waste heat recovery
mod: electric reactive armor - reduce harm from explosions by 6% for every 10 energy mod: waste heat recovery - laser damage grows to 400%, but you start to eject your health as a heal power up new community level by Francois: house
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@@ -132,8 +132,12 @@ const powerUps = {
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mech.addHealth(heal);
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}
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}
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},
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spawn() { //used to spawn a heal with a specific size / heal amount, not normally used
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}
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},
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ammo: {
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name: "ammo",
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color: "#467",
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@@ -534,10 +538,9 @@ const powerUps = {
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powerUps.spawnRandomPowerUp(x, y);
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}
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},
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directSpawn(x, y, target, moving = true, mode = null) {
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directSpawn(x, y, target, moving = true, mode = null, size = powerUps[target].size()) {
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let index = powerUp.length;
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target = powerUps[target];
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size = target.size();
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powerUp[index] = Matter.Bodies.polygon(x, y, 0, size, {
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density: 0.001,
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frictionAir: 0.03,
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@@ -564,12 +567,12 @@ const powerUps = {
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}
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World.add(engine.world, powerUp[index]); //add to world
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},
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spawn(x, y, target, moving = true, mode = null) {
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spawn(x, y, target, moving = true, mode = null, size = powerUps[target].size()) {
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if (
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!(mod.isSuperDeterminism && (target === 'gun' || target === 'field' || target === 'reroll')) &&
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!(mod.isEnergyNoAmmo && target === 'ammo')
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) {
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powerUps.directSpawn(x, y, target, moving, mode)
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powerUps.directSpawn(x, y, target, moving, mode, size)
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if (mod.isBayesian && Math.random() < 0.17) powerUps.directSpawn(x, y, target, moving, mode)
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}
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},
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