negative mass field flying buff

harmonic field now has no cooldown after blocking
negative mass field accelerates slower, but with a higher top speed
negative mass field harm reduction is now 60% and always on
mod degenerate matter increases the damage reduction from 60% to 80%

falling damage and damage from blocks have been removed
(I'm trying it out, let me know if you want it back)
This commit is contained in:
landgreen
2020-05-28 16:07:09 -07:00
parent ff78c731fc
commit 7a89051384
9 changed files with 208 additions and 237 deletions

View File

@@ -391,7 +391,7 @@ const powerUps = {
spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades
if (game.difficultyMode > 1 || Math.random() < 0.66) { //easy and normal have only a 66% chance for a power up
spawnPowerUps()
if (game.difficultyMode > 2 && Math.random() < 0.33) spawnPowerUps() //why? has a 33% chance for an extra power up
if (game.difficultyMode > 2 && level.levelsCleared % 2 == 0) spawnPowerUps() //why? has an extra power up on even numbered levels
} else {
if (mech.health < 0.65 && !mod.isEnergyHealth) {
powerUps.spawn(x, y, "heal");
@@ -416,7 +416,7 @@ const powerUps = {
} else if (Math.random() < 0.5) {
powerUps.spawn(x, y, "gun")
if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "gun")
} else if (mech.health < 0.65 && !mod.isEnergyHealth) {
} else if (mech.health < 0.65 && !mod.isEnergyHealth || mod.bayesian) {
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
@@ -427,7 +427,7 @@ const powerUps = {
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
}
} else if (!mod.bayesian) {
} else {
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");