flecheete slower fire
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@@ -44,7 +44,7 @@ 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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//ammo given scales as mobs take more hits to kill
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const ammo = Math.ceil((target.ammoPack * (0.6 + 0.04 * Math.random())) / b.dmgScale);
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const ammo = Math.ceil((target.ammoPack * (0.5 + 0.08 * Math.random())) / b.dmgScale);
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target.ammo += ammo;
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game.updateGunHUD();
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if (!game.lastLogTime) game.makeTextLog("<span style='font-size:110%;'>+" + ammo + " ammo for " + target.name + "</span>", 300);
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@@ -92,7 +92,7 @@ const powerUps = {
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if (options.length > 0) {
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let newMod = options[Math.floor(Math.random() * options.length)]
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b.giveMod(newMod)
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game.makeTextLog(`<div class="circle mod"></div> <strong style='font-size:30px;'>${b.mods[newMod].name}</strong><br><br> ${b.mods[newMod].description}`, 1000);
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game.makeTextLog(`<div class="circle mod"></div> <strong style='font-size:30px;'>${b.mods[newMod].name}</strong><br><br> ${b.mods[newMod].description}`, 1000);
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}
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}
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},
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@@ -144,7 +144,7 @@ const powerUps = {
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powerUps.spawn(x, y, "gun");
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return;
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}
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if (Math.random() < 0.0015 * (b.mods.length - b.modCount)) {
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if (Math.random() < 0.0018 * (b.mods.length - b.modCount - 2)) {
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powerUps.spawn(x, y, "mod");
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return;
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}
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@@ -158,7 +158,7 @@ const powerUps = {
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powerUps.spawn(x, y, "field")
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} else if (Math.random() < 0.047 * (b.mods.length - b.modCount)) {
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powerUps.spawn(x, y, "mod")
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} else if (Math.random() < 0.25) {
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} else if (Math.random() < 0.3) {
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powerUps.spawn(x, y, "field");
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} else if (Math.random() < 0.05 * (7 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
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powerUps.spawn(x, y, "gun")
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