complex spinstatistics
tech: active cooling - 15% faster fire rate for each gun in your inventory tech: specialist - spawn a random power up for each gun in your inventory (not available in custom, requires tech: generalist) tech: complex spin-statistics - become immune to harm for 1s every 7s requires Pauli exclusion even less difficulty ramp after killing final boss
This commit is contained in:
@@ -6,10 +6,10 @@ const powerUps = {
|
||||
if (type === "gun") {
|
||||
b.giveGuns(index)
|
||||
let text = `b.giveGuns("<span class='color-text'>${b.guns[index].name}</span>")`
|
||||
if (b.inventory.length === 1) text += `<br>input.key.gun <span class='color-symbol'>=</span> ["<span class='color-text'>MouseLeft</span>"]`
|
||||
if (b.inventory.length === 1) text += `<br>input.key.gun<span class='color-symbol'>:</span> ["<span class='color-text'>MouseLeft</span>"]`
|
||||
if (b.inventory.length === 2) text += `
|
||||
<br>input.key.nextGun <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.nextGun}</span>","<span class='color-text'>MouseWheel</span>"]
|
||||
<br>input.key.previousGun <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.previousGun}</span>","<span class='color-text'>MouseWheel</span>"]`
|
||||
<br>input.key.nextGun<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.nextGun}</span>","<span class='color-text'>MouseWheel</span>"]
|
||||
<br>input.key.previousGun<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.previousGun}</span>","<span class='color-text'>MouseWheel</span>"]`
|
||||
simulation.makeTextLog(text);
|
||||
} else if (type === "field") {
|
||||
mech.setField(index)
|
||||
@@ -489,7 +489,7 @@ const powerUps = {
|
||||
powerUps.spawn(x, y, "ammo");
|
||||
return;
|
||||
}
|
||||
if (Math.random() < 0.0015 * (3 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun up to 3
|
||||
if (Math.random() < 0.001 * (3 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun up to 3
|
||||
powerUps.spawn(x, y, "gun");
|
||||
return;
|
||||
}
|
||||
@@ -520,7 +520,7 @@ const powerUps = {
|
||||
function powerUpChance(chanceToFail) {
|
||||
if (Math.random() * chanceToFail < powerUps.randomPowerUpCounter) {
|
||||
powerUps.randomPowerUpCounter = 0;
|
||||
if (Math.random() < 0.95) {
|
||||
if (Math.random() < 0.97) {
|
||||
powerUps.spawn(x, y, "tech")
|
||||
} else {
|
||||
powerUps.spawn(x, y, "gun")
|
||||
@@ -565,25 +565,17 @@ const powerUps = {
|
||||
powerUps.spawn(x, y, "gun", false); //first gun
|
||||
} else if (tech.totalCount === 0) { //first tech
|
||||
powerUps.spawn(x, y, "tech", false);
|
||||
} else if (b.inventory.length < 2) { //second gun or extra ammo
|
||||
if (Math.random() < 0.5) {
|
||||
} else if (b.inventory.length === 1) { //second gun or extra ammo
|
||||
if (Math.random() < 0.4) {
|
||||
powerUps.spawn(x, y, "gun", false);
|
||||
} else {
|
||||
powerUps.spawn(x, y, "ammo", false);
|
||||
powerUps.spawn(x, y, "ammo", false);
|
||||
powerUps.spawn(x, y, "ammo", false);
|
||||
powerUps.spawn(x, y, "ammo", false);
|
||||
for (let i = 0; i < 5; i++) powerUps.spawn(x, y, "ammo", false);
|
||||
}
|
||||
} else {
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
for (let i = 0; i < 4; i++) powerUps.spawnRandomPowerUp(x, y);
|
||||
}
|
||||
} else {
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
for (let i = 0; i < 3; i++) powerUps.spawnRandomPowerUp(x, y);
|
||||
}
|
||||
},
|
||||
ejectTech(choose = 'random') {
|
||||
|
||||
Reference in New Issue
Block a user