mod - bot fab
bubble fusion drops 2-3 power ups (down from 3) perturbation theory: damage is 5% (down from 6%) per reroll but the mod will not show up until you have 4 rerolls stockpiled sporeangium grow faster when stuck to a mob mod: liquid cooling - freeze all mobs for 6 seconds after receiving harm mod: perimeter defense - gain 6% harm reduction for each bot mod: bot fabrication - anytime you have 3 rerolls, convert them into a random bot mod: Ψ(x) collapse - 33% haste, if you have no rerolls mod: mine synthesis - drop a mine after picking up a power up
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17
js/mob.js
17
js/mob.js
@@ -1016,20 +1016,7 @@ const mobs = {
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b.spore(this.position)
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}
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}
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if (Math.random() < mod.isBotSpawner) {
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if (Math.random() < 0.1) { //very low chance of plasma bot
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b.plasmaBot(this.position)
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} else if (Math.random() < 0.25) {
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b.nailBot(this.position)
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} else if (Math.random() < 0.33) {
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b.laserBot(this.position)
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} else if (Math.random() < 0.5) {
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b.foamBot(this.position)
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} else {
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b.boomBot(this.position)
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}
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// if (mech.energy > 0.33) mech.energy -= 0.33
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}
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if (Math.random() < mod.isBotSpawner) b.randomBot(this.position, false)
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if (mod.isExplodeMob) b.explosion(this.position, Math.min(450, Math.sqrt(this.mass + 3) * 80))
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if (mod.nailsDeathMob) b.targetedNail(this.position, mod.nailsDeathMob)
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} else if (mod.isShieldAmmo && this.shield) {
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@@ -1039,7 +1026,7 @@ const mobs = {
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} else if (Math.random() < 0.5 && !mod.isSuperDeterminism) {
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type = "reroll"
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}
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for (let i = 0; i < 3; i++) {
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for (let i = 0, len = 1 + Math.ceil(2 * Math.random()); i < len; i++) {
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powerUps.spawn(this.position.x, this.position.y, type);
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if (Math.random() < mod.bayesian) powerUps.spawn(this.position.x, this.position.y, type);
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}
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