cell boss testing
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@@ -232,7 +232,7 @@ const powerUps = {
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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() < 0.003 * (11 - 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 * (12 - 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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@@ -247,25 +247,34 @@ 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() < 0.65) {
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} else if (Math.random() < 0.75) {
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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() < 0.06) {
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} else if (Math.random() < 0.2) {
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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() < 0.15) {
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} else if (Math.random() < 0.6) {
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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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} else if (mech.health < 0.7) {
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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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if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "heal");
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powerUps.spawn(x, y, "heal");
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if (Math.random() < b.isModBayesian) {
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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 {
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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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if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "ammo");
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powerUps.spawn(x, y, "ammo");
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if (Math.random() < b.isModBayesian) {
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powerUps.spawn(x, y, "ammo");
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powerUps.spawn(x, y, "ammo");
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}
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}
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},
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chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris
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