new fan level
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@@ -59,11 +59,24 @@ const powerUps = {
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const limit = 4
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for (; powerUps.reroll.rerolls > limit - 1; powerUps.reroll.rerolls -= limit) {
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b.randomBot()
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if (mod.renormalization) {
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for (let i = 0; i < limit; i++) {
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if (Math.random() < 0.37) {
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mech.fieldCDcycle = mech.cycle + 30;
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powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
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if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
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}
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}
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}
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}
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}
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if (mod.isDeathAvoid && document.getElementById("mod-anthropic")) {
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document.getElementById("mod-anthropic").innerHTML = `(${powerUps.reroll.rerolls})`
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}
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if (mod.renormalization && Math.random() < 0.37 && amount < 0) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
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if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
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}
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if (mod.isRerollHaste) {
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if (powerUps.reroll.rerolls === 0) {
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mod.rerollHaste = 0.66;
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@@ -100,10 +113,6 @@ const powerUps = {
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use(type) { //runs when you actually reroll a list of selections, type can be field, gun, or mod
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powerUps.reroll.changeRerolls(-1)
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powerUps[type].effect();
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if (mod.renormalization && Math.random() < 0.66) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
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if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
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}
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},
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},
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heal: {
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@@ -430,7 +439,7 @@ const powerUps = {
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if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "gun");
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return;
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}
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if (Math.random() < 0.0027 * (20 - mod.totalCount)) { //a new mod has a low chance for each not acquired mod up to 15
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if (Math.random() < 0.0027 * (26 - mod.totalCount)) { //a new mod has a low chance for each not acquired mod up to 15
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powerUps.spawn(x, y, "mod");
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if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "mod");
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return;
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@@ -448,14 +457,13 @@ const powerUps = {
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},
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randomPowerUpCounter: 0,
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spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades
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if (game.difficultyMode < 2) { //easy and normal mode
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powerUps.randomPowerUpCounter += 0.5;
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powerUps.randomPowerUpCounter += 0.65;
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} else if (game.difficultyMode === 2) { //hard mode
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powerUps.randomPowerUpCounter += 1;
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} else { //why mode
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powerUps.randomPowerUpCounter += 1.33;
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if (Math.random() < 0.6) { //why mode gets a free power up chance
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if (Math.random() < 0.5) { //why mode gets a free power up chance
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powerUps.randomPowerUpCounter *= 0.5
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spawnPowerUps()
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}
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