replace slugs with rail gun, rebalanced flechettes, added falling dmg, new mod: fast movement, added mouse icons
This commit is contained in:
@@ -9,10 +9,10 @@ const powerUps = {
|
||||
},
|
||||
effect() {
|
||||
let heal = (this.size / 40) ** 2
|
||||
if (b.fullHeal) heal = Infinity
|
||||
if (b.isModFullHeal) heal = Infinity
|
||||
heal = Math.min(1 - mech.health, heal)
|
||||
mech.addHealth(heal);
|
||||
if (heal > 0) game.makeTextLog("<span style='font-size:115%;'> <strong class='color-h' style = 'letter-spacing: 2px;'>heal</strong> " + (heal * 100).toFixed(0) + "%</span>", 300)
|
||||
if (heal > 0) game.makeTextLog("<div class='circle heal'></div> <span style='font-size:115%;'> <strong style = 'letter-spacing: 2px;'>heal</strong> " + (heal * 100).toFixed(0) + "%</span>", 300)
|
||||
}
|
||||
},
|
||||
ammo: {
|
||||
@@ -48,13 +48,13 @@ const powerUps = {
|
||||
const ammo = Math.ceil((target.ammoPack * (0.45 + 0.08 * Math.random())) / b.dmgScale);
|
||||
target.ammo += ammo;
|
||||
game.updateGunHUD();
|
||||
game.makeTextLog("<span style='font-size:110%;'>+" + ammo + " ammo for " + target.name + "</span>", 300);
|
||||
game.makeTextLog("<div class='circle gun'></div> <span style='font-size:110%;'>+" + ammo + " ammo for " + target.name + "</span>", 300);
|
||||
}
|
||||
}
|
||||
},
|
||||
field: {
|
||||
name: "field",
|
||||
color: "#0bf",
|
||||
color: "#0af",
|
||||
size() {
|
||||
return 45;
|
||||
},
|
||||
@@ -124,7 +124,7 @@ const powerUps = {
|
||||
if (options.length > 0) {
|
||||
let newGun = options[Math.floor(Math.random() * options.length)];
|
||||
if (b.activeGun === null) b.activeGun = newGun //if no active gun switch to new gun
|
||||
game.makeTextLog(`<div class="circle gun "></div> <strong style='font-size:30px;'>${b.guns[newGun].name}</strong><br><span class='faded'>(left click)</span><br><br>${b.guns[newGun].description}`, 900);
|
||||
game.makeTextLog(`${game.SVGleftMouse} <strong style='font-size:30px;'>${b.guns[newGun].name}</strong><br><br>${b.guns[newGun].description}`, 900);
|
||||
b.guns[newGun].have = true;
|
||||
b.inventory.push(newGun);
|
||||
b.guns[newGun].ammo += b.guns[newGun].ammoPack * 2;
|
||||
|
||||
Reference in New Issue
Block a user