bug fixes and balance
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@@ -79,7 +79,7 @@ const powerUps = {
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mech.fieldMeter = mech.fieldEnergyMax;
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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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let ammo = Math.ceil((target.ammoPack * (1 + 0.05 * Math.random())));
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let ammo = Math.ceil((target.ammoPack * (1 + 0.1 * Math.random())));
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if (level.isBuildRun) ammo = Math.floor(ammo * 1.1) //extra ammo on build run because no ammo from getting a new gun
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target.ammo += ammo;
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game.updateGunHUD();
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@@ -207,7 +207,7 @@ const powerUps = {
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game.makeTextLog("<span style='font-size:110%;'>+" + ammo + " ammo for " + b.guns[ammoTarget].name + "</span>", 300);
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},
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spawnRandomPowerUp(x, y) { //mostly used after mob dies
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if (Math.random() * Math.random() - 0.25 > Math.sqrt(mech.health) || Math.random() < 0.04) { //spawn heal chance is higher at low health
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if (Math.random() * Math.random() - 0.3 > Math.sqrt(mech.health) || Math.random() < 0.035) { //spawn heal chance is higher at low health
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powerUps.spawn(x, y, "heal");
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if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "heal");
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return;
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@@ -222,7 +222,7 @@ const powerUps = {
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if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "gun");
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return;
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}
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if (Math.random() < 0.0031 * (10 - b.modCount)) { //a new mod has a low chance for each not acquired mod up to 7
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if (Math.random() < 0.0032 * (10 - b.modCount)) { //a new mod has a low chance for each not acquired mod up to 7
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powerUps.spawn(x, y, "mod");
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if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "mod");
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return;
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