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)
This commit is contained in:
53
js/bullet.js
53
js/bullet.js
@@ -445,17 +445,17 @@ const b = {
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}
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}
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}
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}
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},
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},
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pulse(charge, angle = m.angle) {
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pulse(charge, angle = m.angle, where = m.pos) {
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let best;
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let best;
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let explosionRadius = 6 * charge
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let explosionRadius = 6 * charge
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let range = 5000
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let range = 5000
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const path = [{
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const path = [{
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x: m.pos.x + 20 * Math.cos(angle),
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x: where.x + 20 * Math.cos(angle),
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y: m.pos.y + 20 * Math.sin(angle)
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y: where.y + 20 * Math.sin(angle)
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},
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},
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{
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{
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x: m.pos.x + range * Math.cos(angle),
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x: where.x + range * Math.cos(angle),
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y: m.pos.y + range * Math.sin(angle)
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y: where.y + range * Math.sin(angle)
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}
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}
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];
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];
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const vertexCollision = function(v1, v1End, domain) {
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const vertexCollision = function(v1, v1End, domain) {
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@@ -4477,7 +4477,6 @@ const b = {
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this.do = () => {};
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this.do = () => {};
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if (tech.isPulseLaser) {
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if (tech.isPulseLaser) {
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this.fire = () => {
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this.fire = () => {
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const drain = 0.01 * tech.isLaserDiode / b.fireCD
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const drain = 0.01 * tech.isLaserDiode / b.fireCD
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if (m.energy > drain) {
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if (m.energy > drain) {
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m.energy -= m.fieldRegen
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m.energy -= m.fieldRegen
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@@ -4487,6 +4486,35 @@ const b = {
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}
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}
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}
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}
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}
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}
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if (tech.historyLaser) {
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this.do = () => {
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const len = 1 + 2 * tech.historyLaser
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const spacing = Math.ceil(40 - 9 * tech.historyLaser)
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if (this.charge > 0) {
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//draw charge level
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ctx.fillStyle = `rgba(255,0,0,${0.09 * Math.sqrt(this.charge)})`;
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ctx.beginPath();
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const mag = 4.5 * Math.sqrt(this.charge)
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for (let i = 0; i < len; i++) {
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const history = m.history[(m.cycle - i * spacing) % 600]
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const off = history.yOff - 24.2859
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ctx.moveTo(history.position.x, history.position.y - off);
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ctx.ellipse(history.position.x, history.position.y - off, mag, mag * 0.5, history.angle, 0, 2 * Math.PI)
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}
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ctx.fill();
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//fire
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if (!input.fire) {
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m.fireCDcycle = m.cycle + 10; // cool down
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for (let i = 1; i < len; i++) {
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const history = m.history[(m.cycle - i * spacing) % 600]
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const off = history.yOff - 24.2859
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b.pulse(1.4 * this.charge, history.angle, { x: history.position.x, y: history.position.y - off })
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}
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this.charge = 0;
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}
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}
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};
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} else {
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this.do = () => {
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this.do = () => {
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if (this.charge > 0) {
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if (this.charge > 0) {
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//draw charge level
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//draw charge level
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@@ -4494,6 +4522,7 @@ const b = {
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ctx.beginPath();
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ctx.beginPath();
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ctx.arc(m.pos.x, m.pos.y, 4.2 * Math.sqrt(this.charge), 0, 2 * Math.PI);
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ctx.arc(m.pos.x, m.pos.y, 4.2 * Math.sqrt(this.charge), 0, 2 * Math.PI);
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ctx.fill();
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ctx.fill();
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//fire
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if (!input.fire) {
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if (!input.fire) {
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m.fireCDcycle = m.cycle + 10; // cool down
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m.fireCDcycle = m.cycle + 10; // cool down
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if (tech.beamSplitter) {
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if (tech.beamSplitter) {
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@@ -4507,6 +4536,8 @@ const b = {
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}
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}
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}
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}
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};
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};
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}
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} else if (tech.beamSplitter) {
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} else if (tech.beamSplitter) {
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this.fire = this.fireSplit
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this.fire = this.fireSplit
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} else if (tech.historyLaser) {
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} else if (tech.historyLaser) {
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@@ -4532,13 +4563,9 @@ const b = {
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b.laser();
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b.laser();
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}
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}
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},
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},
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// laser(where = {
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firePulse() {
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// x: m.pos.x + 20 * Math.cos(m.angle),
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// y: m.pos.y + 20 * Math.sin(m.angle)
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},
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// }, whereEnd = {
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// x: where.x + 3000 * Math.cos(m.angle),
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// y: where.y + 3000 * Math.sin(m.angle)
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// }, dmg = tech.laserDamage, reflections = tech.laserReflections, isThickBeam = false, push = 1) {
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fireSplit() {
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fireSplit() {
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if (m.energy < tech.laserFieldDrain) {
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if (m.energy < tech.laserFieldDrain) {
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m.fireCDcycle = m.cycle + 100; // cool down if out of energy
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m.fireCDcycle = m.cycle + 100; // cool down if out of energy
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@@ -12,17 +12,19 @@ const level = {
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start() {
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// simulation.enableConstructMode() //used to build maps in testing mode
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(90)
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// level.difficultyIncrease(30)
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// simulation.zoomScale = 1000;
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// simulation.zoomScale = 1000;
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// simulation.setZoom();
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// simulation.setZoom();
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// m.setField("metamaterial cloaking")
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// m.setField("metamaterial cloaking")
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// b.giveGuns("wave beam")
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// b.giveGuns("wave beam")
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// b.giveGuns("laser")
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// tech.isExplodeRadio = true
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// tech.isExplodeRadio = true
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// tech.giveTech("phase velocity")
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// tech.giveTech("pulse")
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// for (let i = 0; i < 1; i++) tech.giveTech("crystallizer")
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// for (let i = 0; i < 3; i++) tech.giveTech("packet length")
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// for (let i = 0; i < 3; i++) tech.giveTech("packet length")
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// for (let i = 0; i < 3; i++) tech.giveTech("bound state")
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// for (let i = 0; i < 3; i++) tech.giveTech("bound state")
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// for (let i = 0; i < 3; i++) tech.giveTech("propagation")
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// for (let i = 0; i < 3; i++) tech.giveTech("propagation")
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// for (let i = 0; i < 3; i++) tech.giveTech("amplitude")
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// for (let i = 0; i < 9; i++) tech.giveTech("slow light")
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level.intro(); //starting level
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level.intro(); //starting level
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// level.testing(); //not in rotation
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// level.testing(); //not in rotation
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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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this.alive = false; //triggers mob removal in mob[i].replace(i)
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if (this.isDropPowerUp) {
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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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if (tech.deathSpawnsFromBoss || (tech.deathSpawns && this.isDropPowerUp)) {
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const spawns = tech.deathSpawns + tech.deathSpawnsFromBoss
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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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const len = Math.min(12, spawns * Math.ceil(Math.random() * simulation.difficulty * spawns))
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@@ -115,7 +115,9 @@ const powerUps = {
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if (tech.isDeathAvoid && document.getElementById("tech-anthropic")) {
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if (tech.isDeathAvoid && document.getElementById("tech-anthropic")) {
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document.getElementById("tech-anthropic").innerHTML = `-${powerUps.research.count}`
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document.getElementById("tech-anthropic").innerHTML = `-${powerUps.research.count}`
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}
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}
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if (tech.renormalization && Math.random() < 0.37 && amount < 0) powerUps.spawn(m.pos.x, m.pos.y, "research");
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if (tech.renormalization && Math.random() < 0.37 && amount < 0) {
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for (let i = 0, len = -amount; i < len; i++) powerUps.spawn(m.pos.x, m.pos.y, "research");
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}
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if (tech.isRerollHaste) {
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if (tech.isRerollHaste) {
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if (powerUps.research.count === 0) {
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if (powerUps.research.count === 0) {
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tech.researchHaste = 0.66;
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tech.researchHaste = 0.66;
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@@ -532,7 +534,8 @@ const powerUps = {
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powerUps.spawn(x, y, "gun");
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powerUps.spawn(x, y, "gun");
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return;
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return;
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}
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}
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if (Math.random() < 0.0027 * (22 - tech.totalCount)) { //a new tech has a low chance for each not acquired tech up to 25
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// if (Math.random() < 0.0027 * (22 - tech.totalCount)) { //a new tech has a low chance for each not acquired tech up to 25
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if (Math.random() < 0.005 * (10 - level.levelsCleared)) { //a new tech has a low chance that decreases in later levels
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powerUps.spawn(x, y, "tech");
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powerUps.spawn(x, y, "tech");
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return;
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return;
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}
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}
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@@ -606,7 +606,7 @@ const spawn = {
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me.seeAtDistance2 = 200000 //1400000;
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me.seeAtDistance2 = 200000 //1400000;
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me.cellMassMax = 70
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me.cellMassMax = 70
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me.stroke = "transparent"
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me.stroke = "transparent"
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me.collisionFilter.mask = cat.player | cat.bullet | cat.body //| cat.map //"rgba(255,60,0,0.3)"
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me.collisionFilter.mask = cat.player | cat.bullet //| cat.body //| cat.map //"rgba(255,60,0,0.3)"
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// Matter.Body.setDensity(me, 0.0014) // normal density is 0.001
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// Matter.Body.setDensity(me, 0.0014) // normal density is 0.001
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Matter.Body.setAngularVelocity(me, 0.12 * (Math.random() - 0.5))
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Matter.Body.setAngularVelocity(me, 0.12 * (Math.random() - 0.5))
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// spawn.shield(me, x, y, 1);
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// spawn.shield(me, x, y, 1);
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@@ -687,7 +687,7 @@ const spawn = {
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me.seeAtDistance2 = 1000000;
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me.seeAtDistance2 = 1000000;
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me.accelMag = 0.0005 * simulation.accelScale;
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me.accelMag = 0.0005 * simulation.accelScale;
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Matter.Body.setDensity(me, 0.00035); //normal is 0.001
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Matter.Body.setDensity(me, 0.00035); //normal is 0.001
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me.collisionFilter.mask = cat.bullet | cat.player | cat.body
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me.collisionFilter.mask = cat.bullet | cat.player //| cat.body
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me.memory = Infinity;
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me.memory = Infinity;
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me.seePlayerFreq = 30
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me.seePlayerFreq = 30
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me.lockedOn = null;
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me.lockedOn = null;
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@@ -3168,7 +3168,7 @@ const spawn = {
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me.memory = Infinity;
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me.memory = Infinity;
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me.frictionAir = 0.01;
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me.frictionAir = 0.01;
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me.accelMag = 0.00004 * simulation.accelScale;
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me.accelMag = 0.00004 * simulation.accelScale;
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me.collisionFilter.mask = cat.player | cat.bullet | cat.body
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me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
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spawn.shield(me, x, y, 1);
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spawn.shield(me, x, y, 1);
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const rangeInnerVsOuter = Math.random()
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const rangeInnerVsOuter = Math.random()
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34
js/tech.js
34
js/tech.js
@@ -877,7 +877,7 @@
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count: 0,
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count: 0,
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frequency: 2,
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frequency: 2,
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allowed() {
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allowed() {
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return (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1) && !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.botSpawner && !tech.isMobBlockFling
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return (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1) && !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.iceIXOnDeath
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},
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},
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requires: "an explosive damage source, no other mob death tech",
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requires: "an explosive damage source, no other mob death tech",
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effect: () => {
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effect: () => {
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@@ -887,6 +887,23 @@
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tech.isExplodeMob = false;
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tech.isExplodeMob = false;
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}
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}
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},
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},
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{
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name: "crystallizer",
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description: "after <strong class='color-s'>frozen</strong> mobs <strong>die</strong><br>they have a chance shatter into <strong class='color-s'>ice IX</strong> crystals",
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maxCount: 9,
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count: 0,
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frequency: 2,
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allowed() {
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return (tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.relayIce || tech.blockingIce > 1) && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.nailsDeathMob
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},
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requires: "a localized freeze effect, no other mob death tech",
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effect() {
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tech.iceIXOnDeath++
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},
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remove() {
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tech.iceIXOnDeath = 0
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}
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},
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{
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{
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name: "impact shear",
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name: "impact shear",
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description: "mobs release a <strong>nail</strong> when they <strong>die</strong><br><em>nails target nearby mobs</em>",
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description: "mobs release a <strong>nail</strong> when they <strong>die</strong><br><em>nails target nearby mobs</em>",
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@@ -894,7 +911,7 @@
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count: 0,
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count: 0,
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frequency: 2,
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frequency: 2,
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allowed() {
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allowed() {
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return !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling
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return !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.iceIXOnDeath
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},
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},
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requires: "no other mob death tech",
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requires: "no other mob death tech",
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effect: () => {
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effect: () => {
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@@ -911,7 +928,7 @@
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count: 0,
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count: 0,
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frequency: 2,
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frequency: 2,
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allowed() {
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allowed() {
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return !tech.nailsDeathMob && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling
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return !tech.nailsDeathMob && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.iceIXOnDeath
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},
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},
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requires: "no other mob death tech",
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requires: "no other mob death tech",
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effect() {
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effect() {
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@@ -988,7 +1005,7 @@
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frequency: 1,
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frequency: 1,
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isBotTech: true,
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isBotTech: true,
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allowed() {
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allowed() {
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return !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.isExplodeMob && !tech.isMobBlockFling
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return !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.isExplodeMob && !tech.isMobBlockFling && !tech.iceIXOnDeath
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},
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},
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requires: "no other mob death tech",
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requires: "no other mob death tech",
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effect() {
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effect() {
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@@ -1504,7 +1521,7 @@
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frequency: 4,
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frequency: 4,
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frequencyDefault: 4,
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frequencyDefault: 4,
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allowed() {
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allowed() {
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return tech.throwChargeRate > 1 && !tech.nailsDeathMob && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner
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return tech.throwChargeRate > 1 && !tech.nailsDeathMob && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.iceIXOnDeath
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},
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},
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requires: "mass driver, no other mob death tech",
|
requires: "mass driver, no other mob death tech",
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effect() {
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effect() {
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@@ -4460,7 +4477,7 @@
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count: 0,
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count: 0,
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frequency: 2,
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frequency: 2,
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allowed() {
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allowed() {
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return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.beamSplitter && !tech.isPulseLaser && !tech.isWideLaser
|
return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.beamSplitter && !tech.isWideLaser
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||||||
},
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},
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requires: "laser, not specular reflection, diffraction grating, diffuse beam",
|
requires: "laser, not specular reflection, diffraction grating, diffuse beam",
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||||||
effect() {
|
effect() {
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||||||
@@ -4488,7 +4505,7 @@
|
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count: 0,
|
count: 0,
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||||||
frequency: 2,
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frequency: 2,
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||||||
allowed() {
|
allowed() {
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||||||
return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.isWideLaser && !tech.historyLaser
|
return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.isWideLaser
|
||||||
},
|
},
|
||||||
requires: "laser, not specular reflection, not diffuse",
|
requires: "laser, not specular reflection, not diffuse",
|
||||||
effect() {
|
effect() {
|
||||||
@@ -6622,5 +6639,6 @@
|
|||||||
waveBeamSpeed: null,
|
waveBeamSpeed: null,
|
||||||
wavePacketAmplitude: null,
|
wavePacketAmplitude: null,
|
||||||
waveLengthRange: null,
|
waveLengthRange: null,
|
||||||
isCollisionRealitySwitch: null
|
isCollisionRealitySwitch: null,
|
||||||
|
iceIXOnDeath: null
|
||||||
}
|
}
|
||||||
20
todo.txt
20
todo.txt
@@ -1,13 +1,11 @@
|
|||||||
******************************************************** NEXT PATCH ********************************************************
|
******************************************************** NEXT PATCH ********************************************************
|
||||||
|
|
||||||
new COMMUNITY LEVEL vats by Dablux on discord!
|
|
||||||
(also the community map order wasn't randomizing right and was giving an extra level before the final boss)
|
|
||||||
|
|
||||||
******************************************************** BUGS ********************************************************
|
******************************************************** BUGS ********************************************************
|
||||||
|
|
||||||
|
|
||||||
(once) CPT gun only rewound 0.25 seconds
|
(once) CPT gun only rewound 0.25 seconds
|
||||||
after a randomize run (non-unityary)
|
after a randomize run (non-unitary)
|
||||||
had enough energy
|
had enough energy
|
||||||
|
|
||||||
increase the width on the grid by a few pixels so that very small screens or people with odd fonts don't goto a new line
|
increase the width on the grid by a few pixels so that very small screens or people with odd fonts don't goto a new line
|
||||||
@@ -39,25 +37,11 @@ is there a way to check if the player is stuck inside the map or block
|
|||||||
(repeatable almost every time) bug - mines spawn extra mines when fired at thin map wall while jumping
|
(repeatable almost every time) bug - mines spawn extra mines when fired at thin map wall while jumping
|
||||||
|
|
||||||
******************************************************** TODO ********************************************************
|
******************************************************** TODO ********************************************************
|
||||||
make all of a packet have the same angle
|
|
||||||
also position? but how
|
|
||||||
spawn the entire packet in an instant
|
|
||||||
|
|
||||||
wave tech: delay similar to quantum foam
|
|
||||||
firing makes the entire packet, but with a delay?
|
|
||||||
wave tech: dispersion - add noise and damage to waves
|
|
||||||
wave tech: chirp - amplitude and damage increases towards the end of the wavePacket
|
|
||||||
wave tech: wave bullets are removed after doing damage, but they do something
|
|
||||||
more damage, explode, freeze,
|
|
||||||
|
|
||||||
taking damage randomizes your run
|
|
||||||
|
|
||||||
power ups disappear after 3-5 seconds
|
power ups disappear after 3-5 seconds
|
||||||
only apply to drops from killing mobs
|
only apply to drops from killing mobs
|
||||||
+duplication 20%
|
+duplication 20%
|
||||||
|
|
||||||
tech: mobs that die while frozen produce ice-IX bullets
|
|
||||||
|
|
||||||
tech: picking up heal power ups when at full health does harm equal to the heal values
|
tech: picking up heal power ups when at full health does harm equal to the heal values
|
||||||
benefit on pick up:
|
benefit on pick up:
|
||||||
get ammo
|
get ammo
|
||||||
|
|||||||
Reference in New Issue
Block a user