nano bots

catabolism - 2% (was 2.3%) of max health removed
many worlds - spawns 2 rerolls (was 1)
pilot wave field- now has access to several mods that normally require other fields
  this plus the fragmenting block mod are a big buff for late game pilot wave
  let me know if it is too strong

mod nano-scale: bot prototypes - upgrade a bot type and build 2 of that bot
mod nano-scale: bot manufacturing - build 3 random bots
  these mods don't show up in custom
This commit is contained in:
landgreen
2020-12-11 04:22:30 -08:00
parent 75f6f268eb
commit b6cf21dee9
7 changed files with 287 additions and 213 deletions

View File

@@ -57,8 +57,8 @@ const powerUps = {
game.makeTextLog(`about ${Math.max(0,powerUps.mod.lastTotalChoices - powerUps.mod.banishLog.length)} estimated <strong class='color-m'>mods</strong> left`, 300)
}
}
if (mod.manyWorlds && powerUps.reroll.rerolls < 1) {
powerUps.spawn(mech.pos.x + 40 * (Math.random() - 0.5), mech.pos.y + 40 * (Math.random() - 0.5), "reroll", false);
if (mod.manyWorlds && powerUps.reroll.rerolls === 0) {
for (let i = 0; i < 2; i++) powerUps.spawn(mech.pos.x + 40 * (Math.random() - 0.5), mech.pos.y + 40 * (Math.random() - 0.5), "reroll", false);
}
document.getElementById("choose-grid").style.display = "none"
document.getElementById("choose-background").style.display = "none"
@@ -435,7 +435,7 @@ const powerUps = {
}
},
onPickUp(where) {
if (mod.isMassEnergy && mech.energy < mech.maxEnergy * 2.5) mech.energy = mech.maxEnergy * 2.5;
if (mod.isMassEnergy && mech.energy < mech.maxEnergy * 2.5) mech.energy += 3;
if (mod.isMineDrop) b.mine({
x: where.x,
y: where.y