mod drop balance

This commit is contained in:
landgreen
2019-11-05 06:53:07 -08:00
parent 6c95881936
commit 3c6e67f77c
3 changed files with 6 additions and 5 deletions

View File

@@ -4,6 +4,7 @@ const b = {
dmgScale: null, //scales all gun damage from momentum, but not raw .dmg //this is reset in game.reset
gravity: 0.0006, //most other bodies have gravity = 0.001
//variables use for gun mod upgrades
modCount: null,
modFireRate: null,
modExplosionRadius: null,
modBulletSize: null,
@@ -14,6 +15,7 @@ const b = {
modIsImmortal: null,
modSpores: null,
setModDefaults() {
b.modCount = 0;
b.modFireRate = 1;
b.modExplosionRadius = 1;
b.modBulletSize = 1;
@@ -119,6 +121,7 @@ const b = {
],
giveMod(i) {
b.mods[i].effect(); //give specific mod
b.modCount++
b.mods[i].have = true
game.updateModHUD();
},

View File

@@ -308,7 +308,7 @@ const game = {
powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "field");
powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "heal");
powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "heal");
if (!powerUps.haveAllMods) powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "mod");
powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "mod");
}
if (keys[89]) { //add all mods with y
for (let i = 0; i < b.mods.length; i++) {

View File

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