sticky mines
mines are sticky some mods trigger effects on pickup
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@@ -217,12 +217,12 @@ const powerUps = {
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if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "ammo");
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return;
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}
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if (Math.random() < 0.0035 * (3 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun up to 4
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if (Math.random() < 0.0025 * (3 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun up to 3
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powerUps.spawn(x, y, "gun");
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if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "gun");
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return;
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}
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if (Math.random() < 0.0032 * (10 - b.modCount)) { //a new mod has a low chance for each not acquired mod up to 7
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if (Math.random() < 0.003 * (11 - b.modCount)) { //a new mod has a low chance for each not acquired mod up to 7
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powerUps.spawn(x, y, "mod");
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if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "mod");
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return;
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@@ -237,13 +237,13 @@ const powerUps = {
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if (mech.fieldMode === 0) {
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powerUps.spawn(x, y, "field")
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if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "field")
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} else if (Math.random() < 0.6) {
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} else if (Math.random() < 0.65) {
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powerUps.spawn(x, y, "mod")
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if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "mod")
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} else if (Math.random() < 0.1) {
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} else if (Math.random() < 0.06) {
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powerUps.spawn(x, y, "gun")
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if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "gun")
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} else if (Math.random() < 0.1) {
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} else if (Math.random() < 0.15) {
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powerUps.spawn(x, y, "field");
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if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "field");
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} else if (mech.health < 0.65) {
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