arsenal, generalist mod
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@@ -425,7 +425,7 @@ const powerUps = {
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if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "ammo");
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return;
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}
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if (Math.random() < 0.001 * (3 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun up to 3
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if (Math.random() < 0.0015 * (3 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun up to 3
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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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return;
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@@ -515,13 +515,18 @@ const powerUps = {
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}
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},
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spawnStartingPowerUps(x, y) { //used for map specific power ups, mostly to give player a starting gun
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if (level.levelsCleared < 6) {
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if (level.levelsCleared < 4) { //runs 4 times on all difficulty levels
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if (b.inventory.length === 0) {
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powerUps.spawn(x, y, "gun", false);
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} else if (mod.totalCount === 0) {
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powerUps.spawn(x, y, "mod", false); //starting gun
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// } else if (b.inventory.length < 2 && Math.random() < 0.2) {
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// powerUps.spawn(x, y, "gun", false);
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powerUps.spawn(x, y, "gun", false); //first gun
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} else if (mod.totalCount === 0) { //first mod
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powerUps.spawn(x, y, "mod", false);
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} else if (b.inventory.length < 2) { //second gun or extra ammo
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if (Math.random() < 0.5) {
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powerUps.spawn(x, y, "gun", false);
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} else {
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powerUps.spawn(x, y, "ammo", false);
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powerUps.spawn(x, y, "ammo", false);
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}
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} else {
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powerUps.spawnRandomPowerUp(x, y);
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powerUps.spawnRandomPowerUp(x, y);
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