diff --git a/js/bullets.js b/js/bullets.js
index 1ca0023..9e2c552 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -77,7 +77,7 @@ const b = {
b.modSuperBallNumber = 4;
b.modLaserReflections = 2;
b.isModNoAmmo = false;
- b.isModAmmoFromHealth = false;
+ b.isModAmmoFromHealth = 0;
mech.Fx = 0.015;
mech.jumpForce = 0.38;
mech.maxHealth = 1;
@@ -352,7 +352,7 @@ const b = {
},
{
name: "piezoelectricity",
- description: "colliding with enemies fills your energy",
+ description: "colliding with enemies charges your energy",
maxCount: 1,
count: 0,
allowed() {
@@ -366,7 +366,7 @@ const b = {
{
name: "energy conservation",
description: "gain energy proportional to damage done",
- maxCount: 3,
+ maxCount: 9,
count: 0,
allowed() {
return true
@@ -379,7 +379,7 @@ const b = {
{
name: "entropy exchange",
description: "heal proportional to damage done",
- maxCount: 3,
+ maxCount: 9,
count: 0,
allowed() {
return true
@@ -390,7 +390,7 @@ const b = {
},
{
name: "overcharge",
- description: "charge energy +50% beyond your maximum",
+ description: "increase your maximum energy by +50%",
maxCount: 9,
count: 0,
allowed() {
@@ -428,7 +428,7 @@ const b = {
},
{
name: "mass-energy equivalence",
- description: "power ups fill your energy and heal for +5%
applies to guns, ammo, fields, mods, and heals",
+ description: "power ups overcharge your energy
temporarily gain 150% of maximum",
maxCount: 1,
count: 0,
allowed() {
@@ -436,7 +436,7 @@ const b = {
},
effect: () => {
b.isModMassEnergy = true // used in mech.grabPowerUp
- mech.fieldMeter = mech.fieldEnergyMax
+ mech.fieldMeter = mech.fieldEnergyMax * 2
}
},
{
@@ -465,14 +465,14 @@ const b = {
},
{
name: "catabolism",
- description: "when you fire while out of ammo
convert 5% health into an ammo power up",
+ description: "when you fire while out of ammo
convert 3% of current health into ammo",
maxCount: 1,
count: 0,
allowed() {
return true
},
effect: () => {
- b.isModAmmoFromHealth = true;
+ b.isModAmmoFromHealth = 0.03;
}
},
{
@@ -487,9 +487,11 @@ const b = {
b.isModNoAmmo = true;
for (let i = 0; i < 6; i++) { // spawn new mods
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
+ if (Math.random() < b.isModBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
}
for (let i = 0; i < 3; i++) { // spawn new mods
powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
+ if (Math.random() < b.isModBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
}
}
},
@@ -635,9 +637,10 @@ const b = {
}
} else {
- if (b.isModAmmoFromHealth && mech.health > 0.05) {
- mech.damage(0.05);
+ if (b.isModAmmoFromHealth && mech.health > b.isModAmmoFromHealth) {
+ mech.damage(b.isModAmmoFromHealth * mech.health);
powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
+ if (Math.random() < b.isModBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
}
mech.fireCDcycle = mech.cycle + 30; //fire cooldown
// game.makeTextLog("