laser and pulse combined, heal effect difficulty balance, custom mode bug fix

This commit is contained in:
landgreen
2019-12-30 06:44:20 -08:00
parent 624553186c
commit 45b87e8c72
7 changed files with 502 additions and 211 deletions

View File

@@ -40,7 +40,6 @@ const powerUps = {
},
effect() {
let heal = ((this.size / 40) ** 2)
heal /= (0.95 + game.difficulty * 0.01)
heal = Math.min(mech.maxHealth - mech.health, heal)
if (b.isModRecursiveHealing) heal *= 2
mech.addHealth(heal);
@@ -290,10 +289,10 @@ const powerUps = {
if (mech.fieldMode === 0) {
powerUps.spawn(x, y, "field")
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field")
} else if (Math.random() < 0.5) {
} else if (Math.random() < 0.55) {
powerUps.spawn(x, y, "mod")
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "mod")
} else if (Math.random() < 0.3) {
} else if (Math.random() < 0.2) {
powerUps.spawn(x, y, "gun")
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "gun")
} else if (Math.random() < 0.1) {