new level testChamber
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@@ -75,10 +75,12 @@ const powerUps = {
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}
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},
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diceText() {
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const diceLimit = 5
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const r = powerUps.reroll.rerolls
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const fullDice = Math.floor(r / 6)
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const fullDice = Math.min(Math.floor(r / 6), diceLimit)
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const lastDice = r % 6
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let out = ''
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if (Math.floor(r / 6) > diceLimit) out += "+"
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for (let i = 0; i < fullDice; i++) {
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out += '⚅'
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}
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@@ -393,7 +395,7 @@ const powerUps = {
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game.makeTextLog("<span style='font-size:110%;'>+" + ammo + " ammo for " + b.guns[ammoTarget].name + "</span>", 300);
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}
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},
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spawnRandomPowerUp(x, y) { //mostly used after mob dies
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spawnRandomPowerUp(x, y) { //mostly used after mob dies, doesn't always return a power up
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if ((Math.random() * Math.random() - 0.3 > Math.sqrt(mech.health) && !mod.isEnergyHealth) || Math.random() < 0.035) { //spawn heal chance is higher at low health
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powerUps.spawn(x, y, "heal");
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if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "heal");
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