propagator
tech: propagator - 67% damage, lose 1/2 second of time when a mob dies timeSkipBoss is back, maybe it will not cause bugs this time immune to harm unless player is inside horizon player loses time when inside horizon snake bosses are immune to harm until your remove their tail mob shields are 30% stronger time dilation: retrocausality automatically grabs power ups eternalism 50->40% damage paradigm shift 10->16% chance to get a research when ejecting tech reaction inhibitor 11->13% mob health reduction recycling 1->0.5% health for 5 seconds up to 2.5% per mob kill at normal max health bug fixes
This commit is contained in:
18
js/level.js
18
js/level.js
@@ -17,10 +17,10 @@ const level = {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// // simulation.isHorizontalFlipped = true
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// m.addHealth(Infinity)
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// m.setField("standing wave")
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// m.setField("time dilation")
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// b.giveGuns("nail gun")
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// tech.giveTech("closed timelike curve")
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// tech.giveTech("irradiated nails")
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// tech.giveTech("retrocausality")
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// tech.giveTech("pneumatic actuator")
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// tech.giveTech("6s half-life")
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// for (let i = 0; i < 10; i++) tech.giveTech("replication")
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@@ -36,8 +36,8 @@ const level = {
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.testing();
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// level.reactor(); //not in rotation, used for testing
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// spawn.timeBoss(1900, -500)
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// spawn.snakeSpitBoss(1900, -500)
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// level.reservoir(); //not in rotation, used for testing
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if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
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// powerUps.research.changeRerolls(3000)
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@@ -2681,7 +2681,7 @@ const level = {
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// spawn.shieldingBoss(1700, -500)
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// for (let i = 0; i < 10; ++i) spawn.bodyRect(1600 + 5, -500, 30, 40);
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// for (let i = 0; i < 4; i++) spawn.starter(1900, -500)
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for (let i = 0; i < 4; i++) spawn.starter(1900, -500)
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// spawn.pulsar(1900, -500)
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// spawn.shield(mob[mob.length - 1], 1900, -500, 1);
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// mob[mob.length - 1].isShielded = true
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@@ -3294,8 +3294,8 @@ const level = {
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}
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//2nd floor
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spawn.mapVertex(855, -1936, "-612 50 0 100 612 50 612 -50 -612 -50");
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spawn.mapVertex(-687, -1936, "-612 50 0 100 612 50 612 -50 -612 -50");
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spawn.mapVertex(-687, -1936, "-625 50 0 100 625 50 625 -50 -625 -50");
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spawn.mapVertex(855, -1936, "-625 50 0 100 625 50 625 -50 -625 -50");
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//2nd floor right building
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// spawn.mapRect(550, -3050, 600, 175);
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@@ -3328,11 +3328,11 @@ const level = {
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spawn.randomMob(950, -1725, 0.1);
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spawn.randomMob(-725, -1775, 0.1);
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spawn.randomMob(-200, -2075, 0);
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spawn.randomMob(-550, -3500, -0.2);
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spawn.randomMob(375, -2125, 0);
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spawn.randomMob(1025, -3200, 0);
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spawn.randomMob(-550, -3500, 0);
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spawn.randomMob(-700, -2450, -0.1);
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spawn.randomMob(-1175, -2775, -0.1);
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spawn.randomMob(1025, -3200, -0.2);
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spawn.randomMob(-525, -3750, -0.2);
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spawn.randomMob(1350, -2075, -0.3);
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spawn.randomMob(1775, 1000, -0.4);
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