mod: logistics
added mods to spawn a gun, a field, and rerolls added mod that gives max health for leftover power ups this mod has some interesting interactions with other mods mod annihilation now uses 20% of base energy and doesn't trigger damage immunity mod Hawking radiation removed mod negative temperature: freezed mobs in range of negative mass field, but drain energy mod: logistics ammo power ups are added to your current gun spawn 4 ammo immediately
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17
js/game.js
17
js/game.js
@@ -499,6 +499,7 @@ const game = {
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mod.setupAllMods(); //sets mods to default values
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b.setFireCD();
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game.updateModHUD();
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powerUps.totalPowerUps = 0;
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powerUps.reroll.rerolls = 0;
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mech.maxHealth = 1
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mech.maxEnergy = 1
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@@ -645,21 +646,19 @@ const game = {
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}
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}
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if (mod.isMutualism) {
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if (mod.isMutualism && !mod.isEnergyHealth) {
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for (let i = 0; i < bullet.length; i++) {
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if (bullet[i].isMutualismActive) {
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if (mod.isEnergyHealth) {
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mech.energy += 0.01;
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} else {
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mech.health += 0.01
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if (mech.health > mech.maxHealth) mech.health = mech.maxHealth;
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mod.onHealthChange();
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mech.displayHealth();
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}
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mech.health += 0.01
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if (mech.health > mech.maxHealth) mech.health = mech.maxHealth;
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mod.onHealthChange();
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mech.displayHealth();
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}
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}
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}
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powerUps.totalPowerUps = powerUp.length
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//if player is holding something this remembers it before it gets deleted
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let holdTarget;
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if (mech.holdingTarget) {
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