worm hole mods
mod: critical bifurcation - nail gun does 400% more damage if it hits very close to the center of a mob mod: supercritical fission - flechettes explode if they hit very close to the center of a mob mod: transdimensional spores - after wormholes eat blocks, they disturb spores mod: traversable geodesics - your bullets can go through worm holes scrap bots now only last only 30 seconds, but they have a 20% chance to spawn from a kill (was 11%) the difficulty should feel a bit harder after clearing the boss level (a bit more more damage taken, and fewer mod drops)
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17
js/level.js
17
js/level.js
@@ -15,12 +15,12 @@ const level = {
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// game.zoomScale = 1000;
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// game.setZoom();
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// mech.isCloak = true;
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mech.setField("wormhole")
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// b.giveGuns("nail gun")
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// mech.setField("wormhole")
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// b.giveGuns("flechettes")
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// for (let i = 0; i < 10; i++) {
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// mod.giveMod("laser-bot");
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// }
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mod.giveMod("cosmic string")
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// mod.giveMod("supercritical fission")
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level.intro(); //starting level
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@@ -149,10 +149,10 @@ const level = {
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// spawn.sniper(1700, -120, 50)
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// spawn.bomberBoss(1400, -500)
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// spawn.sniper(1800, -120)
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// spawn.sniper(2200, -120)
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// spawn.cellBossCulture(1600, -500)
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spawn.powerUpBoss(1600, -500)
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// spawn.shield(mob[mob.length - 1], 1200, -500, 1);
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// spawn.powerUpBoss(1600, -500)
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spawn.sniper(1200, -500)
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spawn.shield(mob[mob.length - 1], 1200, -500, 1);
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// spawn.nodeBoss(1200, -500, "launcher")
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// spawn.snakeBoss(1200, -500)
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@@ -3841,7 +3841,7 @@ const level = {
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difficultyIncrease(num = 1) {
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for (let i = 0; i < num; i++) {
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game.difficulty++
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game.dmgScale += 0.37; //damage done by mobs increases each level
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game.dmgScale += 0.38; //damage done by mobs increases each level
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b.dmgScale *= 0.93; //damage done by player decreases each level
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if (game.accelScale < 5) game.accelScale *= 1.02 //mob acceleration increases each level
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if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level
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@@ -3852,7 +3852,7 @@ const level = {
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difficultyDecrease(num = 1) { //used in easy mode for game.reset()
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for (let i = 0; i < num; i++) {
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game.difficulty--
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game.dmgScale -= 0.37; //damage done by mobs increases each level
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game.dmgScale -= 0.38; //damage done by mobs increases each level
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if (game.dmgScale < 0.1) game.dmgScale = 0.1;
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b.dmgScale /= 0.93; //damage done by player decreases each level
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if (game.accelScale > 0.2) game.accelScale /= 1.02 //mob acceleration increases each level
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@@ -3887,6 +3887,7 @@ const level = {
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if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
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level.difficultyIncrease(game.difficultyMode) //increase difficulty based on modes
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if (level.levelsCleared > level.levels.length) level.difficultyIncrease(game.difficultyMode)
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if (level.levelsCleared > level.levels.length * 1.25) level.difficultyIncrease(game.difficultyMode)
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if (level.levelsCleared > level.levels.length * 1.5) level.difficultyIncrease(game.difficultyMode)
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if (level.levelsCleared > level.levels.length * 2) level.difficultyIncrease(game.difficultyMode)
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if (game.isEasyMode && level.levelsCleared % 2) level.difficultyDecrease(1);
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