ionization energy
mod: ionization energy - heal power ups give you 4% max energy requires mass-energy equivalence mod: discrete optimization - 50% damage and 50% slow fire rotates requires cloaking field
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@@ -132,6 +132,10 @@ const powerUps = {
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mech.addHealth(heal);
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}
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}
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if (mod.healGiveMaxEnergy) {
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mod.healMaxEnergyBonus += 0.04
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mech.setMaxEnergy();
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}
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},
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spawn() { //used to spawn a heal with a specific size / heal amount, not normally used
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@@ -507,7 +511,7 @@ const powerUps = {
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//bonus power ups for clearing runs in the last game
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if (level.levelsCleared === 0 && !game.isCheating) {
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for (let i = 0; i < localSettings.levelsClearedLastGame / 5 - 1; i++) {
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for (let i = 0; i < localSettings.levelsClearedLastGame / 4 - 1; i++) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "mod", false); //spawn a mod for every 5 levels cleared in last game
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}
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localSettings.levelsClearedLastGame = 0 //after getting bonus power ups reset run history
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@@ -573,7 +577,10 @@ const powerUps = {
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!(mod.isEnergyNoAmmo && target === 'ammo')
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) {
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powerUps.directSpawn(x, y, target, moving, mode, size)
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if (mod.isBayesian && Math.random() < 0.17) powerUps.directSpawn(x, y, target, moving, mode)
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if (mod.isBayesian && Math.random() < 0.17) {
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powerUps.directSpawn(x, y, target, moving, mode)
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powerUp[powerUp.length - 1].isBayesian = true
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}
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}
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},
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};
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