map balance
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@@ -10,7 +10,7 @@ const b = {
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modBulletSize: null,
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modEnergySiphon: null,
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modHealthDrain: null,
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modNoAmmoChance: null,
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modNoAmmo: null,
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modBulletsLastLonger: null,
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setModDefaults() {
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b.modFireRate = 1;
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@@ -18,17 +18,16 @@ const b = {
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b.modBulletSize = 1;
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b.modEnergySiphon = 0;
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b.modHealthDrain = 0;
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b.modNoAmmoChance = 0;
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b.modNoAmmo = 0;
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b.modBulletsLastLonger = 1;
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},
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mods: [
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() => {
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b.mod = 0;
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game.makeTextLog("<strong style='font-size:30px;'>Auto-Loading Heuristics</strong><br> (left click)<p>your <strong>rate of fire</strong> 20% is faster</p>", 1200);
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game.makeTextLog("<strong style='font-size:30px;'>Auto-Loading Heuristics</strong><br> (left click)<p>your <strong>rate of fire</strong> 15% is faster</p>", 1200);
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b.setModDefaults(); //good for guns with extra ammo: needles, M80, rapid fire, flak, super balls
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b.modFireRate = 0.8
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b.modFireRate = 0.85
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//ADD: need to add in something that changes game play
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//take damage if fire is held down too long?
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},
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() => {
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b.mod = 1;
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@@ -40,39 +39,36 @@ const b = {
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},
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() => {
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b.mod = 2;
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game.makeTextLog("<strong style='font-size:30px;'>High Caliber Bullets</strong><br> (left click)<p>your bullets are 8% <strong>larger</strong> and do more physical damage</p>", 1200);
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game.makeTextLog("<strong style='font-size:30px;'>High Caliber Bullets</strong><br> (left click)<p>your bullets are 7% <strong>larger</strong> and do more physical damage</p>", 1200);
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b.setModDefaults(); //good for guns that do mostly projectile damage:
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//testing done at 1.15: one shot(+0.38), rapid fire(+0.25), spray, wave beam(+0.4 adds range and dmg), needles(+0.1)
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//testing at 1.08: spray(point blank)(+0.25), one shot(+0.16), wave beam(point blank)(+0.14)
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b.modBulletSize = 1.08;
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//ADD: give knock back to all guns, up damage
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b.modBulletSize = 1.07;
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//ADD: need to add in something that changes game play
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},
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() => {
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b.mod = 3;
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game.makeTextLog("<strong style='font-size:30px;'>Energy Siphon</strong><br> (left click)<p>regenerate <strong>energy</strong> proportional to your damage done</p>", 1200);
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b.setModDefaults(); //good with laser, Nano-Scale Manufacturing, Standing Wave Harmonics, Phase Decoherence Field
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b.modEnergySiphon = 0.3;
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b.modEnergySiphon = 0.2;
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},
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() => {
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b.mod = 4;
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game.makeTextLog("<strong style='font-size:30px;'>Entropy Transfer</strong><br> (left click)<p><strong>heal</strong> proportional to your damage done</p>", 1200);
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b.setModDefaults(); //good with guns that overkill: one shot, grenade
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b.modHealthDrain = 0.015;
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//ADD: health power ups can no longer drop
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b.modHealthDrain = 0.01;
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},
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() => {
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b.mod = 5;
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game.makeTextLog("<strong style='font-size:30px;'>Desublimated Ammunition</strong><br> (left click)<p>25% chance you will not consume <strong>ammo</strong> when firing</p>", 1200);
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game.makeTextLog("<strong style='font-size:30px;'>Desublimated Ammunition</strong><br> (left click)<p>1 out of 3 shots will not consume <strong>ammo</strong> when crouching</p>", 1200);
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b.setModDefaults(); //good with guns that have less ammo: one shot, grenades, missiles, super balls, spray
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b.modNoAmmoChance = 0.25
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//ADD: only works when crouched, higher chance, maybe 50%
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b.modNoAmmo = 1
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},
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() => {
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b.mod = 6;
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game.makeTextLog("<strong style='font-size:30px;'>Anti-Decay Coating</strong><br> (left click)<p>your bullets <strong>last 30% longer</strong></p>", 1200);
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game.makeTextLog("<strong style='font-size:30px;'>Anti-Decay Coating</strong><br> (left click)<p>your bullets <strong>last 25% longer</strong></p>", 1200);
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b.setModDefaults(); //good with: drones, super balls, spore, missiles, wave beam(range), rapid fire(range), flak(range)
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b.modBulletsLastLonger = 1.3
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b.modBulletsLastLonger = 1.25
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},
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// () => {
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// b.mod = 7;
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@@ -109,7 +105,13 @@ const b = {
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if (b.guns[this.activeGun].ammo > 0) {
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b.guns[this.activeGun].fire();
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if (!(b.modNoAmmoChance && b.modNoAmmoChance > Math.random())) {
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if (b.modNoAmmo && mech.crouch) {
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if (b.modNoAmmo % 3) {
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b.guns[this.activeGun].ammo--;
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game.updateGunHUD();
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}
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b.modNoAmmo++ //makes the no ammo toggle off and on
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} else {
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b.guns[this.activeGun].ammo--;
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game.updateGunHUD();
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}
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