replace slugs with rail gun, rebalanced flechettes, added falling dmg, new mod: fast movement, added mouse icons

This commit is contained in:
landgreen
2019-11-27 08:54:39 -08:00
parent 9012b5a968
commit 12ab87ea1d
10 changed files with 1222 additions and 1079 deletions

View File

@@ -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> &nbsp; <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> &nbsp; <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> &nbsp; <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;