various changes
wave gun rework and mod added tether to aerie level mod infinite mini gun ammo immortaltity mod buffs springer mob more springy
This commit is contained in:
19
js/player.js
19
js/player.js
@@ -331,10 +331,12 @@ const mech = {
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//find what mods I don't have
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let options = [];
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for (let i = 0, len = b.mods.length; i < len; i++) {
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if (b.mods[i].name !== "quantum immortality" &&
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if (b.mods[i].count < b.mods[i].maxCount &&
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b.mods[i].name !== "quantum immortality" &&
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b.mods[i].name !== "Born rule" &&
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b.mods[i].name !== "leveraged investment" &&
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b.mods[i].count < b.mods[i].maxCount) options.push(i);
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b.mods[i].allowed()
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) options.push(i);
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}
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//add a new mod
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if (options.length > 0) {
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@@ -383,16 +385,16 @@ const mech = {
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ctx.fillStyle = "rgba(255,255,255,0)";
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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}
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randomizeMods()
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randomizeGuns()
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randomizeField()
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randomizeHealth()
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randomizeField()
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randomizeGuns()
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randomizeMods()
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for (let i = 0, len = 7; i < len; i++) {
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setTimeout(function () {
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randomizeMods()
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randomizeGuns()
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randomizeField()
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randomizeHealth()
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randomizeField()
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randomizeGuns()
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randomizeMods()
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game.replaceTextLog = true;
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game.makeTextLog(`probability amplitude will synchronize in ${len-i-1} seconds`, 1000);
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game.wipe = function () { //set wipe to have trails
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@@ -463,7 +465,6 @@ const mech = {
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}
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mech.health -= dmg;
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if (mech.health < 0) {
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console.log(b.isModDeathAvoid, b.isModDeathAvoidOnCD)
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if (b.isModDeathAvoid && !b.isModDeathAvoidOnCD) { //&& Math.random() < 0.5
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b.isModDeathAvoidOnCD = true;
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mech.health += dmg //undo the damage
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