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