power up boss adjustments

This commit is contained in:
landgreen
2020-08-04 15:27:32 -07:00
parent 07f77e41a5
commit d13b1fb16d
8 changed files with 56 additions and 79 deletions

View File

@@ -1495,7 +1495,7 @@ const b = {
// ******************************** Guns *********************************************
// **************************************************************************************************
// **************************************************************************************************
giveGuns(gun = "random", ammoPacks = 6) {
giveGuns(gun = "random", ammoPacks = 10) {
if (mod.isOneGun) b.removeAllGuns();
if (gun === "random") {
//find what guns player doesn't have
@@ -1538,8 +1538,8 @@ const b = {
name: "minigun",
description: "<strong>rapidly</strong> fire a stream of small <strong>bullets</strong><br>fire <strong>delay</strong> decreases as you shoot",
ammo: 0,
ammoPack: 75,
defaultAmmoPack: 75,
ammoPack: 70,
defaultAmmoPack: 70,
recordedAmmo: 0,
have: false,
nextFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
@@ -1577,7 +1577,7 @@ const b = {
name: "shotgun",
description: "fire a <strong>burst</strong> of short range <strong> bullets</strong> <br><em>crouch to reduce recoil</em>",
ammo: 0,
ammoPack: 9,
ammoPack: 8,
have: false,
fire() {
let knock, spread
@@ -1647,7 +1647,7 @@ const b = {
name: "super balls",
description: "fire <strong>four</strong> balls in a wide arc<br>balls <strong>bounce</strong> with no momentum loss",
ammo: 0,
ammoPack: 15,
ammoPack: 13,
have: false,
num: 5,
fire() {
@@ -1702,8 +1702,8 @@ const b = {
name: "flechettes",
description: "fire a volley of <strong class='color-p'>uranium-235</strong> <strong>needles</strong><br>does <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
ammo: 0,
ammoPack: 42,
defaultAmmoPack: 42,
ammoPack: 38,
defaultAmmoPack: 38,
have: false,
count: 0, //used to track how many shots are in a volley before a big CD
lastFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
@@ -1806,7 +1806,7 @@ const b = {
name: "wave beam",
description: "emit a <strong>sine wave</strong> of oscillating particles<br>particles <strong>slowly</strong> propagate through <strong>solids</strong>",
ammo: 0,
ammoPack: 110,
ammoPack: 100,
have: false,
fire() {
mech.fireCDcycle = mech.cycle + Math.floor(3 * b.fireCD); // cool down
@@ -1941,7 +1941,7 @@ const b = {
name: "missiles",
description: "launch missiles that <strong>accelerate</strong> towards <strong>mobs</strong><br><strong class='color-e'>explodes</strong> when near target",
ammo: 0,
ammoPack: 5,
ammoPack: 4,
have: false,
fireCycle: 0,
ammoLoaded: 0,
@@ -1997,8 +1997,8 @@ const b = {
name: "flak",
description: "fire a <strong>cluster</strong> of short range <strong>projectiles</strong><br><strong class='color-e'>explodes</strong> on <strong>contact</strong> or after half a second",
ammo: 0,
ammoPack: 6,
defaultAmmoPack: 6, //use to revert ammoPack after mod changes drop rate
ammoPack: 5,
defaultAmmoPack: 5, //use to revert ammoPack after mod changes drop rate
have: false,
fire() {
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 10) * b.fireCD); // cool down
@@ -2041,7 +2041,7 @@ const b = {
name: "grenades",
description: "lob a single <strong>bouncy</strong> projectile<br><strong class='color-e'>explodes</strong> on <strong>contact</strong> or after one second",
ammo: 0,
ammoPack: 7,
ammoPack: 6,
have: false,
fire() {
const me = bullet.length;
@@ -2211,7 +2211,7 @@ const b = {
name: "neutron bomb",
description: "toss a chunk of <strong class='color-p'>Cf-252</strong> that emits <strong class='color-p'>neutrons</strong><br><strong class='color-d'>damages</strong> and drains <strong class='color-f'>energy</strong> in area of effect",
ammo: 0,
ammoPack: 7,
ammoPack: 6,
have: false,
fire() {
const me = bullet.length;
@@ -2391,7 +2391,7 @@ const b = {
name: "spores",
description: "fire a <strong>sporangium</strong> that discharges <strong class='color-p' style='letter-spacing: 2px;'>spores</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> seek out nearby mobs",
ammo: 0,
ammoPack: 5,
ammoPack: 4,
have: false,
fire() {
const me = bullet.length;
@@ -2511,7 +2511,7 @@ const b = {
name: "drones",
description: "deploy drones that <strong>crash</strong> into mobs<br>crashes reduce their <strong>lifespan</strong> by 1 second",
ammo: 0,
ammoPack: 15,
ammoPack: 13,
have: false,
fire() {
b.drone(mech.crouch ? 45 : 1)
@@ -2522,7 +2522,7 @@ const b = {
name: "ice IX",
description: "synthesize <strong>short-lived</strong> ice crystals<br>crystals <strong>seek</strong> out and <strong class='color-s'>freeze</strong> mobs",
ammo: 0,
ammoPack: 73,
ammoPack: 69,
have: false,
fire() {
if (mech.crouch) {
@@ -2539,7 +2539,7 @@ const b = {
name: "foam",
description: "spray bubbly foam that <strong>sticks</strong> to mobs<br><strong class='color-s'>slows</strong> mobs and does <strong class='color-d'>damage</strong> over time",
ammo: 0,
ammoPack: 50,
ammoPack: 45,
have: false,
fire() {
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 20 : 6) * b.fireCD); // cool down