added several new mods
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@@ -79,7 +79,7 @@ const powerUps = {
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if (!game.lastLogTime) game.makeTextLog("<span style='font-size:115%;'><span class='color-f'>+energy</span></span>", 300);
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} else {
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let ammo = Math.ceil((target.ammoPack * (1 + 0.1 * Math.random())));
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if (level.isBuildRun) ammo = Math.floor(ammo * 1.1) //extra ammo on build run because no ammo from getting a new gun
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// if (level.isBuildRun) ammo = Math.floor(ammo * 1.1) //extra ammo on build run because no ammo from getting a new gun
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target.ammo += ammo;
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game.updateGunHUD();
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game.makeTextLog("<div class='circle gun'></div> <span style='font-size:110%;'>+" + ammo + " ammo for " + target.name + "</span>", 300);
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@@ -227,17 +227,17 @@ const powerUps = {
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if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "heal");
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return;
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}
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if (Math.random() < 0.15 && b.inventory.length > 0) {
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if (Math.random() < 0.15 && b.inventory.length > 0 && !b.isModNoAmmo) {
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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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return;
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}
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if (Math.random() < 0.0025 * (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() < 0.002 * (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() < 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 * (12 - b.modCount)) { //a new mod has a low chance for each not acquired mod up to 7
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if (Math.random() < 0.0027 * (14 - b.modCount)) { //a new mod has a low chance for each not acquired mod up to 15
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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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@@ -252,13 +252,13 @@ 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() < 0.75) {
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} else if (Math.random() < 0.80) {
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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() < 0.2) {
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} else if (Math.random() < 0.35) {
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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() < 0.6) {
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} else if (Math.random() < 0.65) {
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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 < 0.7) {
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@@ -270,7 +270,7 @@ const powerUps = {
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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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} else if (!b.isModNoAmmo) {
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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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@@ -286,7 +286,7 @@ const powerUps = {
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if (Math.random() < 0.5) {
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powerUps.spawn(x, y, "heal", false);
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} else {
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powerUps.spawn(x, y, "ammo", false);
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if (!b.isModNoAmmo) powerUps.spawn(x, y, "ammo", false);
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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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