'>energy</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.isPiezo && mod.energyRegen !== 0.004
},
requires: "piezoelectricity, not time crystals",
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.isEnergyLoss && !mod.isPiezo && !mod.isRewindAvoidDeath && !mod.isSpeedHarm && mech.fieldUpgrades[mech.fieldMode].name !== "negative mass field"
},
requires: "not piezoelectricity, acute stress response, 1st law, negative mass field",
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: "1st ionization energy",
description: "each <strong class='color-h'>heal</strong> <strong>power up</strong> you collect<br>increases your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>4</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.isEnergyHealth
},
requires: "mass-energy equivalence",
effect() {
mod.healGiveMaxEnergy = true; //mod.healMaxEnergyBonus given from heal power up
powerUps.heal.color = "#0ae"
for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
}
},
remove() {
mod.healGiveMaxEnergy = false;
mod.healMaxEnergyBonus = 0
powerUps.heal.color = "#0eb"
for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
}
}
},
{
name: "overcharge",
description: "increase your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>50</strong>",
maxCount: 9,
count: 0,
allowed() {
return mech.maxEnergy > 0.99
},
requires: "max energy >= 1",
effect() {
// mech.maxEnergy += 0.5
// mech.energy += 0.5
mod.bonusEnergy += 0.5
mech.setMaxEnergy()
},
remove() {
mod.bonusEnergy = 0;
mech.setMaxEnergy()
}
},
{
name: "energy conservation",
description: "<strong>6%</strong> of <strong class='color-d'>damage</strong> done recovered as <strong class='color-f'>energy</strong>",
maxCount: 9,
count: 0,
allowed() {
return mod.damageFromMods() > 1
},
requires: "some increased damage",
effect() {
mod.energySiphon += 0.06;
},
remove() {
mod.energySiphon = 0;
}
},
{
name: "waste energy recovery",
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br>regen <strong>5%</strong> of max <strong class='color-f'>energy</strong> every second",
maxCount: 1,
count: 0,
allowed() {
return mech.maxEnergy > 0.99
},
requires: "max energy >= 1",
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>regain <strong>1%</strong> of max <strong class='color-h'>health</strong> 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 && mod.damageFromMods() > 1
},
requires: "some increased damage, 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() {
mod.bonusHealth += 0.5
mech.addHealth(0.50)
mech.setMaxHealth();
},
remove() {
mod.bonusHealth = 0
mech.setMaxHealth();
}
},
{
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
},
requires: "not mass-energy equivalence",
effect() {
mod.isArmorFromPowerUps = true; //tracked by mod.armorFromPowerUps
},
remove() {
mod.isArmorFromPowerUps = false;
// mod.armorFromPowerUps = 0; //this is now reset in mod.setupAllMods();
mech.setMaxHealth();
}
},
{
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: "consume a <strong class='color-r'>reroll</strong> to avoid <strong>dying</strong> once a level <br>and spawn <strong>6</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;
mod.isDeathAvoidedThisLevel = false;
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>20%</strong> chance to <strong class='color-dup'>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
game.draw.powerUp = game.draw.powerUpBonus //change power up draw
},
remove() {
mod.isBayesian = false
if (mod.duplicationChance() === 0) game.draw.powerUp = game.draw.powerUpNormal
}
},
{
name: "stimulated emission",
description: "<strong>7%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>",
maxCount: 9,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
mod.duplicateChance += 0.07
game.draw.powerUp = game.draw.powerUpBonus //change power up draw
},
remove() {
mod.duplicateChance = 0
if (mod.duplicationChance() === 0) game.draw.powerUp = game.draw.powerUpNormal
}
},
{
name: "futures exchange",
description: "clicking <strong style = 'font-size:150%;'>×</strong> to cancel a <strong class='color-m'>mod</strong>, <strong class='color-f'>field</strong>, or <strong class='color-g'>gun</strong><br>increases power up <strong class='color-dup'>duplication</strong> chance by <strong>4%</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.duplicationChance() > 0 && !mod.isDeterminism
},
requires: "a chance to duplicate power ups, not determinism",
effect() {
mod.isCancelDuplication = true
mod.cancelCount = 0
game.draw.powerUp = game.draw.powerUpBonus //change power up draw
},
remove() {
mod.isCancelDuplication = false
mod.cancelCount = 0
if (mod.duplicationChance() === 0) game.draw.powerUp = game.draw.powerUpNormal
}
},
{
name: "commodities exchange",
description: "clicking <strong style = 'font-size:150%;'>×</strong> to cancel a <strong class='color-m'>mod</strong>, <strong class='color-f'>field</strong>, or <strong class='color-g'>gun</strong><br>spawns <strong>6</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 mod.duplicationChance() > 0 && !mod.isDeterminism
},
requires: "a chance to duplicate power ups, not determinism",
effect() {
mod.isCancelRerolls = true
},
remove() {
mod.isCancelRerolls = false
}
},
{
name: "reallocation",
description: "convert <strong>1</strong> random <strong class='color-m'>mod</strong> into <strong>3</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 > 3) && !mod.isSuperDeterminism
},
requires: "at least 1 mod, a chance to duplicate power ups",
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> &nbsp; <strong>${mod.mods[choose].name}</strong> removed by reallocation`, 300)
for (let i = 0; i < mod.mods[choose].count; i++) {
powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
}
powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
mod.mods[choose].count = 0;
mod.mods[choose].remove(); // remove a random mod form the list of mods you have
mod.mods[choose].isLost = true
game.updateModHUD();
},
remove() {}
},
{
name: "monte carlo experiment",
description: "spawn <strong>2</strong> <strong class='color-m'>mods</strong><br><strong>50%</strong> chance to remove <strong>1</strong> random <strong class='color-m'>mod</strong>",
maxCount: 1,
count: 0,
isNonRefundable: true,
isCustomHide: true,
allowed() {
return (mod.totalCount > 3) && !mod.isSuperDeterminism && mod.duplicationChance() > 0
},
requires: "at least 1 mod, a chance to duplicate power ups",
effect: () => {
const have = [] //find which mods you have
for (let i = 0; i < mod.mods.length; i++) {
if (mod.mods[i].count > 0) have.push(i)
}
const choose = have[Math.floor(Math.random() * have.length)]
game.makeTextLog(`<div class='circle mod'></div> &nbsp; <strong>${mod.mods[choose].name}</strong> removed by reallocation`, 300)
for (let i = 0; i < mod.mods[choose].count; i++) {
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
}
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
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() {}
},
{
name: "exchange symmetry",
description: `use a <strong class='color-r'>reroll</strong> to spawn <strong>1</strong> <strong class='color-m'>mod</strong><br>with <strong>double</strong> your <strong class='color-dup'>duplication</strong> chance`,
maxCount: 1,
count: 0,
isNonRefundable: true,
isCustomHide: true,
allowed() {
return !mod.isSuperDeterminism && mod.duplicationChance() > 0 && powerUps.reroll.rerolls > 1
},
requires: "at least 1 mod and 1 reroll, a chance to duplicate power ups",
effect: () => {
powerUps.reroll.changeRerolls(-1)
const chanceStore = mod.duplicateChance
mod.duplicateChance = (mod.isBayesian ? 0.2 : 0) + mod.cancelCount * 0.04 + mech.duplicateChance + mod.duplicateChance * 2 //increase duplication chance to simulate doubling all 3 sources of duplication chance
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
mod.duplicateChance = chanceStore
},
remove() {}
},
{
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>2.3%</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>50%</strong> when <strong>crouching</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.isCrouchAmmo && !mod.isEnergyHealth
},
requires: "desublimated ammunition<br>not mass-energy equivalence",
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 && !mod.isCancelDuplication && !mod.isCancelRerolls
},
requires: "not cardinality, not futures or commodities exchanges",
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>7</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 < 7; 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 powerUps.reroll.rerolls < 3 && !mod.isSuperDeterminism && !mod.isRerollHaste
},
requires: "not superdeterminism or Ψ(t) collapse<br>fewer than 3 rerolls",
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 (powerUps.reroll.rerolls > 1 || build.isCustomSelection) && !mod.isSuperDeterminism && !mod.isRerollHaste
},
requires: "not superdeterminism or Ψ(t) collapse<br>at least 2 rerolls",
effect() {
mod.renormalization = true;
},
remove() {
mod.renormalization = false;
}
},
{
name: "erase",
description: "<strong class='color-r'>rerolled</strong> or <strong>canceled</strong> <strong class='color-m'>mods</strong> will not <strong>reoccur</strong> <br>spawn <strong>4</strong> <strong class='color-r'>rerolls</strong>",
maxCount: 1,
count: 0,
allowed() {
return (powerUps.reroll.rerolls > 5 || build.isCustomSelection) && !mod.isDeterminism
},
requires: "not determinism, at least 4 rerolls",
effect() {
mod.isBanish = true
for (let i = 0; i < 4; i++) {
powerUps.spawn(mech.pos.x, mech.pos.y, "reroll", false);
}
},
remove() {
mod.isBanish = false
powerUps.mod.banishLog = [] //reset banish log
}
},
{
name: "quantum immortality",
description: "after <strong>dying</strong>, continue in an <strong>alternate reality</strong><br>spawn <strong>4</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 < 4; 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: "perpetual rerolls",
description: "find <strong>1</strong> <strong class='color-r'>reroll</strong> at the start of each <strong>level</strong>",
maxCount: 1,
count: 0,
allowed() {
return !mod.isSuperDeterminism && !mod.isPerpetualHeal && !mod.isPerpetualAmmo && !mod.isPerpetualStun
},
requires: "only 1 perpetual effect, not superdeterminism",
effect() {
mod.isPerpetualReroll = true
},
remove() {
mod.isPerpetualReroll = false
}
},
{
name: "perpetual heals",
description: "find <strong>2</strong> <strong class='color-h'>heals</strong> at the start of each <strong>level</strong>",
maxCount: 1,
count: 0,
allowed() {
return !mod.isPerpetualReroll && !mod.isPerpetualAmmo && !mod.isPerpetualStun
},
requires: "only 1 perpetual effect",
effect() {
mod.isPerpetualHeal = true
},
remove() {
mod.isPerpetualHeal = false
}
},
{
name: "perpetual ammo",
description: "find <strong>2</strong> <strong class='color-g'>ammo</strong> at the start of each <strong>level</strong>",
maxCount: 1,
count: 0,
allowed() {
return !mod.isPerpetualReroll && !mod.isPerpetualHeal && !mod.isPerpetualReroll && !mod.isPerpetualStun && !mod.isEnergyNoAmmo
},
requires: "only 1 perpetual effect, not exciton lattice",
effect() {
mod.isPerpetualAmmo = true
},
remove() {
mod.isPerpetualAmmo = false
}
},
{
name: "perpetual stun",
description: "<strong>stun</strong> all mobs for up to <strong>8</strong> seconds<br>at the start of each <strong>level</strong>",
maxCount: 1,
count: 0,
allowed() {
return !mod.isPerpetualReroll && !mod.isPerpetualHeal && !mod.isPerpetualAmmo
},
requires: "only 1 perpetual effect",
effect() {
mod.isPerpetualStun = true
},
remove() {
mod.isPerpetualStun = false
}
},
//**************************************************
//************************************************** gun
//************************************************** mods
//**************************************************
{
name: "incendiary ammunition",
description: "<strong>bullets</strong> are loaded with <strong class='color-e'>explosives</strong><br><em style = 'font-size: 90%'>nail gun, shotgun, super balls, drones</em>",
maxCount: 1,
count: 0,
allowed() {
return ((mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(mod.isSporeField || mod.isMissileField || mod.isIceField)) || mod.haveGunCheck("drones") || mod.haveGunCheck("super balls") || mod.haveGunCheck("nail gun") || mod.haveGunCheck("shotgun")) && !mod.isIceCrystals && !mod.isNailCrit && !mod.isNailShot && !mod.isNailPoison
},
requires: "drones, super balls, nail gun, shotgun",
effect() {
mod.isIncendiary = true
},
remove() {
mod.isIncendiary = false;
}
},
{
name: "Lorentzian topology",
description: "<strong>bullets</strong> last <strong>30% longer</strong><br><em style = 'font-size: 83%'>drones, spores, missiles, foam, wave, ice IX, neutron</em>",
maxCount: 3,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" || mod.haveGunCheck("spores") || mod.haveGunCheck("drones") || mod.haveGunCheck("missiles") || mod.haveGunCheck("foam") || mod.haveGunCheck("wave beam") || mod.haveGunCheck("ice IX") || mod.isNeutronBomb
},
requires: "drones, spores, missiles, foam<br>wave beam, ice IX, neutron bomb",
effect() {
mod.isBulletsLastLonger += 0.3
},
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: "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 && !mod.isIncendiary
},
requires: "nail gun, not incendiary, not powder-actuated",
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() {
if (mod.isIceCrystals) {
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;
if (b.guns[i].recordedAmmo) b.guns[i].ammo = b.guns[i].recordedAmmo
game.updateGunHUD();
break;
}
}
}
mod.isIceCrystals = false;
}
},
{
name: "critical bifurcation",
description: "<strong>nails</strong> do <strong>400%</strong> more <strong class='color-d'>damage</strong><br>when they strike near the <strong>center</strong> of a mob",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("nail gun") && !mod.isIncendiary
},
requires: "nail gun, not incendiary",
effect() {
mod.isNailCrit = true
},
remove() {
mod.isNailCrit = false
}
},
{
name: "pneumatic actuator",
description: "<strong>nail gun</strong> takes <strong>45%</strong> less time to ramp up<br>to it's shortest <strong><em>delay</em></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 and pneumatic actuator",
effect() {
mod.nailInstantFireRate = true
},
remove() {
mod.nailInstantFireRate = false
}
},
{
name: "shotgun spin-statistics",
description: "<strong>immune</strong> to <strong class='color-harm'>harm</strong> while firing the <strong>shotgun</strong><br><strong class='color-g'>ammo</strong> costs are <strong>doubled</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("shotgun")
},
requires: "shotgun",
effect() {
mod.isShotgunImmune = true;
//cut current ammo by 1/2
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "shotgun") {
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.5);
break;
}
}
game.updateGunHUD();
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 * 0.5
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 a burst of <strong>nails</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("shotgun") && !mod.isIncendiary && !mod.isSlugShot
},
requires: "shotgun",
effect() {
mod.isNailShot = true;
},
remove() {
mod.isNailShot = false;
}
},
{
name: "shotgun slug",
description: "the <strong>shotgun</strong> fires 1 large <strong>bullet</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("shotgun") && !mod.isNailShot
},
requires: "shotgun",
effect() {
mod.isSlugShot = true;
},
remove() {
mod.isSlugShot = false;
}
},
{
name: "Newton's 3rd law",
description: "the <strong>shotgun</strong> fire <strong><em>delay</em></strong> is <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>1</strong> additional <strong>super ball</strong>",
maxCount: 9,
count: 0,
allowed() {
return mod.haveGunCheck("super balls") && !mod.oneSuperBall
},
requires: "super balls, but not the mod super ball",
effect() {
mod.superBallNumber++
},
remove() {
mod.superBallNumber = 4;
}
},
{
name: "super ball",
description: "fire just <strong>1 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, but not super duper",
effect() {
mod.oneSuperBall = true;
},
remove() {
mod.oneSuperBall = false;
}
},
{
name: "super sized",
description: `your <strong>super balls</strong> are <strong>20%</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 += 0.15
},
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> costs are <strong>tripled</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);
break
}
}
//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);
break
}
}
game.updateGunHUD();
},
remove() {
if (mod.isFlechetteMultiShot) {
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);
break
}
}
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;
break
}
game.updateGunHUD();
}
}
mod.isFlechetteMultiShot = false;
}
},
{
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: "supercritical fission",
description: "<strong>flechettes</strong> can <strong class='color-e'>explode</strong><br>if they strike mobs near their <strong>center</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("flechettes") && !mod.pierce
},
requires: "flechettes and not piercing needles",
effect() {
mod.isFlechetteExplode = true
},
remove() {
mod.isFlechetteExplode = false
}
},
{
name: "radioactive contamination",
description: "after a mob or shield <strong>dies</strong>,<br> leftover <strong class='color-p'>radiation</strong> <strong>spreads</strong> to a nearby mob",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("flechettes") || mod.isNailPoison || mod.isHeavyWater || mod.isWormholeDamage || mod.isNeutronBomb
},
requires: "radiation damage source",
effect() {
mod.isRadioactive = true
},
remove() {
mod.isRadioactive = 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") && !mod.isFlechetteExplode
},
requires: "flechettes and not supercritical fission",
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>20%</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>20%</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><em>delay</em></strong> after firing",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("missiles")
},
requires: "missiles",
effect() {
mod.is3Missiles = true;
},
remove() {
mod.is3Missiles = false;
}
},
{
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") && !mod.isVacuumBomb && !mod.isNeutronBomb
},
requires: "grenades, not vacuum bomb, neutron",
effect() {
mod.isRPG = true;
b.setGrenadeMode()
},
remove() {
mod.isRPG = false;
b.setGrenadeMode()
}
},
{
name: "vacuum bomb",
description: "<strong>grenades</strong> fire slower, <strong class='color-e'>explode</strong> bigger<br> and, <strong>suck</strong> everything towards them",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("grenades") && !mod.isRPG && !mod.isNeutronBomb
},
requires: "grenades, not rocket-propelled",
effect() {
mod.isVacuumBomb = true;
b.setGrenadeMode()
},
remove() {
mod.isVacuumBomb = false;
b.setGrenadeMode()
}
},
{
name: "neutron bomb",
description: "<strong>grenades</strong> are irradiated with <strong class='color-p'>Cf-252</strong><br>does <strong class='color-d'>damage</strong>, <strong class='color-harm'>harm</strong>, and drains <strong class='color-f'>energy</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("grenades") && !mod.isRPG && !mod.fragments && !mod.isVacuumBomb
},
requires: "grenades, not rocket-propelled or fragmentation",
effect() {
mod.isNeutronBomb = true;
b.setGrenadeMode()
},
remove() {
mod.isNeutronBomb = false;
b.setGrenadeMode()
}
},
{
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.isNeutronBomb
},
requires: "neutron bomb",
effect() {
mod.isNeutronImmune = true
},
remove() {
mod.isNeutronImmune = false
}
},
{
name: "vacuum permittivity",
description: "increase <strong>neutron bomb's</strong> range by <strong>20%</strong><br>objects in range of the bomb are <strong>slowed</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.isNeutronBomb
},
requires: "neutron bomb",
effect() {
mod.isNeutronSlow = true
},
remove() {
mod.isNeutronSlow = false
}
},
{
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") && !mod.isMineSentry
},
requires: "mine, not sentry",
effect() {
mod.isMineAmmoBack = true;
},
remove() {
mod.isMineAmmoBack = false;
}
},
{
name: "sentry",
description: "<strong>mines</strong> are modified to <strong>target</strong> mobs with nails<br>mines last about <strong>12</strong> seconds",
maxCount: 1,
count: 0,
allowed() {
return (mod.haveGunCheck("mine") && !mod.isMineAmmoBack) || mod.isMineDrop
},
requires: "mine, not mine reclamation",
effect() {
mod.isMineSentry = true;
},
remove() {
mod.isMineSentry = 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.isMineDrop + mod.nailBotCount + mod.fragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isNailShot + (mod.haveGunCheck("nail gun") && !mod.isIncendiary)) * 2 > 1
},
requires: "nails",
effect() {
mod.isNailPoison = true;
},
remove() {
mod.isNailPoison = false;
}
},
{
name: "railroad ties",
description: "<strong>nails</strong> are <strong>50%</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.isMineDrop + mod.nailBotCount + mod.fragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isNailShot + (mod.haveGunCheck("nail gun") && !mod.isIncendiary)) * 2 > 1
},
requires: "nails",
effect() {
mod.biggerNails += 0.5
},
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 very <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") || mod.isIceField) && !mod.iceEnergy
},
requires: "ice IX",
effect() {
mod.isHeavyWater = true
},
remove() {
mod.isHeavyWater = false;
}
},
{
name: "thermoelectric effect",
description: "<strong>killing</strong> mobs with <strong>ice IX</strong> gives <strong>4</strong> <strong class='color-h'>health</strong><br>and overloads <strong class='color-f'>energy</strong> by <strong>100</strong>",
maxCount: 9,
count: 0,
allowed() {
return (mod.haveGunCheck("ice IX") || mod.isIceField) && !mod.isHeavyWater
},
requires: "ice IX",
effect() {
mod.iceEnergy++
},
remove() {
mod.iceEnergy = 0;
}
},
{
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: "half-wave rectifier",
description: "charging the <strong>rail gun</strong> overfills your <strong class='color-f'>energy</strong><br><em>instead of draining it</em>",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("rail gun")
},
requires: "rail gun",
effect() {
mod.isRailEnergyGain = true;
},
remove() {
mod.isRailEnergyGain = false;
}
},
{
name: "dielectric polarization",
description: "firing the <strong>rail gun</strong> <strong class='color-d'>damages</strong> nearby <strong>mobs</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("rail gun")
},
requires: "rail gun",
effect() {
mod.isRailAreaDamage = true;
},
remove() {
mod.isRailAreaDamage = false;
}
},
{
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")
},
requires: "rail gun",
effect() {
mod.isCapacitor = true;
},
remove() {
mod.isCapacitor = false;
}
},
{
name: "laser diodes",
description: "<strong>lasers</strong> drain <strong>37%</strong> less <strong class='color-f'>energy</strong><br><em>effects laser-gun and laser-bot</em>",
maxCount: 1,
count: 0,
allowed() {
return 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>increase <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain by <strong>50%</strong>",
maxCount: 9,
count: 0,
allowed() {
return mod.haveGunCheck("laser") && !mod.isWideLaser && !mod.isPulseLaser && !mod.historyLaser
},
requires: "laser, not wide beam",
effect() {
mod.laserReflections++;
mod.laserDamage += 0.08; //base is 0.12
mod.laserFieldDrain += 0.0008 //base is 0.002
},
remove() {
mod.laserReflections = 2;
mod.laserDamage = 0.16;
mod.laserFieldDrain = 0.0016;
}
},
{
name: "diffraction grating",
description: `your <strong>laser</strong> gains <strong>2 diverging</strong> beams<br>decrease individual beam <strong class='color-d'>damage</strong> by <strong>10%</strong>`,
maxCount: 9,
count: 0,
allowed() {
return mod.haveGunCheck("laser") && !mod.isWideLaser && !mod.isPulseAim && !mod.historyLaser
},
requires: "laser, not specular reflection",
effect() {
mod.beamSplitter++
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
},
remove() {
mod.beamSplitter = 0
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
}
},
{
name: "diffuse beam",
description: "<strong>laser</strong> beam is <strong>wider</strong> and doesn't <strong>reflect</strong><br>increase full beam <strong class='color-d'>damage</strong> by <strong>175%</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("laser") && mod.laserReflections < 3 && !mod.beamSplitter && !mod.isPulseLaser
},
requires: "laser, not specular reflection<br>not diffraction grating",
effect() {
if (mod.wideLaser === 0) mod.wideLaser = 3
mod.isWideLaser = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
},
remove() {
mod.wideLaser = 0
mod.isWideLaser = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
}
},
{
name: "output coupler",
description: "<strong>widen</strong> diffuse <strong>laser</strong> beam by <strong>40%</strong><br>increase full beam <strong class='color-d'>damage</strong> by <strong>40%</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("laser") && mod.isWideLaser
},
requires: "laser, not specular reflection<br>not diffraction grating",
effect() {
mod.wideLaser = 4
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
},
remove() {
if (mod.isWideLaser) {
mod.wideLaser = 3
} else {
mod.wideLaser = 0
}
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
}
},
{
name: "slow light propagation",
description: "",
maxCount: 9,
count: 0,
allowed() {
return mod.haveGunCheck("laser") && mod.laserReflections < 3 && !mod.beamSplitter && !mod.isPulseLaser
},
requires: "laser, not specular reflection<br>not diffraction grating",
effect() {
this.description = `add 10 more <strong>laser</strong> beams into into your past`
mod.historyLaser++
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
},
remove() {
this.description = "<strong>laser</strong> beam is <strong>spread</strong> into your recent <strong>past</strong><br>increase total laser <strong class='color-d'>damage</strong> by <strong>200%</strong>"
mod.historyLaser = 0
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
}
},
{
name: "pulse",
description: "convert <strong>25%</strong> of your <strong class='color-f'>energy</strong> into a pulsed laser<br>instantly initiates a fusion <strong class='color-e'>explosion</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("laser") && mod.laserReflections < 3 && !mod.isWideLaser && !mod.historyLaser
},
requires: "laser, not specular reflection, not diffuse",
effect() {
mod.isPulseLaser = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
},
remove() {
mod.isPulseLaser = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
}
},
{
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.isPulseLaser
},
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><em>delay</em></strong> after firing",
maxCount: 1,
count: 0,
allowed() {
return mod.isPulseLaser && !mod.beamSplitter
},
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: "eddy current brake",
description: "your stored <strong class='color-f'>energy</strong> projects a field that<br>limits the <strong>top speed</strong> of mobs",
maxCount: 1,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "perfect diamagnetism"
},
requires: "perfect diamagnetism",
effect() {
mod.isPerfectBrake = true;
},
remove() {
mod.isPerfectBrake = false;
}
},
{
name: "fracture analysis",
description: "bullet impacts do <strong>400%</strong> <strong class='color-d'>damage</strong><br>to <strong>stunned</strong> mobs",
maxCount: 1,
count: 0,
allowed() {
return mod.isStunField || mod.oneSuperBall || mod.isCloakStun || mod.orbitBotCount > 1 || mod.isPerpetualStun
},
requires: "a stun effect",
effect() {
mod.isCrit = true;
},
remove() {
mod.isCrit = false;
}
},
{
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>40%</strong> faster",
maxCount: 1,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "time dilation field"
},
requires: "time dilation field",
effect() {
mod.fastTime = 1.40;
mod.fastTimeJump = 1.11;
mech.setMovement();
b.setFireCD();
},
remove() {
mod.fastTime = 1;
mod.fastTimeJump = 1;
mech.setMovement();
b.setFireCD();
}
},
{
name: "time crystals",
description: "<strong>quadruple</strong> your default <strong class='color-f'>energy</strong> regeneration",
maxCount: 1,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "time dilation field" && mod.energyRegen !== 0;
},
requires: "time dilation field",
effect: () => {
mod.energyRegen = 0.004;
mech.fieldRegen = mod.energyRegen;
},
remove() {
mod.energyRegen = 0.001;
mech.fieldRegen = mod.energyRegen;
}
},
{
name: "plasma jet",
description: "increase <strong class='color-plasma'>plasma</strong> <strong>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 <strong class='color-plasma'>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 maximum <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> each mob 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 += 0.75 //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 * 0.2
mech.fieldShieldingScale *= 0.55
},
remove() {
mech.fieldRange = 175;
mech.fieldShieldingScale = 1;
}
},
{
name: "pair production",
description: "<strong>power ups</strong> overload your <strong class='color-f'>energy</strong><br>to <strong>250%</strong> of 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 * 2.5
},
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.maxEnergy > 0.99 && mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(mod.isMissileField || mod.isIceField || mod.isFastDrones || mod.isDroneGrab)
},
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.maxEnergy > 0.99 && mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(mod.isSporeField || mod.isIceField || mod.isFastDrones || mod.isDroneGrab)
},
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 || mod.isDroneGrab)
},
requires: "nano-scale manufacturing",
effect() {
mod.isIceField = true;
},
remove() {
mod.isIceField = false;
}
},
{
name: "phase decoherence",
description: "become <strong>intangible</strong> while <strong class='color-cloaked'>cloaked</strong><br>but, passing through <strong>mobs</strong> drains your <strong class='color-f'>energy</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "metamaterial cloaking"
},
requires: "metamaterial cloaking",
effect() {
mod.isIntangible = true;
},
remove() {
mod.isIntangible = false;
}
},
{
name: "dazzler",
description: "<strong class='color-cloaked'>decloaking</strong> <strong>stuns</strong> nearby mobs<br>drains <strong>30%</strong> of your stored <strong class='color-f'>energy</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "metamaterial cloaking"
},
requires: "metamaterial cloaking",
effect() {
mod.isCloakStun = true;
},
remove() {
mod.isCloakStun = false;
}
},
{
name: "discrete optimization",
description: "increase <strong class='color-d'>damage</strong> by <strong>50%</strong><br><strong>50%</strong> increased <strong><em>delay</em></strong> after firing",
maxCount: 1,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "metamaterial cloaking"
},
requires: "metamaterial cloaking",
effect() {
mod.aimDamage = 1.5
b.setFireCD();
},
remove() {
mod.aimDamage = 1
b.setFireCD();
}
},
{
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: "cosmic string",
description: "<strong>stun</strong> and do <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> to <strong>mobs</strong><br>if you tunnel through them with a <strong class='color-worm'>wormhole</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "wormhole"
},
requires: "wormhole",
effect() {
mod.isWormholeDamage = true
},
remove() {
mod.isWormholeDamage = false
}
},
{
name: "Penrose process",
description: "after a <strong>block</strong> falls into a <strong class='color-worm'>wormhole</strong><br>your <strong class='color-f'>energy</strong> overfills by <strong>50</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "wormhole"
},
requires: "wormhole",
effect() {
mod.isWormholeEnergy = true
},
remove() {
mod.isWormholeEnergy = false
}
},
{
name: "transdimensional spores",
description: "when <strong>blocks</strong> fall into a <strong class='color-worm'>wormhole</strong><br>higher dimension <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> are summoned",
maxCount: 1,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "wormhole"
},
requires: "wormhole",
effect() {
mod.isWormSpores = true
},
remove() {
mod.isWormSpores = false
}
},
{
name: "traversable geodesics",
description: "your <strong>bullets</strong> can traverse <strong class='color-worm'>wormholes</strong><br>spawn a <strong class='color-g'>gun</strong> and <strong class='color-g'>ammo</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "wormhole"
},
requires: "wormhole",
effect() {
mod.isWormBullets = true
powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
},
remove() {
mod.isWormBullets = false
}
},
{
name: "heals",
description: "spawn <strong>6</strong> <strong class='color-h'>heals</strong>",
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>",
maxCount: 9,
count: 0,
isNonRefundable: true,
isCustomHide: true,
allowed() {
return !mod.isEnergyNoAmmo
},
requires: "not exciton lattice",
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>4</strong> <strong class='color-r'>rerolls</strong>",
maxCount: 9,
count: 0,
isNonRefundable: true,
isCustomHide: true,
allowed() {
return !mod.isSuperDeterminism
},
requires: "not superdeterminism",
effect() {
for (let i = 0; i < 4; i++) {
powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
}
this.count--
},
remove() {}
},
{
name: "gun",
description: "spawn a <strong class='color-g'>gun</strong>",
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>",
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,
orbitBotCount: 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,
isDeathAvoidedThisLevel: null,
waveSpeedMap: null,
waveSpeedBody: null,
isSporeField: null,
isMissileField: null,
isIceField: null,
isFlechetteMultiShot: null,
isMineAmmoBack: null,
isPlasmaRange: null,
isFreezeMobs: null,
recursiveMissiles: null,
isIceCrystals: null,
throwChargeRate: null,
isBlockStun: null,
isStunField: null,
isHarmDamage: null,
isHeavyWater: null,
energyRegen: null,
isVacuumBomb: null,
renormalization: null,
fragments: null,
isEnergyDamage: null,
isBotSpawner: null,
waveHelix: null,
isSporeFollow: null,
isNailPoison: null,
isEnergyHealth: null,
isPulseStun: null,
isPilotFreeze: null,
restDamage: 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,
isOrbitBotUpgrade: 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,
armorFromPowerUps: null,
bonusHealth: null,
isIntangible: null,
isCloakStun: null,
bonusEnergy: null,
healGiveMaxEnergy: null,
healMaxEnergyBonus: null,
aimDamage: null,
isNoFireDefense: null,
isNoFireDamage: null,
duplicateChance: null,
beamSplitter: null,
iceEnergy: null,
isPerfectBrake: null,
explosiveRadius: null,
isWormholeEnergy: null,
isWormholeDamage: null,
isNailCrit: null,
isFlechetteExplode: null,
isWormSpores: null,
isWormBullets: null,
isWideLaser: null,
wideLaser: null,
isPulseLaser: null,
isRadioactive: null,
isRailEnergyGain: null,
isMineSentry: null,
isIncendiary: null,
overfillDrain: null,
isNeutronSlow: null,
isRailAreaDamage: null,
historyLaser: null,
isSpeedHarm: null,
isSpeedDamage: null,
isTimeSkip: null,
isPerpetualReroll: null,
isPerpetualAmmo: null,
isPerpetualHeal: null,
isPerpetualStun: null,
isCancelDuplication: null,
cancelCount: null,
isCancelRerolls: null,
isBotDamage: null,
isBanish: null,
isMaxEnergyMod: null,
isLowEnergyDamage: null,
isRewindBot: null,
isRewindGrenade: null
}