new fan level, edge of map mouse zoomOut
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@@ -410,7 +410,7 @@ const powerUps = {
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if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "gun");
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return;
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}
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if (Math.random() < 0.0027 * (15 - mod.totalCount)) { //a new mod has a low chance for each not acquired mod up to 15
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if (Math.random() < 0.0027 * (20 - mod.totalCount)) { //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() < mod.bayesian) powerUps.spawn(x, y, "mod");
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return;
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@@ -480,10 +480,7 @@ const powerUps = {
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},
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chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris
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if (Math.random() < 0.01) {
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powerUps.spawn(x, y, "reroll");
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if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "reroll");
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} else if (Math.random() < 0.5) {
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if (Math.random() < 0.5) {
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powerUps.spawn(x, y, "heal", false);
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if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "heal", false);
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} else if (!mod.bayesian) {
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@@ -491,7 +488,7 @@ const powerUps = {
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}
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},
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addRerollToLevel() { //add a random power up to a location that has a mob, mostly used to give each level one randomly placed reroll
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if (mob.length) {
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if (mob.length && Math.random() < 0.9) { // 80% chance
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const index = Math.floor(Math.random() * mob.length)
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powerUps.spawn(mob[index].position.x, mob[index].position.y, "reroll");
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if (Math.random() < mod.bayesian) powerUps.spawn(mob[index].position.x, mob[index].position.y, "reroll");
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