crystallizer
random tech spawn chance now scales with levels clear (zero chance after level 10) (it used to scale with total tech acquired, but you probably will not even notice this change) tech: crystallizer - mods produce ice-IX crystals when they die tech pulse and tech slow light now work together for laser beam, (I think it is pretty dangerous to try them together though)
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@@ -1053,6 +1053,11 @@ const mobs = {
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this.alive = false; //triggers mob removal in mob[i].replace(i)
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if (this.isDropPowerUp) {
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if (tech.iceIXOnDeath && this.isSlowed && Math.random() > 0.5) {
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for (let i = 0, len = 3 * Math.sqrt(this.mass) * tech.iceIXOnDeath; i < len; i++) b.iceIX(3, Math.random() * 2 * Math.PI, this.position)
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}
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if (tech.deathSpawnsFromBoss || (tech.deathSpawns && this.isDropPowerUp)) {
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const spawns = tech.deathSpawns + tech.deathSpawnsFromBoss
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const len = Math.min(12, spawns * Math.ceil(Math.random() * simulation.difficulty * spawns))
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