blockBoss
blockBoss: new boss based on work by TheShwarma (3x chance to randomly see blockBoss until next patch) it's over powered, I'll probably nerf it next patch, but I want to get some feedback first on how to nerf it hint: if you kill the boss all the mobBlocks turn back into blocks very very small blocks are slightly limited in how fast they can be thrown they were moving so fast they would miss their target sometimes tech: energy conservation gives 5% energy back (was 6%) tech: arsenal requires at least 3 guns in your inventory tech: active cooling requires at least 2 guns in your inventory several bug fixes
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19
js/level.js
19
js/level.js
@@ -109,12 +109,19 @@ const level = {
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},
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custom() {},
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customTopLayer() {},
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setDifficulty() {
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simulation.difficulty = 0
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b.dmgScale = 1; //damage done by player decreases each level
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simulation.accelScale = 1 //mob acceleration increases each level
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simulation.CDScale = 1 //mob CD time decreases each level
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simulation.dmgScale = 0.41 * simulation.difficulty //damage done by mobs increases each level
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simulation.healScale = 1 / (1 + simulation.difficulty * 0.055) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
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},
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difficultyIncrease(num = 1) {
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for (let i = 0; i < num; i++) {
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simulation.difficulty++
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b.dmgScale *= 0.914; //damage done by player decreases each level
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if (simulation.accelScale < 5) simulation.accelScale *= 1.02 //mob acceleration increases each level
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if (simulation.lookFreqScale > 0.2) simulation.lookFreqScale *= 0.98 //mob cycles between looks decreases each level
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if (simulation.CDScale > 0.2) simulation.CDScale *= 0.97 //mob CD time decreases each level
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}
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simulation.dmgScale = 0.41 * simulation.difficulty //damage done by mobs increases each level
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@@ -125,7 +132,6 @@ const level = {
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simulation.difficulty--
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b.dmgScale /= 0.914; //damage done by player decreases each level
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if (simulation.accelScale > 0.2) simulation.accelScale /= 1.02 //mob acceleration increases each level
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if (simulation.lookFreqScale < 5) simulation.lookFreqScale /= 0.98 //mob cycles between looks decreases each level
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if (simulation.CDScale < 5) simulation.CDScale /= 0.97 //mob CD time decreases each level
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}
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if (simulation.difficulty < 1) simulation.difficulty = 0;
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@@ -2266,12 +2272,13 @@ const level = {
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spawn.mapRect(5050, -100, 50, 150);
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spawn.mapRect(4850, -275, 50, 175);
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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spawn.starter(1900, -500, 200) //big boy
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// spawn.spiderBoss(1900, -500)
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// spawn.starter(1900, -500, 200) //big boy
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spawn.necroBoss(1900, -500)
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// for (let i = 0; i < 10; ++i) spawn.bodyRect(1600 + 5, -500, 30, 40);
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// spawn.laserBombingBoss(1900, -500)
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// for (let i = 0; i < 5; i++) spawn.focuser(1900, -500)
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// spawn.sniper(1900, -500)
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// spawn.blockGroup(1900, -500)
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// spawn.grenadier(1900, -500)
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// spawn.sneaker(1900, -500)
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// spawn.shield(mob[mob.length - 1], 1900, -500, 1);
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@@ -2286,7 +2293,7 @@ const level = {
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// spawn.powerUpBoss(1600, -500)
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// spawn.cellBossCulture(1600, -500)
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// spawn.laserTargetingBoss(1600, -500)
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// spawn.grenadierBoss(1200, -500)
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// spawn.striker(1200, -500)
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// spawn.nodeGroup(1200, -500, "grenadier")
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// spawn.snakeBoss(1200, -500)
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