flechettes pierce
above level 20 boss power ups only drop on even levels removed mod ablative mines (was buggy, and too similar to ablative drones) flechettes get stuck in walls flechettes do no damage to mobs on hit flechettes do more damage over time, and have more ammo mod - flechettes pierce mobs mod - mutualism: each spore does 2x damage but they borrow 1% life from player
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@@ -389,20 +389,22 @@ const powerUps = {
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}
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},
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spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades
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if (game.difficultyMode > 1 || Math.random() < 0.66) { //easy and normal have only a 66% chance for a power up
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spawnPowerUps()
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if (game.difficultyMode > 2 && level.levelsCleared % 2 == 0) spawnPowerUps() //why? has an extra power up on even numbered levels
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} else {
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if (mech.health < 0.65 && !mod.isEnergyHealth) {
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powerUps.spawn(x, y, "heal");
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powerUps.spawn(x, y, "heal");
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if (Math.random() < mod.bayesian) {
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if (level.levelsCleared < 20 || level.levelsCleared % 2 == 0) { //drop only on even levels above level 20
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if (game.difficultyMode > 1 || Math.random() < 0.66) { //easy and normal have only a 66% chance for a power up
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spawnPowerUps()
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if (game.difficultyMode > 2 && level.levelsCleared % 2 == 0) spawnPowerUps() //why? has an extra power up on even numbered levels
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} else {
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if (mech.health < 0.65 && !mod.isEnergyHealth) {
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powerUps.spawn(x, y, "heal");
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powerUps.spawn(x, y, "heal");
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if (Math.random() < mod.bayesian) {
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powerUps.spawn(x, y, "heal");
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powerUps.spawn(x, y, "heal");
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}
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} else if (!mod.bayesian) {
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powerUps.spawn(x, y, "ammo");
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powerUps.spawn(x, y, "ammo");
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}
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} else if (!mod.bayesian) {
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powerUps.spawn(x, y, "ammo");
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powerUps.spawn(x, y, "ammo");
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}
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}
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