bubble fusion
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13
js/mob.js
13
js/mob.js
@@ -991,7 +991,7 @@ const mobs = {
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this.alive = false; //triggers mob removal in mob[i].replace(i)
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if (this.dropPowerUp) {
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if (mod.isEnergyLoss) mech.energy *= 0.66;
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powerUps.spawnRandomPowerUp(this.position.x, this.position.y, this.mass, radius);
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powerUps.spawnRandomPowerUp(this.position.x, this.position.y);
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mech.lastKillCycle = mech.cycle; //tracks the last time a kill was made, mostly used in game.checks()
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if (Math.random() < mod.sporesOnDeath) {
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const len = Math.min(30, Math.floor(4 + this.mass * Math.random()))
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@@ -1011,6 +1011,17 @@ const mobs = {
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}
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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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let type = "ammo"
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if (Math.random() < 0.33 || mod.bayesian) {
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type = "heal"
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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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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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}
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},
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removeConsBB() {
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