Q immortailty mod randomizes mods now
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@@ -11,7 +11,7 @@ const powerUps = {
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let heal = (this.size / 40) ** 2
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heal = Math.min(1 - mech.health, heal)
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mech.addHealth(heal);
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if (!game.lastLogTime && heal > 0) game.makeTextLog("<span style='font-size:220;'> <span class='color-h'>heal</span> " + (heal * 100).toFixed(0) + "%</span>", 300)
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if (!game.lastLogTime && heal > 0) game.makeTextLog("<span style='font-size:115%;'> <strong class='color-h' style = 'letter-spacing: 2px;'>heal</strong> " + (heal * 100).toFixed(0) + "%</span>", 300)
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}
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},
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ammo: {
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@@ -41,13 +41,13 @@ const powerUps = {
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}
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if (target.ammo === Infinity) {
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mech.fieldMeter = 1;
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if (!game.lastLogTime) game.makeTextLog("<span style='font-size:200;'><span class='color-f'>+energy</span></span>", 300);
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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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} else {
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//ammo given scales as mobs take more hits to kill
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const ammo = Math.ceil((target.ammoPack * (0.6 + 0.04 * Math.random())) / b.dmgScale);
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target.ammo += ammo;
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game.updateGunHUD();
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if (!game.lastLogTime) game.makeTextLog("<span style='font-size:200;'>+" + ammo + " ammo for " + target.name + "</span>", 300);
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if (!game.lastLogTime) game.makeTextLog("<span style='font-size:110%;'>+" + ammo + " ammo for " + target.name + "</span>", 300);
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}
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}
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},
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@@ -91,16 +91,16 @@ const powerUps = {
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}
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//give a random mod from the mods I don't have
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if (options.length > 0) {
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if (options.length === 1) powerUps.haveAllMods = true
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let newMod = options[Math.floor(Math.random() * options.length)]
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b.giveMod(newMod)
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game.makeTextLog(`<strong style='font-size:30px;'>${b.mods[newMod].name}</strong><br><br> ${b.mods[newMod].description}`, 1000);
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if (options.length < 2) powerUps.haveAllMods = true
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game.makeTextLog(`<div class="circle mod"></div> <strong style='font-size:30px;'>${b.mods[newMod].name}</strong><br><br> ${b.mods[newMod].description}`, 1000);
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}
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}
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},
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gun: {
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name: "gun",
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color: "#37a",
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color: "#26a",
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size() {
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return 35;
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},
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@@ -118,7 +118,7 @@ const powerUps = {
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if (options.length > 0) {
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let newGun = options[Math.floor(Math.random() * options.length)];
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if (b.activeGun === null) b.activeGun = newGun //if no active gun switch to new gun
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game.makeTextLog(`<strong style='font-size:30px;'>${b.guns[newGun].name}</strong><br><span class='faded'>(left click)</span><br><br>${b.guns[newGun].description}`, 900);
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game.makeTextLog(`<div class="circle gun "></div> <strong style='font-size:30px;'>${b.guns[newGun].name}</strong><br><span class='faded'>(left click)</span><br><br>${b.guns[newGun].description}`, 900);
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b.guns[newGun].have = true;
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b.inventory.push(newGun);
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b.guns[newGun].ammo += b.guns[newGun].ammoPack * 2;
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@@ -129,7 +129,7 @@ const powerUps = {
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const ammo = Math.ceil(b.guns[ammoTarget].ammoPack * 2);
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b.guns[ammoTarget].ammo += ammo;
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game.updateGunHUD();
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game.makeTextLog("<span style='font-size:200;'>+" + ammo + " ammo for " + b.guns[ammoTarget].name + "</span>", 300);
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game.makeTextLog("<span style='font-size:110%;'>+" + ammo + " ammo for " + b.guns[ammoTarget].name + "</span>", 300);
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}
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}
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},
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@@ -146,7 +146,7 @@ const powerUps = {
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powerUps.spawn(x, y, "gun");
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return;
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}
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if (Math.random() < 0.008 && !powerUps.haveAllMods) {
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if (Math.random() < 0.007 && !powerUps.haveAllMods) {
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powerUps.spawn(x, y, "mod");
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return;
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}
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@@ -160,11 +160,11 @@ const powerUps = {
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powerUps.spawn(x, y, "field")
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} else if (Math.random() < 0.35 && !powerUps.haveAllMods) {
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powerUps.spawn(x, y, "mod")
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} else if (Math.random() < 0.27) {
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} else if (Math.random() < 0.25) {
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powerUps.spawn(x, y, "field");
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} else if (Math.random() < 0.04 * (7 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
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} else if (Math.random() < 0.05 * (7 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
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powerUps.spawn(x, y, "gun")
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} else if (mech.health < 0.5) {
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} else if (mech.health < 0.6) {
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powerUps.spawn(x, y, "heal");
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} else {
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powerUps.spawn(x, y, "ammo");
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