Spell Rebalance - May 24

Created Diff never expires
actions =
actions =
{
{
-- projectiles --
-- projectiles --
--[[{
--[[{
id = "TESTBULLET", -- REMOVE THIS ONCE PHYSICS_EXPLOSION_POWER IS ADJUSTED, JUST FOR TESTING
id = "TESTBULLET", -- REMOVE THIS ONCE PHYSICS_EXPLOSION_POWER IS ADJUSTED, JUST FOR TESTING
name = "$action_testbullet",
name = "$action_testbullet",
description = "$actiondesc_testbullet",
description = "$actiondesc_testbullet",
sprite = "data/debug/icon_testbullet.png",
sprite = "data/debug/icon_testbullet.png",
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "", -- TESTBULLET
spawn_level = "", -- TESTBULLET
spawn_probability = "", -- TESTBULLET
spawn_probability = "", -- TESTBULLET
price = 100,
price = 100,
mana = 0,
mana = 0,
max_uses = 999,
max_uses = 999,
action = function()
action = function()
add_projectile("data/entities/animals/boss_centipede/firepillar.xml")
add_projectile("data/entities/animals/boss_centipede/firepillar.xml")
c.fire_rate_wait = 0
c.fire_rate_wait = 0
current_reload_time = current_reload_time * 0.01
current_reload_time = current_reload_time * 0.01
end,
end,
},]]--
},]]--
{
{
id = "BOMB",
id = "BOMB",
name = "$action_bomb",
name = "$action_bomb",
description = "$actiondesc_bomb",
description = "$actiondesc_bomb",
sprite = "data/ui_gfx/gun_actions/bomb.png",
sprite = "data/ui_gfx/gun_actions/bomb.png",
sprite_unidentified = "data/ui_gfx/gun_actions/bomb_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/bomb_unidentified.png",
related_projectiles = {"data/entities/projectiles/bomb.xml"},
related_projectiles = {"data/entities/projectiles/bomb.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "0,1,2,3,4,5,6", -- BOMB
spawn_level = "0,1,2,3,4,5,6", -- BOMB
spawn_probability = "1,1,1,1,1,1,1", -- BOMB
spawn_probability = "1,1,1,1,0.5,0.5,0.1", -- BOMB
price = 200,
price = 200,
mana = 25,
mana = 25,
max_uses = 3,
max_uses = 3,
custom_xml_file = "data/entities/misc/custom_cards/bomb.xml",
custom_xml_file = "data/entities/misc/custom_cards/bomb.xml",
action = function()
action = function()
add_projectile("data/entities/projectiles/bomb.xml")
add_projectile("data/entities/projectiles/bomb.xml")
c.fire_rate_wait = c.fire_rate_wait + 100
c.fire_rate_wait = c.fire_rate_wait + 100
end,
end,
},
},
{
{
id = "LIGHT_BULLET",
id = "LIGHT_BULLET",
name = "$action_light_bullet",
name = "$action_light_bullet",
description = "$actiondesc_light_bullet",
description = "$actiondesc_light_bullet",
sprite = "data/ui_gfx/gun_actions/light_bullet.png",
sprite = "data/ui_gfx/gun_actions/light_bullet.png",
sprite_unidentified = "data/ui_gfx/gun_actions/light_bullet_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/light_bullet_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/light_bullet.xml"},
related_projectiles = {"data/entities/projectiles/deck/light_bullet.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "0,1,2", -- LIGHT_BULLET
spawn_level = "0,1,2", -- LIGHT_BULLET
spawn_probability = "2,1,0.5", -- LIGHT_BULLET
spawn_probability = "2,1,0.5", -- LIGHT_BULLET
price = 100,
price = 100,
mana = 5,
mana = 5,
--max_uses = -1,
--max_uses = -1,
action = function()
action = function()
add_projectile("data/entities/projectiles/deck/light_bullet.xml")
add_projectile("data/entities/projectiles/deck/light_bullet.xml")
c.fire_rate_wait = c.fire_rate_wait + 3
c.fire_rate_wait = c.fire_rate_wait + 3
c.screenshake = c.screenshake + 0.5
c.screenshake = c.screenshake + 0.5
c.spread_degrees = c.spread_degrees - 1.0
c.spread_degrees = c.spread_degrees - 1.0
c.damage_critical_chance = c.damage_critical_chance + 5
c.damage_critical_chance = c.damage_critical_chance + 5
end,
end,
},
},
{
{
id = "LIGHT_BULLET_TRIGGER",
id = "LIGHT_BULLET_TRIGGER",
name = "$action_light_bullet_trigger",
name = "$action_light_bullet_trigger",
description = "$actiondesc_light_bullet_trigger",
description = "$actiondesc_light_bullet_trigger",
sprite = "data/ui_gfx/gun_actions/light_bullet_trigger.png",
sprite = "data/ui_gfx/gun_actions/light_bullet_trigger.png",
sprite_unidentified = "data/ui_gfx/gun_actions/light_bullet_trigger_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/light_bullet_trigger_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/light_bullet.xml"},
related_projectiles = {"data/entities/projectiles/deck/light_bullet.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "0,1,2,3", -- LIGHT_BULLET_TRIGGER
spawn_level = "0,1,2,3", -- LIGHT_BULLET_TRIGGER
spawn_probability = "1,0.5,0.5,0.5", -- LIGHT_BULLET_TRIGGER
spawn_probability = "1,0.5,0.5,0.5", -- LIGHT_BULLET_TRIGGER
price = 140,
price = 140,
mana = 10,
mana = 10,
--max_uses = 100,
--max_uses = 100,
action = function()
action = function()
c.fire_rate_wait = c.fire_rate_wait + 3
c.fire_rate_wait = c.fire_rate_wait + 3
c.screenshake = c.screenshake + 0.5
c.screenshake = c.screenshake + 0.5
c.damage_critical_chance = c.damage_critical_chance + 5
c.damage_critical_chance = c.damage_critical_chance + 5
add_projectile_trigger_hit_world("data/entities/projectiles/deck/light_bullet.xml", 1)
add_projectile_trigger_hit_world("data/entities/projectiles/deck/light_bullet.xml", 1)
end,
end,
},
},
{
{
id = "LIGHT_BULLET_TRIGGER_2",
id = "LIGHT_BULLET_TRIGGER_2",
name = "$action_light_bullet_trigger_2",
name = "$action_light_bullet_trigger_2",
description = "$actiondesc_light_bullet_trigger_2",
description = "$actiondesc_light_bullet_trigger_2",
sprite = "data/ui_gfx/gun_actions/light_bullet_trigger_2.png",
sprite = "data/ui_gfx/gun_actions/light_bullet_trigger_2.png",
related_projectiles = {"data/entities/projectiles/deck/light_bullet_blue.xml"},
related_projectiles = {"data/entities/projectiles/deck/light_bullet_blue.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "2,3,5,6,10", -- LIGHT_BULLET_TRIGGER_2
spawn_level = "2,3,5,6,10", -- LIGHT_BULLET_TRIGGER_2
spawn_probability = "1,0.5,1,1,0.2", -- LIGHT_BULLET_TRIGGER_2
spawn_probability = "1,0.5,1,1,0.2", -- LIGHT_BULLET_TRIGGER_2
price = 250,
price = 250,
mana = 15,
mana = 15,
--max_uses = 100,
--max_uses = 100,
action = function()
action = function()
c.fire_rate_wait = c.fire_rate_wait + 4
c.fire_rate_wait = c.fire_rate_wait + 4
c.screenshake = c.screenshake + 1
c.screenshake = c.screenshake + 1
c.damage_critical_chance = c.damage_critical_chance + 5
c.damage_critical_chance = c.damage_critical_chance + 5
add_projectile_trigger_hit_world("data/entities/projectiles/deck/light_bullet_blue.xml", 2)
add_projectile_trigger_hit_world("data/entities/projectiles/deck/light_bullet_blue.xml", 2)
end,
end,
},
},
{
{
id = "LIGHT_BULLET_TIMER",
id = "LIGHT_BULLET_TIMER",
name = "$action_light_bullet_timer",
name = "$action_light_bullet_timer",
description = "$actiondesc_light_bullet_timer",
description = "$actiondesc_light_bullet_timer",
sprite = "data/ui_gfx/gun_actions/light_bullet_timer.png",
sprite = "data/ui_gfx/gun_actions/light_bullet_timer.png",
sprite_unidentified = "data/ui_gfx/gun_actions/light_bullet_timer_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/light_bullet_timer_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/light_bullet.xml"},
related_projectiles = {"data/entities/projectiles/deck/light_bullet.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "1,2,3", -- LIGHT_BULLET_TIMER
spawn_level = "1,2,3", -- LIGHT_BULLET_TIMER
spawn_probability = "0.5,0.5,0.5", -- LIGHT_BULLET_TIMER
spawn_probability = "0.5,0.5,0.75", -- LIGHT_BULLET_TIMER
price = 140,
price = 140,
mana = 10,
mana = 10,
--max_uses = 100,
--max_uses = 100,
action = function()
action = function()
c.fire_rate_wait = c.fire_rate_wait + 3
c.fire_rate_wait = c.fire_rate_wait + 3
c.screenshake = c.screenshake + 0.5
c.screenshake = c.screenshake + 0.5
c.damage_critical_chance = c.damage_critical_chance + 5
c.damage_critical_chance = c.damage_critical_chance + 5
add_projectile_trigger_timer("data/entities/projectiles/deck/light_bullet.xml", 10, 1)
add_projectile_trigger_timer("data/entities/projectiles/deck/light_bullet.xml", 10, 1)
end,
end,
},
},
{
{
id = "BULLET",
id = "BULLET",
name = "$action_bullet",
name = "$action_bullet",
description = "$actiondesc_bullet",
description = "$actiondesc_bullet",
sprite = "data/ui_gfx/gun_actions/bullet.png",
sprite = "data/ui_gfx/gun_actions/bullet.png",
sprite_unidentified = "data/ui_gfx/gun_actions/bullet_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/bullet_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/bullet.xml"},
related_projectiles = {"data/entities/projectiles/deck/bullet.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "1,2,3,4,5", -- BULLET
spawn_level = "1,2,3,4,5", -- BULLET
spawn_probability = "1,1,1,1,1", -- BULLET
spawn_probability = "1,1,1,0.8,0.5", -- BULLET
price = 150,
price = 150,
mana = 20,
mana = 20,
--max_uses = -1,
--max_uses = -1,
action = function()
action = function()
add_projectile("data/entities/projectiles/deck/bullet.xml")
add_projectile("data/entities/projectiles/deck/bullet.xml")
c.fire_rate_wait = c.fire_rate_wait + 4
c.fire_rate_wait = c.fire_rate_wait + 4
c.screenshake = c.screenshake + 2
c.screenshake = c.screenshake + 2
c.spread_degrees = c.spread_degrees + 2.0
c.spread_degrees = c.spread_degrees + 2.0
c.damage_critical_chance = c.damage_critical_chance + 5
c.damage_critical_chance = c.damage_critical_chance + 5
shot_effects.recoil_knockback = shot_effects.recoil_knockback + 23.0
shot_effects.recoil_knockback = shot_effects.recoil_knockback + 23.0
end,
end,
},
},
{
{
id = "BULLET_TRIGGER",
id = "BULLET_TRIGGER",
name = "$action_bullet_trigger",
name = "$action_bullet_trigger",
description = "$actiondesc_bullet_trigger",
description = "$actiondesc_bullet_trigger",
sprite = "data/ui_gfx/gun_actions/bullet_trigger.png",
sprite = "data/ui_gfx/gun_actions/bullet_trigger.png",
sprite_unidentified = "data/ui_gfx/gun_actions/bullet_trigger_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/bullet_trigger_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/bullet.xml"},
related_projectiles = {"data/entities/projectiles/deck/bullet.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "1,2,3,4,5", -- BULLET_TRIGGER
spawn_level = "1,2,3,4,5", -- BULLET_TRIGGER
spawn_probability = "0.5,0.5,0.5,0.5,0.5", -- BULLET_TRIGGER
spawn_probability = "0.5,0.5,0.5,0.6,0.5", -- BULLET_TRIGGER
price = 190,
price = 190,
mana = 35,
mana = 35,
--max_uses = 80,
--max_uses = 80,
action = function()
action = function()
c.fire_rate_wait = c.fire_rate_wait + 4
c.fire_rate_wait = c.fire_rate_wait + 4
c.screenshake = c.screenshake + 2
c.screenshake = c.screenshake + 2
c.spread_degrees = c.spread_degrees + 2.0
c.spread_degrees = c.spread_degrees + 2.0
c.damage_critical_chance = c.damage_critical_chance + 5
c.damage_critical_chance = c.damage_critical_chance + 5
add_projectile_trigger_hit_world("data/entities/projectiles/deck/bullet.xml", 1)
add_projectile_trigger_hit_world("data/entities/projectiles/deck/bullet.xml", 1)
shot_effects.recoil_knockback = shot_effects.recoil_knockback + 23.0
shot_effects.recoil_knockback = shot_effects.recoil_knockback + 23.0
end,
end,
},
},
{
{
id = "BULLET_TIMER",
id = "BULLET_TIMER",
name = "$action_bullet_timer",
name = "$action_bullet_timer",
description = "$actiondesc_bullet_timer",
description = "$actiondesc_bullet_timer",
sprite = "data/ui_gfx/gun_actions/bullet_timer.png",
sprite = "data/ui_gfx/gun_actions/bullet_timer.png",
sprite_unidentified = "data/ui_gfx/gun_actions/bullet_timer_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/bullet_timer_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/bullet.xml"},
related_projectiles = {"data/entities/projectiles/deck/bullet.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "2,3,4,5,6", -- BULLET_TIMER
spawn_level = "2,3,4,5,6", -- BULLET_TIMER
spawn_probability = "0.5,0.5,0.5,0.5,0.5", -- BULLET_TIMER
spawn_probability = "0.5,0.5,0.5,0.5,0.6", -- BULLET_TIMER
price = 190,
price = 190,
mana = 35,
mana = 35,
--max_uses = 80,
--max_uses = 80,
action = function()
action = function()
c.fire_rate_wait = c.fire_rate_wait + 4
c.fire_rate_wait = c.fire_rate_wait + 4
c.screenshake = c.screenshake + 2
c.screenshake = c.screenshake + 2
c.spread_degrees = c.spread_degrees + 2.0
c.spread_degrees = c.spread_degrees + 2.0
c.damage_critical_chance = c.damage_critical_chance + 5
c.damage_critical_chance = c.damage_critical_chance + 5
add_projectile_trigger_timer("data/entities/projectiles/deck/bullet.xml", 10, 1)
add_projectile_trigger_timer("data/entities/projectiles/deck/bullet.xml", 10, 1)
shot_effects.recoil_knockback = shot_effects.recoil_knockback + 23.0
shot_effects.recoil_knockback = shot_effects.recoil_knockback + 23.0
end,
end,
},
},
{
{
id = "HEAVY_BULLET",
id = "HEAVY_BULLET",
name = "$action_heavy_bullet",
name = "$action_heavy_bullet",
description = "$actiondesc_heavy_bullet",
description = "$actiondesc_heavy_bullet",
sprite = "data/ui_gfx/gun_actions/heavy_bullet.png",
sprite = "data/ui_gfx/gun_actions/heavy_bullet.png",
sprite_unidentified = "data/ui_gfx/gun_actions/heavy_bullet_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/heavy_bullet_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/bullet_heavy.xml"},
related_projectiles = {"data/entities/projectiles/deck/bullet_heavy.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "1,2,3,4,5,6", -- HEAVY_BULLET
spawn_level = "1,2,3,4,5,6", -- HEAVY_BULLET
spawn_probability = "0.5,1,1,1,1,1", -- HEAVY_BULLET
spawn_probability = "0.5,1,1,1,1,1", -- HEAVY_BULLET
price = 200,
price = 200,
mana = 30,
mana = 30,
--max_uses = 50,
--max_uses = 50,
action = function()
action = function()
add_projectile("data/entities/projectiles/deck/bullet_heavy.xml")
add_projectile("data/entities/projectiles/deck/bullet_heavy.xml")
c.fire_rate_wait = c.fire_rate_wait + 7
c.fire_rate_wait = c.fire_rate_wait + 7
c.screenshake = c.screenshake + 2.5
c.screenshake = c.screenshake + 2.5
c.spread_degrees = c.spread_degrees + 5.0
c.spread_degrees = c.spread_degrees + 5.0
c.damage_critical_chance = c.damage_critical_chance + 5
c.damage_critical_chance = c.damage_critical_chance + 5
-- c.game_effect_entities = c.game_effect_entities .. "data/entities/misc/effect_disintegrated.xml,"
-- c.game_effect_entities = c.game_effect_entities .. "data/entities/misc/effect_disintegrated.xml,"
shot_effects.recoil_knockback = shot_effects.recoil_knockback + 50.0
shot_effects.recoil_knockback = shot_effects.recoil_knockback + 50.0
end,
end,
},
},
{
{
id = "HEAVY_BULLET_TRIGGER",
id = "HEAVY_BULLET_TRIGGER",
name = "$action_heavy_bullet_trigger",
name = "$action_heavy_bullet_trigger",
description = "$actiondesc_heavy_bullet_trigger",
description = "$actiondesc_heavy_bullet_trigger",
sprite = "data/ui_gfx/gun_actions/heavy_bullet_trigger.png",
sprite = "data/ui_gfx/gun_actions/heavy_bullet_trigger.png",
sprite_unidentified = "data/ui_gfx/gun_actions/heavy_bullet_trigger_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/heavy_bullet_trigger_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/bullet_heavy.xml"},
related_projectiles = {"data/entities/projectiles/deck/bullet_heavy.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "2,3,4,5,6", -- HEAVY_BULLET_TRIGGER
spawn_level = "2,3,4,5,6", -- HEAVY_BULLET_TRIGGER
spawn_probability = "0.5,0.5,0.5,0.5,0.5", -- HEAVY_BULLET_TRIGGER
spawn_probability = "0.5,0.5,0.5,0.7,0.5", -- HEAVY_BULLET_TRIGGER
price = 240,
price = 240,
mana = 40,
mana = 40,
--max_uses = 50,
--max_uses = 50,
action = function()
action = function()
c.fire_rate_wait = c.fire_rate_wait + 7
c.fire_rate_wait = c.fire_rate_wait + 7
c.screenshake = c.screenshake + 2.5
c.screenshake = c.screenshake + 2.5
c.spread_degrees = c.spread_degrees + 5.0
c.spread_degrees = c.spread_degrees + 5.0
c.damage_critical_chance = c.damage_critical_chance + 5
c.damage_critical_chance = c.damage_critical_chance + 5
-- c.game_effect_entities = c.game_effect_entities .. "data/entities/misc/effect_disintegrated.xml,"
-- c.game_effect_entities = c.game_effect_entities .. "data/entities/misc/effect_disintegrated.xml,"
add_projectile_trigger_hit_world("data/entities/projectiles/deck/bullet_heavy.xml", 1)
add_projectile_trigger_hit_world("data/entities/projectiles/deck/bullet_heavy.xml", 1)
shot_effects.recoil_knockback = shot_effects.recoil_knockback + 50.0
shot_effects.recoil_knockback = shot_effects.recoil_knockback + 50.0
end,
end,
},
},
{
{
id = "HEAVY_BULLET_TIMER",
id = "HEAVY_BULLET_TIMER",
name = "$action_heavy_bullet_timer",
name = "$action_heavy_bullet_timer",
description = "$actiondesc_heavy_bullet_timer",
description = "$actiondesc_heavy_bullet_timer",
sprite = "data/ui_gfx/gun_actions/heavy_bullet_timer.png",
sprite = "data/ui_gfx/gun_actions/heavy_bullet_timer.png",
sprite_unidentified = "data/ui_gfx/gun_actions/heavy_bullet_timer_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/heavy_bullet_timer_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/bullet_heavy.xml"},
related_projectiles = {"data/entities/projectiles/deck/bullet_heavy.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "2,3,4,5,6", -- HEAVY_BULLET_TIMER
spawn_level = "2,3,4,5,6", -- HEAVY_BULLET_TIMER
spawn_probability = "0.5,0.5,0.5,0.5,0.5", -- HEAVY_BULLET_TIMER
spawn_probability = "0.5,0.5,0.5,0.5,0.7", -- HEAVY_BULLET_TIMER
price = 240,
price = 240,
mana = 40,
mana = 40,
--max_uses = 50,
--max_uses = 50,
action = function()
action = function()
c.fire_rate_wait = c.fire_rate_wait + 7
c.fire_rate_wait = c.fire_rate_wait + 7
c.screenshake = c.screenshake + 2.5
c.screenshake = c.screenshake + 2.5
c.spread_degrees = c.spread_degrees + 5.0
c.spread_degrees = c.spread_degrees + 5.0
c.damage_critical_chance = c.damage_critical_chance + 5
c.damage_critical_chance = c.damage_critical_chance + 5
-- c.game_effect_entities = c.game_effect_entities .. "data/entities/misc/effect_disintegrated.xml,"
-- c.game_effect_entities = c.game_effect_entities .. "data/entities/misc/effect_disintegrated.xml,"
add_projectile_trigger_timer("data/entities/projectiles/deck/bullet_heavy.xml", 10, 1)
add_projectile_trigger_timer("data/entities/projectiles/deck/bullet_heavy.xml", 10, 1)
shot_effects.recoil_knockback = shot_effects.recoil_knockback + 50.0
shot_effects.recoil_knockback = shot_effects.recoil_knockback + 50.0
end,
end,
},
},
{
{
id = "AIR_BULLET",
id = "AIR_BULLET",
name = "$action_air_bullet",
name = "$action_air_bullet",
description = "$actiondesc_air_bullet",
description = "$actiondesc_air_bullet",
sprite = "data/ui_gfx/gun_actions/air_bullet.png",
sprite = "data/ui_gfx/gun_actions/air_bullet.png",
sprite_unidentified = "data/ui_gfx/gun_actions/air_bullet_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/air_bullet_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/light_bullet_air.xml"},
related_projectiles = {"data/entities/projectiles/deck/light_bullet_air.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "1,2", -- AIR_BULLET
spawn_level = "1,2", -- AIR_BULLET
spawn_probability = "1,1", -- AIR_BULLET
spawn_probability = "1,1", -- AIR_BULLET
price = 80,
price = 80,
mana = 5,
mana = 5,
--max_uses = 120,
--max_uses = 120,
action = function()
action = function()
add_projectile("data/entities/projectiles/deck/light_bullet_air.xml")
add_projectile("data/entities/projectiles/deck/light_bullet_air.xml")
c.fire_rate_wait = c.fire_rate_wait + 3
c.fire_rate_wait = c.fire_rate_wait + 3
--c.screenshake = c.screenshake + 0.1
--c.screenshake = c.screenshake + 0.1
c.spread_degrees = c.spread_degrees - 2.0
c.spread_degrees = c.spread_degrees - 2.0
--c.knockback_force = c.knockback_force + 2
--c.knockback_force = c.knockback_force + 2
end,
end,
},
},
{
{
id = "SLOW_BULLET",
id = "SLOW_BULLET",
name = "$action_slow_bullet",
name = "$action_slow_bullet",
description = "$actiondesc_slow_bullet",
description = "$actiondesc_slow_bullet",
sprite = "data/ui_gfx/gun_actions/slow_bullet.png",
sprite = "data/ui_gfx/gun_actions/slow_bullet.png",
sprite_unidentified = "data/ui_gfx/gun_actions/slow_bullet_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/slow_bullet_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/bullet_slow.xml"},
related_projectiles = {"data/entities/projectiles/deck/bullet_slow.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "1,2,3,4", -- SLOW_BULLET
spawn_level = "1,2,3,4", -- SLOW_BULLET
spawn_probability = "1,1,1,1", -- SLOW_BULLET
spawn_probability = "1,1,1,1", -- SLOW_BULLET
price = 160,
price = 160,
mana = 30,
mana = 30,
--max_uses = 50,
--max_uses = 50,
custom_xml_file = "data/entities/misc/custom_cards/bullet_slow.xml",
custom_xml_file = "data/entities/misc/custom_cards/bullet_slow.xml",
action = function()
action = function()
add_projectile("data/entities/projectiles/deck/bullet_slow.xml")
add_projectile("data/entities/projectiles/deck/bullet_slow.xml")
c.fire_rate_wait = c.fire_rate_wait + 6
c.fire_rate_wait = c.fire_rate_wait + 6
c.screenshake = c.screenshake + 2
c.screenshake = c.screenshake + 2
c.spread_degrees = c.spread_degrees + 3.6
c.spread_degrees = c.spread_degrees + 3.6
shot_effects.recoil_knockback = shot_effects.recoil_knockback + 20.0
shot_effects.recoil_knockback = shot_effects.recoil_knockback + 20.0
end,
end,
},
},
{
{
id = "SLOW_BULLET_TRIGGER",
id = "SLOW_BULLET_TRIGGER",
name = "$action_slow_bullet_trigger",
name = "$action_slow_bullet_trigger",
description = "$actiondesc_slow_bullet_trigger",
description = "$actiondesc_slow_bullet_trigger",
sprite = "data/ui_gfx/gun_actions/slow_bullet_trigger.png",
sprite = "data/ui_gfx/gun_actions/slow_bullet_trigger.png",
sprite_unidentified = "data/ui_gfx/gun_actions/slow_bullet_trigger_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/slow_bullet_trigger_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/bullet_slow.xml"},
related_projectiles = {"data/entities/projectiles/deck/bullet_slow.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "1,2,3,4,5", -- SLOW_BULLET_TRIGGER
spawn_level = "1,2,3,4,5", -- SLOW_BULLET_TRIGGER
spawn_probability = "0.5,0.5,0.5,0.5,1", -- SLOW_BULLET_TRIGGER
spawn_probability = "0.5,0.5,0.5,0.5,1", -- SLOW_BULLET_TRIGGER
price = 200,
price = 200,
mana = 50,
mana = 50,
--max_uses = 50,
--max_uses = 50,
custom_xml_file = "data/entities/misc/custom_cards/bullet_slow.xml",
custom_xml_file = "data/entities/misc/custom_cards/bullet_slow.xml",
action = function()
action = function()
c.fire_rate_wait = c.fire_rate_wait + 25
c.fire_rate_wait = c.fire_rate_wait + 25
c.screenshake = c.screenshake + 2
c.screenshake = c.screenshake + 2
c.spread_degrees = c.spread_degrees + 10
c.spread_degrees = c.spread_degrees + 10
add_projectile_trigger_hit_world("data/entities/projectiles/deck/bullet_slow.xml", 1)
add_projectile_trigger_hit_world("data/entities/projectiles/deck/bullet_slow.xml", 1)
shot_effects.recoil_knockback = shot_effects.recoil_knockback + 20.0
shot_effects.recoil_knockback = shot_effects.recoil_knockback + 20.0
end,
end,
},
},
{
{
id = "SLOW_BULLET_TIMER",
id = "SLOW_BULLET_TIMER",
name = "$action_slow_bullet_timer",
name = "$action_slow_bullet_timer",
description = "$actiondesc_slow_bullet_timer",
description = "$actiondesc_slow_bullet_timer",
sprite = "data/ui_gfx/gun_actions/slow_bullet_timer.png",
sprite = "data/ui_gfx/gun_actions/slow_bullet_timer.png",
sprite_unidentified = "data/ui_gfx/gun_actions/slow_bullet_timer_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/slow_bullet_timer_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/bullet_slow.xml"},
related_projectiles = {"data/entities/projectiles/deck/bullet_slow.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "1,2,3,4,5,6", -- SLOW_BULLET_TIMER
spawn_level = "1,2,3,4,5,6", -- SLOW_BULLET_TIMER
spawn_probability = "0.5,0.5,0.5,0.5,1,1", -- SLOW_BULLET_TIMER
spawn_probability = "0.5,0.5,0.5,0.5,1,1", -- SLOW_BULLET_TIMER
price = 200,
price = 200,
mana = 50,
mana = 50,
--max_uses = 50,
--max_uses = 50,
custom_xml_file = "data/entities/misc/custom_cards/bullet_slow.xml",
custom_xml_file = "data/entities/misc/custom_cards/bullet_slow.xml",
action = function()
action = function()
c.fire_rate_wait = c.fire_rate_wait + 6
c.fire_rate_wait = c.fire_rate_wait + 6
c.screenshake = c.screenshake + 2
c.screenshake = c.screenshake + 2
c.spread_degrees = c.spread_degrees + 3.6
c.spread_degrees = c.spread_degrees + 3.6
add_projectile_trigger_timer("data/entities/projectiles/deck/bullet_slow.xml", 100, 1)
add_projectile_trigger_timer("data/entities/projectiles/deck/bullet_slow.xml", 100, 1)
shot_effects.recoil_knockback = shot_effects.recoil_knockback + 20.0
shot_effects.recoil_knockback = shot_effects.recoil_knockback + 20.0
end,
end,
},
},
{
{
id = "HOOK",
name = "$action_hook",
description = "$actiondesc_hook",
sprite = "data/ui_gfx/gun_actions/hook.png",
sprite_unidentified = "data/ui_gfx/gun_actions/bullet_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/hook.xml"},
type = ACTION_TYPE_PROJECTILE,
spawn_level = "1,2,3,4,5", -- BULLET
spawn_probability = "0.1,0.3,0.4,0.2,0.1", -- BULLET
price = 120,
mana = 30,
--max_uses = -1,
action = function()
add_projectile("data/entities/projectiles/deck/hook.xml")
c.fire_rate_wait = c.fire_rate_wait + 12
shot_effects.recoil_knockback = shot_effects.recoil_knockback + 10.0
end,
},
{
id = "BLACK_HOLE",
id = "BLACK_HOLE",
name = "$action_black_hole",
name = "$action_black_hole",
description = "$actiondesc_black_hole",
description = "$actiondesc_black_hole",
sprite = "data/ui_gfx/gun_actions/black_hole.png",
sprite = "data/ui_gfx/gun_actions/black_hole.png",
sprite_unidentified = "data/ui_gfx/gun_actions/black_hole_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/black_hole_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/black_hole.xml"},
related_projectiles = {"data/entities/projectiles/deck/black_hole.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "0,2,4,5", -- BLACK_HOLE
spawn_level = "0,2,4,5", -- BLACK_HOLE
spawn_probability = "0.8,0.8,0.8,0.8", -- BLACK_HOLE
spawn_probability = "0.8,0.8,0.8,0.8", -- BLACK_HOLE
price = 200,
price = 200,
mana = 180,
mana = 180,
max_uses = 3,
max_uses = 3,
never_unlimited = true,
never_unlimited = true,
custom_xml_file = "data/entities/misc/custom_cards/black_hole.xml",
custom_xml_file = "data/entities/misc/custom_cards/black_hole.xml",
action = function()
action = function()
add_projectile("data/entities/projectiles/deck/black_hole.xml")
add_projectile("data/entities/projectiles/deck/black_hole.xml")
c.fire_rate_wait = c.fire_rate_wait + 80
c.fire_rate_wait = c.fire_rate_wait + 80
c.screenshake = c.screenshake + 20
c.screenshake = c.screenshake + 20
end,
end,
},
},
{
{
id = "BLACK_HOLE_DEATH_TRIGGER",
id = "BLACK_HOLE_DEATH_TRIGGER",
name = "$action_black_hole_death_trigger",
name = "$action_black_hole_death_trigger",
description = "$actiondesc_black_hole_death_trigger",
description = "$actiondesc_black_hole_death_trigger",
sprite = "data/ui_gfx/gun_actions/black_hole_timer.png",
sprite = "data/ui_gfx/gun_actions/black_hole_timer.png",
sprite_unidentified = "data/ui_gfx/gun_actions/black_hole_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/black_hole_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/black_hole.xml"},
related_projectiles = {"data/entities/projectiles/deck/black_hole.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "2,4,5,6", -- BLACK_HOLE
spawn_level = "2,4,5,6", -- BLACK_HOLE
spawn_probability = "0.5,0.5,0.5,0.5", -- BLACK_HOLE
spawn_probability = "0.5,0.5,0.5,0.5", -- BLACK_HOLE
price = 220,
price = 220,
mana = 200,
mana = 200,
max_uses = 3,
max_uses = 3,
never_unlimited = true,
never_unlimited = true,
custom_xml_file = "data/entities/misc/custom_cards/black_hole.xml",
custom_xml_file = "data/entities/misc/custom_cards/black_hole.xml",
action = function()
action = function()
add_projectile_trigger_death("data/entities/projectiles/deck/black_hole.xml", 1)
add_projectile_trigger_death("data/entities/projectiles/deck/black_hole.xml", 1)
c.fire_rate_wait = c.fire_rate_wait + 90
c.fire_rate_wait = c.fire_rate_wait + 90
c.screenshake = c.screenshake + 20
c.screenshake = c.screenshake + 20
end,
end,
},
},
{
{
id = "BLACK_HOLE_BIG",
id = "BLACK_HOLE_BIG",
name = "$action_black_hole_big",
name = "$action_black_hole_big",
description = "$actiondesc_black_hole_big",
description = "$actiondesc_black_hole_big",
sprite = "data/ui_gfx/gun_actions/black_hole_big.png",
sprite = "data/ui_gfx/gun_actions/black_hole_big.png",
sprite_unidentified = "data/ui_gfx/gun_actions/black_hole_big_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/black_hole_big_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/black_hole_big.xml"},
related_projectiles = {"data/entities/projectiles/deck/black_hole_big.xml"},
type = ACTION_TYPE_STATIC_PROJECTILE,
type = ACTION_TYPE_STATIC_PROJECTILE,
spawn_level = "1,3,5,6,10", -- BLACK_HOLE_BIG
spawn_level = "1,3,5,6,10", -- BLACK_HOLE_BIG
spawn_probability = "0.8,0.8,0.8,0.8,0.5", -- BLACK_HOLE_BIG
spawn_probability = "0.8,0.8,0.8,0.8,0.5", -- BLACK_HOLE_BIG
price = 320,
price = 320,
mana = 240,
mana = 240,
max_uses = 6,
max_uses = 6,
custom_xml_file = "data/entities/misc/custom_cards/black_hole_big.xml",
custom_xml_file = "data/entities/misc/custom_cards/black_hole_big.xml",
action = function()
action = function()
add_projectile("data/entities/projectiles/deck/black_hole_big.xml")
add_projectile("data/entities/projectiles/deck/black_hole_big.xml")
c.fire_rate_wait = c.fire_rate_wait + 80
c.fire_rate_wait = c.fire_rate_wait + 80
c.screenshake = c.screenshake + 10
c.screenshake = c.screenshake + 10
end,
end,
},
},
{
{
id = "WHITE_HOLE_BIG",
name = "$action_white_hole_big",
description = "$actiondesc_white_hole_big",
sprite = "data/ui_gfx/gun_actions/white_hole_big.png",
sprite_unidentified = "data/ui_gfx/gun_actions/black_hole_big_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/white_hole_big.xml"},
type = ACTION_TYPE_STATIC_PROJECTILE,
spawn_level = "1,3,5,6,10", -- BLACK_HOLE_BIG
spawn_probability = "0.1,0.1,0.1,0.4,0.2", -- BLACK_HOLE_BIG
price = 320,
mana = 240,
max_uses = 6,
custom_xml_file = "data/entities/misc/custom_cards/white_hole_big.xml",
action = function()
add_projectile("data/entities/projectiles/deck/white_hole_big.xml")
c.fire_rate_wait = c.fire_rate_wait + 80
c.screenshake = c.screenshake + 10
end,
},
{
id = "BLACK_HOLE_GIGA",
id = "BLACK_HOLE_GIGA",
name = "$action_black_hole_giga",
name = "$action_black_hole_giga",
description = "$actiondesc_black_hole_giga",
description = "$actiondesc_black_hole_giga",
sprite = "data/ui_gfx/gun_actions/black_hole_giga.png",
sprite = "data/ui_gfx/gun_actions/black_hole_giga.png",
sprite_unidentified = "data/ui_gfx/gun_actions/black_hole_big_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/black_hole_big_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/black_hole_giga.xml"},
related_projectiles = {"data/entities/projectiles/deck/black_hole_giga.xml"},
spawn_requires_flag = "card_unlocked_black_hole",
spawn_requires_flag = "card_unlocked_black_hole",
type = ACTION_TYPE_STATIC_PROJECTILE,
type = ACTION_TYPE_STATIC_PROJECTILE,
spawn_level = "10", -- BLACK_HOLE_BIG
spawn_level = "10", -- BLACK_HOLE_BIG
spawn_probability = "1", -- BLACK_HOLE_BIG
spawn_probability = "1", -- BLACK_HOLE_BIG
price = 600,
price = 600,
mana = 500,
mana = 500,
max_uses = 6,
max_uses = 6,
never_unlimited = true,
never_unlimited = true,
custom_xml_file = "data/entities/misc/custom_cards/black_hole_giga.xml",
custom_xml_file = "data/entities/misc/custom_cards/black_hole_giga.xml",
action = function()
action = function()
local black_holes = EntityGetWithTag( "black_hole_giga" )
local black_holes = EntityGetWithTag( "black_hole_giga" )
if ( #black_holes < 3 ) then
if ( #black_holes < 3 ) then
add_projectile("data/entities/projectiles/deck/black_hole_giga.xml")
add_projectile("data/entities/projectiles/deck/black_hole_giga.xml")
c.fire_rate_wait = c.fire_rate_wait + 120
c.fire_rate_wait = c.fire_rate_wait + 120
current_reload_time = current_reload_time + 100
current_reload_time = current_reload_time + 100
c.screenshake = c.screenshake + 40
c.screenshake = c.screenshake + 40
end
end
end,
end,
},
},
{
{
id = "TENTACLE_PORTAL",
id = "TENTACLE_PORTAL",
name = "$action_tentacle_portal",
name = "$action_tentacle_portal",
description = "$actiondesc_tentacle_portal",
description = "$actiondesc_tentacle_portal",
sprite = "data/ui_gfx/gun_actions/tentacle_portal.png",
sprite = "data/ui_gfx/gun_actions/tentacle_portal.png",
sprite_unidentified = "data/ui_gfx/gun_actions/slimeball_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/slimeball_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/tentacle_portal.xml"},
related_projectiles = {"data/entities/projectiles/deck/tentacle_portal.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "1,2,3,4,10", -- TENTACLE_PORTAL
spawn_level = "1,2,3,4,10", -- TENTACLE_PORTAL
spawn_probability = "0.4,0.4,0.4,0.4,0.2", -- TENTACLE_PORTAL
spawn_probability = "0.4,0.4,0.4,0.5,0.2", -- TENTACLE_PORTAL
price = 220,
price = 220,
mana = 140,
mana = 140,
max_uses = 5,
max_uses = 5,
action = function()
action = function()
add_projectile("data/entities/projectiles/deck/tentacle_portal.xml")
add_projectile("data/entities/projectiles/deck/tentacle_portal.xml")
c.fire_rate_wait = c.fire_rate_wait + 30
c.fire_rate_wait = c.fire_rate_wait + 30
end,
end,
},
},
--[[{
--[[{
id = "DECOY",
id = "DECOY",
name = "$action_decoy",
name = "$action_decoy",
description = "$actiondesc_decoy",
description = "$actiondesc_decoy",
sprite = "data/ui_gfx/gun_actions/decoy.png",
sprite = "data/ui_gfx/gun_actions/decoy.png",
sprite_unidentified = "data/ui_gfx/gun_actions/decoy_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/decoy_unidentified.png",
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "", -- DECOY
spawn_level = "", -- DECOY
spawn_probability = "", -- DECOY
spawn_probability = "", -- DECOY
price = 130,
price = 130,
mana = 60,
mana = 60,
max_uses = 10,
max_uses = 10,
custom_xml_file = "data/entities/misc/custom_cards/decoy.xml",
custom_xml_file = "data/entities/misc/custom_cards/decoy.xml",
action = function()
action = function()
add_projectile("data/entities/projectiles/deck/decoy.xml")
add_projectile("data/entities/projectiles/deck/decoy.xml")
c.fire_rate_wait = c.fire_rate_wait + 40
c.fire_rate_wait = c.fire_rate_wait + 40
end,
end,
},
},
{
{
id = "DECOY_TRIGGER",
id = "DECOY_TRIGGER",
name = "$action_decoy_trigger",
name = "$action_decoy_trigger",
description = "$actiondesc_decoy_trigger",
description = "$actiondesc_decoy_trigger",
sprite = "data/ui_gfx/gun_actions/decoy_trigger.png",
sprite = "data/ui_gfx/gun_actions/decoy_trigger.png",
sprite_unidentified = "data/ui_gfx/gun_actions/decoy_trigger_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/decoy_trigger_unidentified.png",
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "", -- DECOY_TRIGGER
spawn_level = "", -- DECOY_TRIGGER
spawn_probability = "", -- DECOY_TRIGGER
spawn_probability = "", -- DECOY_TRIGGER
price = 150,
price = 150,
mana = 80,
mana = 80,
max_uses = 10,
max_uses = 10,
custom_xml_file = "data/entities/misc/custom_cards/decoy_trigger.xml",
custom_xml_file = "data/entities/misc/custom_cards/decoy_trigger.xml",
action = function()
action = function()
add_projectile_trigger_death("data/entities/projectiles/deck/decoy_trigger.xml", 1)
add_projectile_trigger_death("data/entities/projectiles/deck/decoy_trigger.xml", 1)
c.fire_rate_wait = c.fire_rate_wait + 40
c.fire_rate_wait = c.fire_rate_wait + 40
end,
end,
},]]--
},]]--
{
{
id = "SPITTER",
id = "SPITTER",
name = "$action_spitter",
name = "$action_spitter",
description = "$actiondesc_spitter",
description = "$actiondesc_spitter",
sprite = "data/ui_gfx/gun_actions/spitter.png",
sprite = "data/ui_gfx/gun_actions/spitter.png",
sprite_unidentified = "data/ui_gfx/gun_actions/spitter_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/spitter_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/spitter.xml"},
related_projectiles = {"data/entities/projectiles/deck/spitter.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "0,1,2,3", -- SPITTER
spawn_level = "0,1,2,3", -- SPITTER
spawn_probability = "1,1,1,0.5", -- SPITTER
spawn_probability = "1,1,1,0.5", -- SPITTER
price = 110,
price = 110,
mana = 5,
mana = 5,
--max_uses = 120,
--max_uses = 120,
action = function()
action = function()
add_projectile("data/entities/projectiles/deck/spitter.xml")
add_projectile("data/entities/projectiles/deck/spitter.xml")
-- damage = 0.1
-- damage = 0.1
c.fire_rate_wait = c.fire_rate_wait - 1
c.fire_rate_wait = c.fire_rate_wait - 1
c.screenshake = c.screenshake + 0.1
c.screenshake = c.screenshake + 0.1
c.dampening = 0.1
c.dampening = 0.1
c.spread_degrees = c.spread_degrees + 6.0
c.spread_degrees = c.spread_degrees + 6.0
end,
end,
},
},
{
{
id = "SPITTER_TIMER",
id = "SPITTER_TIMER",
name = "$action_spitter_timer",
name = "$action_spitter_timer",
description = "$actiondesc_spitter_timer",
description = "$actiondesc_spitter_timer",
sprite = "data/ui_gfx/gun_actions/spitter_timer.png",
sprite = "data/ui_gfx/gun_actions/spitter_timer.png",
sprite_unidentified = "data/ui_gfx/gun_actions/spitter_timer_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/spitter_timer_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/spitter.xml"},
related_projectiles = {"data/entities/projectiles/deck/spitter.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "0,1,2,3", -- SPITTER_TIMER
spawn_level = "0,1,2,3", -- SPITTER_TIMER
spawn_probability = "0.5,0.5,0.5,1", -- SPITTER_TIMER
spawn_probability = "0.5,0.5,0.5,1", -- SPITTER_TIMER
price = 140,
price = 140,
mana = 10,
mana = 10,
--max_uses = 120,
--max_uses = 120,
action = function()
action = function()
-- damage = 0.1
-- damage = 0.1
c.fire_rate_wait = c.fire_rate_wait - 1
c.fire_rate_wait = c.fire_rate_wait - 1
c.screenshake = c.screenshake + 0.1
c.screenshake = c.screenshake + 0.1
c.dampening = 0.1
c.dampening = 0.1
c.spread_degrees = c.spread_degrees + 6.0
c.spread_degrees = c.spread_degrees + 6.0
add_projectile_trigger_timer("data/entities/projectiles/deck/spitter.xml", 40, 1)
add_projectile_trigger_timer("data/entities/projectiles/deck/spitter.xml", 40, 1)
end,
end,
},
},
{
{
id = "SPITTER_TIER_2",
id = "SPITTER_TIER_2",
name = "$action_spitter_tier_2",
name = "$action_spitter_tier_2",
description = "$actiondesc_spitter_tier_2",
description = "$actiondesc_spitter_tier_2",
sprite = "data/ui_gfx/gun_actions/spitter_green.png",
sprite = "data/ui_gfx/gun_actions/spitter_green.png",
sprite_unidentified = "data/ui_gfx/gun_actions/spitter_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/spitter_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/spitter_tier_2.xml"},
related_projectiles = {"data/entities/projectiles/deck/spitter_tier_2.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "2,3,4,5", -- SPITTER_TIER_2
spawn_level = "2,3,4,5", -- SPITTER_TIER_2
spawn_probability = "1,1,1,0.5", -- SPITTER_TIER_2
spawn_probability = "1,1,1,0.5", -- SPITTER_TIER_2
price = 190,
price = 190,
mana = 25,
mana = 25,
--max_uses = 120,
--max_uses = 120,
action = function()
action = function()
add_projectile("data/entities/projectiles/deck/spitter_tier_2.xml")
add_projectile("data/entities/projectiles/deck/spitter_tier_2.xml")
-- damage = 0.1
-- damage = 0.1
c.fire_rate_wait = c.fire_rate_wait - 2
c.fire_rate_wait = c.fire_rate_wait - 2
c.screenshake = c.screenshake + 1.1
c.screenshake = c.screenshake + 1.1
c.dampening = 0.2
c.dampening = 0.2
c.spread_degrees = c.spread_degrees + 7.5
c.spread_degrees = c.spread_degrees + 7.5
end,
end,
},
},
{
{
id = "SPITTER_TIER_2_TIMER",
id = "SPITTER_TIER_2_TIMER",
name = "$action_spitter_tier_2_timer",
name = "$action_spitter_tier_2_timer",
description = "$actiondesc_spitter_tier_2_timer",
description = "$actiondesc_spitter_tier_2_timer",
sprite = "data/ui_gfx/gun_actions/spitter_green_timer.png",
sprite = "data/ui_gfx/gun_actions/spitter_green_timer.png",
sprite_unidentified = "data/ui_gfx/gun_actions/spitter_unidentified.png",
sprite_unidentified = "data/ui_gfx/gun_actions/spitter_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/spitter_tier_2.xml"},
related_projectiles = {"data/entities/projectiles/deck/spitter_tier_2.xml"},
type = ACTION_TYPE_PROJECTILE,
type = ACTION_TYPE_PROJECTILE,
spawn_level = "2,3,4,5", -- SPITTER_TIER_2_TIMER
spawn_level = "2,3,4,5", -- SPITTER_TIER_2_TIMER
spawn_probability = "0.5,0.5,0.5,1", -- SPITTER_TIER_2_TIMER
spawn_probability = "0.5,0.5,0.5,1", -- SPITTER_TIER_2_TIMER
price = 220,
price = 220,
mana = 30,
mana = 30,
--max_uses = 120,
--max_uses = 120,
action = function()
action = function()
add_projectile_trigger_timer("data/entities/projectiles/deck/spitter_tier_2.xml", 40, 1)
add_projectile_trigger_timer("data/entities/projectiles/deck/spitter_tier_2.xml", 40, 1)
-- damage = 0.1
-- damage = 0.1
c.fire_rate_wait = c.fire_rate_wait - 2
c.fire_rate_wait = c.fire_rate_wait - 2
c.screenshake = c.screenshake + 1.1
c.screenshake = c.screenshake + 1.1
c.dampening = 0.2
c.dampening = 0.2
c.spread_degrees = c.spread_degrees + 7.5
c.spread_degrees = c.spread_degrees + 7.5
end,
end,
},
},
{
{
id = "SPITTER_TIER_3",
id = "SPITTER_TIER_3",
name = "$action_spitter_tier_3",
name = "$action_spitter_tier_3",
description = "$actiondesc_spitter_tier_3",
description = "$actiondesc_spitter_tier_3",
sprite = "data/ui_gfx/gun_actions/spitter_purple.png",
sprite = "data/ui_gfx/gun_actions/spitter
sprite_unidentified = "data/ui_gfx/gun_actions/spitter_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/spitter_tier_3.xml"},
type = ACTION_TYPE_PROJECTILE,
spawn_level = "3,4,5,6", -- SPITTER_TIER_3
spawn_probability = "0.8,0.8,1,1", -- SPITTER_TIER_3
price = 240,
mana = 40,
--max_uses = 120,
action = function()
add_projectile("data/entities/projectiles/deck/spitter_tier_3.xml")
-- damage = 0.1
c.fire_rate_wait = c.fire_rate_wait - 4
c.screenshake = c.screenshake + 3.1
c.dampening = 0.3
c.spread_degrees = c.spread_degrees + 9.0
end,
},
{
id = "SPITTER_TIER_3_TIMER",
name = "$action_spitter_tier_3_timer",
description = "$actiondesc_spitter_tier_3_timer",
sprite = "data/ui_gfx/gun_actions/spitter_purple_timer.png",
sprite_unidentified = "data/ui_gfx/gun_actions/spitter_unidentified.png",
related_projectiles = {"data/entities/projectiles/deck/spitter_tier_3.xml"},
type = ACTION_TYPE_PROJECTILE,
spawn_level = "4,5,6", -- SPITTER_TIER_3_TIMER
spawn_probability = "0.5,0.5,0.5", -- SPITTER_TIER_3_TIMER
price = 260,
mana = 45,
--max_uses = 120,
action = function()
add_projectile_trigger_timer("data/entities/projectiles/deck/spitter_tier_3.xml", 40, 1)
-- damage = 0.1
c.fire_rate_wait = c.fire_rate_wait - 4
c.screenshake = c.screenshake + 3.1
c.dampening = 0.3
c.spread_degrees = c.spread_degrees + 9.0
end,
},
{
id