testchamber changes, heal power size scales
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@@ -106,12 +106,11 @@ const powerUps = {
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name: "heal",
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color: "#0eb",
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size() {
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return 40 * Math.sqrt(0.1 + Math.random() * 0.5);
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return 40 * (game.healScale ** 0.25) * Math.sqrt(mod.largerHeals) * Math.sqrt(0.1 + Math.random() * 0.5); //(game.healScale ** 0.25) gives a smaller radius as heal scale goes down
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},
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effect() {
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if (!mod.isEnergyHealth && mech.alive) {
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let heal = 0
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for (let i = 0; i < mod.recursiveHealing; i++) heal += ((this.size / 40) ** 2)
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const heal = mod.largerHeals * (this.size / 40 / Math.sqrt(mod.largerHeals) / (game.healScale ** 0.25)) ** 2 //heal scale is undone here because heal scale is properly affected on mech.addHealth()
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if (heal > 0) {
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game.makeTextLog("<div class='circle heal'></div> <span style='font-size:115%;'> <strong style = 'letter-spacing: 2px;'>heal</strong> " + (Math.min(mech.maxHealth - mech.health, heal) * game.healScale * 100).toFixed(0) + "%</span>", 300)
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mech.addHealth(heal);
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@@ -432,7 +431,7 @@ const powerUps = {
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if (game.difficultyMode < 2) { //easy and normal mode
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powerUps.randomPowerUpCounter += 0.5;
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} else if (game.difficultyMode === 3) { //hard mode
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} else if (game.difficultyMode === 2) { //hard mode
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powerUps.randomPowerUpCounter += 1;
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} else { //why mode
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powerUps.randomPowerUpCounter += 1.33;
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