MIRV
tech: MIRV - now effects grenades and super balls in addition to missiles no change for super balls and missiles, but this is a new tech for grenades undetonated mines are returned at the end of a level removed tech: mine reclamation mine gun has 30% less ammo laser mines do 7% less damage booby trap now comes with 53 JUNK (up from 33) but it's mines can be returned for ammo removed ctx.clip() from metamaterial cloaking field for performance reasons the graphics look a bit different now, maybe not as good, maybe it's just different iceIX bullets last 50% less time, but do 50% more damage and have 25% more thrust so it's more of a close range bullet ice-shot has 2 fewer bullets
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@@ -737,20 +737,20 @@ const simulation = {
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}
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}
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}
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if (tech.isMineAmmoBack) {
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let count = 0;
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for (i = 0, len = bullet.length; i < len; i++) { //count mines left on map
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if (bullet[i].bulletType === "mine") count++
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}
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is mine
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if (b.guns[i].name === "mine") {
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if (tech.isCrouchAmmo) count = Math.ceil(count / 2)
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b.guns[i].ammo += count
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simulation.updateGunHUD();
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break;
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}
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let count = 0;
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for (i = 0, len = bullet.length; i < len; i++) { //count mines left on map
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if (bullet[i].bulletType === "mine" || bullet[i].bulletType === "laser mine") count++
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}
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is mine
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if (b.guns[i].name === "mine") {
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if (tech.isCrouchAmmo) count = Math.ceil(count / 2)
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b.guns[i].ammo += count
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simulation.updateGunHUD();
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break;
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}
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}
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if (tech.isMutualism && !tech.isEnergyHealth) {
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for (let i = 0; i < bullet.length; i++) {
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if (bullet[i].isMutualismActive) {
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