grenadier
new mobs - grenadier and grenadierBoss tech drone repair has a 25% chance to use ammo, was 33%
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@@ -14,7 +14,7 @@
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}
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}
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lore.techCount = 0;
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if (simulation.isCommunityMaps || simulation.isCheating) {
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if (simulation.isCheating) { //simulation.isCommunityMaps ||
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].isLore) {
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tech.tech[i].frequency = 0;
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@@ -2521,7 +2521,7 @@
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}
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},
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{
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name: "negentropy",
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name: "negative entropy",
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description: `at the start of each <strong>level</strong><br>spawn a <strong class='color-h'>heal</strong> for every <strong>22</strong> missing health`,
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maxCount: 1,
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count: 0,
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@@ -4358,7 +4358,7 @@
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},
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{
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name: "drone repair",
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description: "broken <strong>drones</strong> <strong>repair</strong> if the drone <strong class='color-g'>gun</strong> is active<br><strong>repairing</strong> has a <strong>33%</strong> chance to use <strong>1</strong> <strong class='color-g'>ammo</strong>",
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description: "broken <strong>drones</strong> <strong>repair</strong> if the drone <strong class='color-g'>gun</strong> is active<br><strong>repairing</strong> has a <strong>25%</strong> chance to use <strong>1</strong> <strong class='color-g'>ammo</strong>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -5840,6 +5840,7 @@
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sound.resume()
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setTimeout(() => {
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sound.suspend()
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sound.close()
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powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
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}, delay);
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}, delay);
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