duplication mods
all bot upgrade mods are improved by about 33% mod superdeterminism - spawns 6 mods (was 3) mod: futures exchange - canceling power ups increases duplication chance by 4% mod: monte carlo experiment - spawn 2 mods, but you have a 50% chance to lose a random mod requires duplication mods, not available in custom mod: exchange symmetry - spawn 1 mod with double your normal duplication chance requires duplication mods, not available in custom
This commit is contained in:
18
js/level.js
18
js/level.js
@@ -19,7 +19,7 @@ const level = {
|
||||
// mech.setField("wormhole")
|
||||
// b.giveGuns("laser")
|
||||
// mod.is3Missiles = true
|
||||
// mod.giveMod("CPT reversal")
|
||||
// mod.giveMod("reallocation")
|
||||
// mod.giveMod("diffuse beam")
|
||||
|
||||
level.intro(); //starting level
|
||||
@@ -56,21 +56,7 @@ const level = {
|
||||
level.addToWorld(); //add bodies to game engine
|
||||
game.draw.setPaths();
|
||||
b.respawnBots();
|
||||
for (let i = 0; i < 300; i++) { //reset history
|
||||
mech.history[i] = {
|
||||
position: {
|
||||
x: mech.pos.x,
|
||||
y: mech.pos.y,
|
||||
},
|
||||
velocity: {
|
||||
x: player.velocity.x,
|
||||
y: player.velocity.y
|
||||
},
|
||||
angle: mech.angle,
|
||||
health: mech.health,
|
||||
energy: mech.energy,
|
||||
}
|
||||
}
|
||||
mech.resetHistory();
|
||||
if (mod.isArmorFromPowerUps) {
|
||||
mod.armorFromPowerUps += 0.05 * powerUps.totalPowerUps
|
||||
mech.setMaxHealth();
|
||||
|
||||
Reference in New Issue
Block a user