custom run difficulty scaling
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@@ -75,8 +75,9 @@ const powerUps = {
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}
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}
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} else {
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//if you don't have any guns just add ammo to a random gun you don't have yet
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target = b.guns[Math.floor(Math.random() * b.guns.length)];
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// target = b.guns[Math.floor(Math.random() * b.guns.length)]; //if you don't have any guns just add ammo to a random gun you don't have yet
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mech.fieldMeter = mech.fieldEnergyMax;
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if (!game.lastLogTime) game.makeTextLog("<span style='font-size:115%;'><span class='color-f'>+energy</span></span>", 300);
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}
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if (target.ammo === Infinity) {
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mech.fieldMeter = mech.fieldEnergyMax;
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@@ -253,16 +254,12 @@ const powerUps = {
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powerUps.spawn(x, y, "heal");
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powerUps.spawn(x, y, "heal");
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powerUps.spawn(x, y, "heal");
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if (Math.random() < b.isModBayesian) {
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powerUps.spawn(x, y, "heal");
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}
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if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "heal");
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} else {
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powerUps.spawn(x, y, "ammo");
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powerUps.spawn(x, y, "ammo");
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powerUps.spawn(x, y, "ammo");
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if (Math.random() < b.isModBayesian) {
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powerUps.spawn(x, y, "ammo");
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}
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if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "ammo");
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}
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},
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chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris
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