historyBoss
blocking uses 33% less energy tech: stimulated emission removed tech: Bayesian statistics renamed stimulated emission tech: futures exchange gives 4.5% per cancel (up from 4%) new level boss: follows you like the dynamo-bot, but is not friend will not spawn if you have a dynamo-bot (probably will be rebalanced in next patch)
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@@ -38,13 +38,15 @@ const powerUps = {
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if (isCanceled) {
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if (tech.isCancelDuplication) tech.cancelCount++
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if (tech.isCancelRerolls) {
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let spawnType = (m.health < 0.25 || tech.isEnergyNoAmmo) ? "heal" : "ammo"
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if (Math.random() < 0.33) {
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spawnType = "heal"
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} else if (Math.random() < 0.5 && !tech.isSuperDeterminism) {
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spawnType = "research"
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for (let i = 0; i < 6; i++) {
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let spawnType = (m.health < 0.25 || tech.isEnergyNoAmmo) ? "heal" : "ammo"
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if (Math.random() < 0.33) {
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spawnType = "heal"
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} else if (Math.random() < 0.5 && !tech.isSuperDeterminism) {
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spawnType = "research"
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}
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powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), spawnType, false);
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}
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for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), spawnType, false);
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}
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if (tech.isBanish && type === 'tech') { // banish researched tech by adding them to the list of banished tech
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const banishLength = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2
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@@ -469,7 +471,7 @@ const powerUps = {
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if (tech.isTechDamage && who.name === "tech") m.damage(0.11)
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if (tech.isMassEnergy) m.energy += 2.5;
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if (tech.isMineDrop) {
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if (tech.isLaserMine) { //laser mine
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if (tech.isLaserMine) {
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b.laserMine(who.position)
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} else {
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b.mine(who.position, { x: 0, y: 0 }, 0, tech.isMineAmmoBack)
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@@ -498,7 +500,7 @@ 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() < 0.0027 * (25 - tech.totalCount)) { //a new tech has a low chance for each not acquired tech up to 15
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if (Math.random() < 0.0027 * (25 - tech.totalCount)) { //a new tech has a low chance for each not acquired tech up to 25
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powerUps.spawn(x, y, "tech");
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return;
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}
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@@ -559,10 +561,8 @@ const powerUps = {
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if (level.levelsCleared > 1) powerUps.spawn(x, y, "tech")
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//bonus power ups for clearing runs in the last game
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if (level.levelsCleared === 0 && !simulation.isCheating) {
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for (let i = 0; i < localSettings.levelsClearedLastGame / 4 - 1; i++) {
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powerUps.spawn(m.pos.x, m.pos.y, "tech", false); //spawn a tech for levels cleared in last game
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}
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if (level.levelsCleared === 0 && !simulation.isCheating && localSettings.levelsClearedLastGame > 1) {
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for (let i = 0; i < localSettings.levelsClearedLastGame / 3; i++) powerUps.spawn(m.pos.x, m.pos.y, "tech", false); //spawn a tech for levels cleared in last game
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localSettings.levelsClearedLastGame = 0 //after getting bonus power ups reset run history
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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}
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