towers
newLevel - towers please give feedback boost level elements can now be pointed at any angle paradigm shift costs 1 health, but cost increases after each use ejecting with paradigm shift tech sets their frequency to zero, so they don't show up again polyurethane foam - makes more foam from super balls bubble fusion - now works with any shield, but only once per mob so it triggers from the shieldingBoss collider - has a higher chance to form tech vs. other power ups removed all ON/OFF tech I just don't think they are fun JUNK tech - wall jump fixed some bugs player damage reduction adjustment: 0.9x -> 0.89x per level per difficulty mode (1,2,4,5) on easy that's 0.28 -> 0.245 by level 12 (a 12% player damage nerf) on why a 50% player damage nerf by level 12
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@@ -1161,6 +1161,7 @@ const mobs = {
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this.onDeath(this); //custom death effects
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this.removeConsBB();
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this.alive = false; //triggers mob removal in mob[i].replace(i)
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console.log(this.shieldCount)
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if (this.isDropPowerUp) {
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// if (true) {
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@@ -1306,7 +1307,7 @@ const mobs = {
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tech.cloakDuplication -= 0.01
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powerUps.setPowerUpMode(); //needed after adjusting duplication chance
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}
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} else if (tech.isShieldAmmo && this.shield && !this.isExtraShield && this.isDropPowerUp) {
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} else if (tech.isShieldAmmo && this.shield && this.shieldCount === 1) {
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let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
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if (Math.random() < 0.4) {
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type = "heal"
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