mod drop balance
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@@ -76,7 +76,6 @@ const powerUps = {
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}
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}
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},
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haveAllMods: false,
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mod: {
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name: "mod",
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color: "#a8f",
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@@ -91,7 +90,6 @@ const powerUps = {
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}
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//give a random mod from the mods I don't have
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if (options.length > 0) {
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if (options.length === 1) powerUps.haveAllMods = true
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let newMod = options[Math.floor(Math.random() * options.length)]
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b.giveMod(newMod)
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game.makeTextLog(`<div class="circle mod"></div> <strong style='font-size:30px;'>${b.mods[newMod].name}</strong><br><br> ${b.mods[newMod].description}`, 1000);
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@@ -146,7 +144,7 @@ const powerUps = {
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powerUps.spawn(x, y, "gun");
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return;
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}
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if (Math.random() < 0.007 && !powerUps.haveAllMods) {
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if (Math.random() < 0.0015 * (b.mods.length - b.modCount)) {
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powerUps.spawn(x, y, "mod");
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return;
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}
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@@ -158,7 +156,7 @@ const powerUps = {
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spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades
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if (mech.fieldMode === 0) {
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powerUps.spawn(x, y, "field")
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} else if (Math.random() < 0.35 && !powerUps.haveAllMods) {
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} else if (Math.random() < 0.047 * (b.mods.length - b.modCount)) {
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powerUps.spawn(x, y, "mod")
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} else if (Math.random() < 0.25) {
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powerUps.spawn(x, y, "field");
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