mass-energy mod rework
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@@ -77,7 +77,7 @@ const b = {
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b.modSuperBallNumber = 4;
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b.modLaserReflections = 2;
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b.isModNoAmmo = false;
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b.isModAmmoFromHealth = false;
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b.isModAmmoFromHealth = 0;
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mech.Fx = 0.015;
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mech.jumpForce = 0.38;
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mech.maxHealth = 1;
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@@ -352,7 +352,7 @@ const b = {
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},
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{
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name: "piezoelectricity",
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description: "<strong>colliding</strong> with enemies fills your <strong class='color-f'>energy</strong>",
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description: "<strong>colliding</strong> with enemies charges your <strong class='color-f'>energy</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -366,7 +366,7 @@ const b = {
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{
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name: "energy conservation",
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description: "gain <strong class='color-f'>energy</strong> proportional to <strong class='color-d'>damage</strong> done",
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maxCount: 3,
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maxCount: 9,
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count: 0,
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allowed() {
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return true
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@@ -379,7 +379,7 @@ const b = {
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{
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name: "entropy exchange",
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description: "<strong class='color-h'>heal</strong> proportional to <strong class='color-d'>damage</strong> done",
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maxCount: 3,
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maxCount: 9,
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count: 0,
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allowed() {
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return true
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@@ -390,7 +390,7 @@ const b = {
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},
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{
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name: "overcharge",
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description: "charge <strong class='color-f'>energy</strong> <strong>+50%</strong> beyond your <strong>maximum</strong>",
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description: "increase your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>+50%</strong>",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -428,7 +428,7 @@ const b = {
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},
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{
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name: "mass-energy equivalence",
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description: "power ups fill your <strong class='color-f'>energy</strong> and <strong class='color-h'>heal</strong> for <strong>+5%</strong><br><em>applies to guns, ammo, fields, mods, and heals</em>",
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description: "<strong>power ups</strong> overcharge your <strong class='color-f'>energy</strong><br>temporarily gain <strong>150%</strong> of maximum",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -436,7 +436,7 @@ const b = {
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},
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effect: () => {
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b.isModMassEnergy = true // used in mech.grabPowerUp
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mech.fieldMeter = mech.fieldEnergyMax
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mech.fieldMeter = mech.fieldEnergyMax * 2
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}
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},
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{
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@@ -465,14 +465,14 @@ const b = {
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},
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{
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name: "catabolism",
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description: "when you <strong>fire</strong> while <strong>out</strong> of <strong>ammo</strong><br>convert <strong>5%</strong> health into an <strong>ammo</strong> power up",
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description: "when you <strong>fire</strong> while <strong>out</strong> of <strong>ammo</strong><br>convert <strong>3%</strong> of current health into <strong>ammo</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return true
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},
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effect: () => {
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b.isModAmmoFromHealth = true;
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b.isModAmmoFromHealth = 0.03;
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}
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},
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{
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@@ -487,9 +487,11 @@ const b = {
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b.isModNoAmmo = true;
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for (let i = 0; i < 6; i++) { // spawn new mods
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powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
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if (Math.random() < b.isModBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
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}
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for (let i = 0; i < 3; i++) { // spawn new mods
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powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
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if (Math.random() < b.isModBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
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}
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}
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},
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@@ -635,9 +637,10 @@ const b = {
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}
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} else {
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if (b.isModAmmoFromHealth && mech.health > 0.05) {
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mech.damage(0.05);
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if (b.isModAmmoFromHealth && mech.health > b.isModAmmoFromHealth) {
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mech.damage(b.isModAmmoFromHealth * mech.health);
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powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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if (Math.random() < b.isModBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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}
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mech.fireCDcycle = mech.cycle + 30; //fire cooldown
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// game.makeTextLog("<div style='font-size:140%;'>NO AMMO</div><strong class = 'box'>E</strong> / <strong class = 'box'>Q</strong>", 200);
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