engine mods
added more requirements to various mods CPT reversal is more flexible with energy 1.5-5 seconds of rewind drains 66% - 220% energy mod: exothermic process - renamed acute stress response mod: heat engine - reduce max energy by 50 increase damage by 40% mod: Gibbs free energy - gain 5% damage for every 10 energy below 100
This commit is contained in:
26
js/bullet.js
26
js/bullet.js
@@ -852,7 +852,7 @@ const b = {
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if (mod.iceEnergy && !who.shield && !who.isShielded && who.dropPowerUp && who.alive) {
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setTimeout(function() {
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if (!who.alive) {
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mech.energy += mod.iceEnergy * 0.5 * mech.maxEnergy
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mech.energy += mod.iceEnergy
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mech.addHealth(mod.iceEnergy * 0.04)
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}
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}, 10);
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@@ -1255,7 +1255,7 @@ const b = {
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if (isKeep) mod.boomBotCount++;
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}
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},
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nailBot(position = mech.pos) {
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nailBot(position = { x: mech.pos.x + 50 * (Math.random() - 0.5), y: mech.pos.y + 50 * (Math.random() - 0.5) }) {
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const me = bullet.length;
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const dir = mech.angle;
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const RADIUS = (12 + 4 * Math.random())
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@@ -1286,7 +1286,7 @@ const b = {
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onEnd() {},
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do() {
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if (this.lastLookCycle < game.cycle && !mech.isCloak) {
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this.lastLookCycle = game.cycle + 80 - this.isUpgraded * 65
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this.lastLookCycle = game.cycle + (this.isUpgraded ? 15 : 80)
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let target
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for (let i = 0, len = mob.length; i < len; i++) {
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const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
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@@ -1310,7 +1310,7 @@ const b = {
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})
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World.add(engine.world, bullet[me]); //add bullet to world
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},
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foamBot(position = mech.pos) {
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foamBot(position = { x: mech.pos.x + 50 * (Math.random() - 0.5), y: mech.pos.y + 50 * (Math.random() - 0.5) }) {
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const me = bullet.length;
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const dir = mech.angle;
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const RADIUS = (10 + 5 * Math.random())
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@@ -1366,7 +1366,7 @@ const b = {
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})
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World.add(engine.world, bullet[me]); //add bullet to world
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},
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laserBot(position = mech.pos) {
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laserBot(position = { x: mech.pos.x + 50 * (Math.random() - 0.5), y: mech.pos.y + 50 * (Math.random() - 0.5) }) {
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const me = bullet.length;
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const dir = mech.angle;
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const RADIUS = (14 + 6 * Math.random())
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@@ -1443,7 +1443,7 @@ const b = {
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})
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World.add(engine.world, bullet[me]); //add bullet to world
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},
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boomBot(position = mech.pos) {
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boomBot(position = { x: mech.pos.x + 50 * (Math.random() - 0.5), y: mech.pos.y + 50 * (Math.random() - 0.5) }) {
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const me = bullet.length;
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const dir = mech.angle;
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const RADIUS = (7 + 2 * Math.random())
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@@ -1521,7 +1521,7 @@ const b = {
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})
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World.add(engine.world, bullet[me]); //add bullet to world
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},
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plasmaBot(position = mech.pos) {
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plasmaBot(position = { x: mech.pos.x + 50 * (Math.random() - 0.5), y: mech.pos.y + 50 * (Math.random() - 0.5) }) {
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const me = bullet.length;
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const dir = mech.angle;
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const RADIUS = 21
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@@ -2135,8 +2135,8 @@ const b = {
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name: "flechettes",
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description: "fire a volley of <strong class='color-p'>uranium-235</strong> <strong>needles</strong><br>does <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
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ammo: 0,
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ammoPack: 55,
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defaultAmmoPack: 55,
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ammoPack: 65,
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defaultAmmoPack: 65,
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have: false,
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count: 0, //used to track how many shots are in a volley before a big CD
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lastFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
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@@ -2163,9 +2163,9 @@ const b = {
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this.immuneList.push(who.id)
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who.foundPlayer();
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if (mod.isFastDot) {
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mobs.statusDoT(who, 4, 30)
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mobs.statusDoT(who, 3.78, 30)
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} else {
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mobs.statusDoT(who, 0.66, mod.isSlowDot ? 360 : 180)
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mobs.statusDoT(who, 0.63, mod.isSlowDot ? 360 : 180)
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}
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game.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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@@ -2222,10 +2222,10 @@ const b = {
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makeFlechette(mech.angle - 0.02 - 0.005 * Math.random())
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}
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const CD = (mech.crouch) ? 60 : 30
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const CD = (mech.crouch) ? 50 : 20
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if (this.lastFireCycle + CD < mech.cycle) this.count = 0 //reset count if it cycles past the CD
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this.lastFireCycle = mech.cycle
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if (this.count > ((mech.crouch) ? 7 : 1)) {
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if (this.count > ((mech.crouch) ? 8 : 1)) {
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this.count = 0
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mech.fireCDcycle = mech.cycle + Math.floor(CD * b.fireCD); // cool down
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const who = bullet[bullet.length - 1]
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@@ -13,7 +13,7 @@ const level = {
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// game.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(9)
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// level.difficultyIncrease(99)
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// game.zoomScale = 1000;
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// game.setZoom();
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// mech.setField("wormhole")
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@@ -2300,7 +2300,7 @@ const level = {
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//chance to spawn a ring of exploding mobs around this boss
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if (game.difficulty > 6) spawn.nodeBoss(2850, -80, "spawns", 8, 20, 105);
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} else {
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spawn.randomLevelBoss(2200, -650)
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spawn.randomLevelBoss(2200, -450)
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}
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}
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powerUps.addRerollToLevel() //needs to run after mobs are spawned
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@@ -1043,14 +1043,16 @@ const mobs = {
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for (let i = 0; i < len; i++) {
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b.spore(this.position)
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}
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} else if (mod.isExplodeMob) {
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b.explosion(this.position, Math.min(600, Math.sqrt(this.mass + 2.75) * 55))
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} else if (mod.nailsDeathMob) {
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b.targetedNail(this.position, mod.nailsDeathMob, 39 + 6 * Math.random())
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}
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if (Math.random() < mod.isBotSpawner) {
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b.randomBot(this.position, false)
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bullet[bullet.length - 1].endCycle = game.cycle + 1000 + Math.floor(400 * Math.random())
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this.leaveBody = false; // no body since it turned into the bot
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}
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if (mod.isExplodeMob) b.explosion(this.position, Math.min(550, Math.sqrt(this.mass + 2.5) * 50))
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if (mod.nailsDeathMob) b.targetedNail(this.position, mod.nailsDeathMob, 40 + 7 * Math.random())
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} else if (mod.isShieldAmmo && this.shield) {
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let type = mod.isEnergyNoAmmo ? "heal" : "ammo"
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if (Math.random() < 0.4) {
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174
js/mods.js
174
js/mods.js
@@ -83,6 +83,8 @@ const mod = {
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damageFromMods() {
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let dmg = mech.fieldDamage
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// if (mod.aimDamage>1)
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if (mod.isLowEnergyDamage) dmg *= 1 + Math.max(0, 1 - mech.energy) * 0.5
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if (mod.isMaxEnergyMod) dmg *= 1.4
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if (mod.isEnergyNoAmmo) dmg *= 1.5
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if (mod.isDamageForGuns) dmg *= 1 + 0.07 * b.inventory.length
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if (mod.isLowHealthDmg) dmg *= 1 + 0.6 * Math.max(0, 1 - mech.health)
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@@ -100,7 +102,7 @@ const mod = {
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return dmg * mod.slowFire * mod.aimDamage
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},
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duplicationChance() {
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return (mod.isBayesian ? 0.16 : 0) + mod.cancelCount * 0.04 + mod.duplicateChance + mech.duplicateChance
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return (mod.isBayesian ? 0.2 : 0) + mod.cancelCount * 0.04 + mod.duplicateChance + mech.duplicateChance
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},
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totalBots() {
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return mod.foamBotCount + mod.nailBotCount + mod.laserBotCount + mod.boomBotCount + mod.plasmaBotCount + mod.orbitBotCount
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@@ -122,7 +124,7 @@ const mod = {
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}
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}, {
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name: "capacitor",
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description: "increase <strong class='color-d'>damage</strong> by <strong>1%</strong><br>for every <strong>7%</strong> stored <strong class='color-f'>energy</strong>",
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description: "increase <strong class='color-d'>damage</strong> by <strong>1%</strong><br>for every <strong>7</strong> stored <strong class='color-f'>energy</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -153,7 +155,7 @@ const mod = {
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}
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},
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{
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name: "acute stress response",
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name: "exothermic process",
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description: "increase <strong class='color-d'>damage</strong> by <strong>50%</strong><br>if a mob <strong>dies</strong> drain stored <strong class='color-f'>energy</strong> by <strong>25%</strong>",
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maxCount: 1,
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count: 0,
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@@ -168,6 +170,40 @@ const mod = {
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mod.isEnergyLoss = false;
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}
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},
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{
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name: "heat engine",
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description: `increase <strong class='color-d'>damage</strong> by <strong>40%</strong>, but<br>reduce maximum <strong class='color-f'>energy</strong> by <strong>50</strong>`,
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.isEnergyLoss && mech.maxEnergy === 1 && !mod.isMissileField && !mod.isSporeField && !mod.isTimeAvoidDeath
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},
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requires: "heat engine, not max energy increase, CPT, missile or spore nano-scale",
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effect() {
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mod.isMaxEnergyMod = true;
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mech.setMaxEnergy()
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},
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remove() {
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mod.isMaxEnergyMod = false;
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mech.setMaxEnergy()
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}
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},
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{
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name: "Gibbs free energy",
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description: `increase <strong class='color-d'>damage</strong> by <strong>5%</strong><br>for every <strong>10</strong> <strong class='color-f'>energy</strong> below <strong>100</strong>`,
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.isEnergyLoss && mech.maxEnergy < 1.1
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},
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requires: "heat engine",
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effect() {
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mod.isLowEnergyDamage = true;
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},
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remove() {
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mod.isLowEnergyDamage = false;
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}
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},
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{
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name: "rest frame",
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description: "increase <strong class='color-d'>damage</strong> by <strong>25%</strong><br>when not <strong>moving</strong>",
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@@ -202,13 +238,13 @@ const mod = {
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},
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{
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name: "fluoroantimonic acid",
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description: "increase <strong class='color-d'>damage</strong> by <strong>40%</strong><br>when your <strong>health</strong> is above <strong>100%</strong>",
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description: "increase <strong class='color-d'>damage</strong> by <strong>40%</strong><br>when your <strong>health</strong> is above <strong>100</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return mech.maxHealth > 1;
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},
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requires: "health above 100%",
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requires: "health above 100",
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effect() {
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mod.isAcidDmg = true;
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},
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@@ -218,13 +254,13 @@ const mod = {
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},
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{
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name: "negative feedback",
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description: "increase <strong class='color-d'>damage</strong> by <strong>6%</strong><br>for every <strong>10%</strong> missing base <strong>health</strong>",
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description: "increase <strong class='color-d'>damage</strong> by <strong>6%</strong><br>for every <strong>10</strong> missing base <strong>health</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return mech.health < 0.6 || build.isCustomSelection
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},
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requires: "health below 60%",
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requires: "health below 60",
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effect() {
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mod.isLowHealthDmg = true; //used in mob.damage()
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},
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@@ -283,7 +319,7 @@ const mod = {
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},
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{
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name: "Ψ(t) collapse",
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description: "<strong>66%</strong> decreased <strong><em>delay</em></strong> after firing<br>if you have no <strong class='color-r'>rerolls</strong>",
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description: "<strong>66%</strong> decreased <strong><em>delay</em></strong> after firing<br>when you have no <strong class='color-r'>rerolls</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -341,9 +377,9 @@ const mod = {
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maxCount: 3,
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count: 0,
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allowed() {
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return true
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return mod.nailsDeathMob || mod.sporesOnDeath || mod.isExplodeMob
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},
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requires: "",
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requires: "zoospore vector or impact shear or thermal runaway",
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effect: () => {
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mod.mobSpawnWithHealth *= 0.88
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@@ -362,9 +398,9 @@ const mod = {
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maxCount: 9,
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count: 0,
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allowed() {
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return true
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return !mod.nailsDeathMob && !mod.isExplodeMob
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},
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requires: "",
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requires: "not impact shear or thermal runaway",
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effect() {
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mod.sporesOnDeath += 0.09;
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for (let i = 0; i < 8; i++) {
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@@ -381,9 +417,9 @@ const mod = {
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maxCount: 9,
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count: 0,
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allowed() {
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return true
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return !mod.sporesOnDeath && !mod.isExplodeMob
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},
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requires: "",
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requires: "not zoospore vector or thermal runaway",
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effect: () => {
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mod.nailsDeathMob++
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},
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@@ -397,9 +433,9 @@ const mod = {
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maxCount: 1,
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count: 0,
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allowed() {
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return true
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return (mod.haveGunCheck("missiles") || mod.isIncendiary || (mod.haveGunCheck("grenades") && !mod.isNeutronBomb) || mod.haveGunCheck("vacuum bomb") || mod.isPulseLaser || mod.isMissileField || mod.boomBotCount > 1 || mod.isFlechetteExplode) && !mod.sporesOnDeath && !mod.nailsDeathMob
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},
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requires: "",
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requires: "an explosive damage source, not zoospore vector or impact shear",
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effect: () => {
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mod.isExplodeMob = true;
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},
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@@ -490,13 +526,13 @@ const mod = {
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},
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{
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name: "bot fabrication",
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description: "anytime you collect <strong>4</strong> <strong class='color-r'>rerolls</strong><br>use them to build a <strong>random bot</strong>",
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description: "anytime you collect <strong>5</strong> <strong class='color-r'>rerolls</strong><br>use them to build a <strong>random bot</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return powerUps.reroll.rerolls > 3 || build.isCustomSelection
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return powerUps.reroll.rerolls > 5 || build.isCustomSelection
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},
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requires: "at least 4 rerolls",
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requires: "at least 6 rerolls",
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effect() {
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mod.isRerollBots = true;
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powerUps.reroll.changeRerolls(0)
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@@ -524,7 +560,7 @@ const mod = {
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},
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{
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name: "nail-bot upgrade",
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description: "<strong>300%</strong> increased <strong> fire rate</strong><br><em>applies to all current and future nail-bots</em>",
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description: "<strong>500%</strong> increased <strong> fire rate</strong><br><em>applies to all current and future nail-bots</em>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -731,7 +767,7 @@ const mod = {
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.totalBots() > 6 && !mod.isEnergyHealth
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return mod.totalBots() > 6
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},
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requires: "6 or more bots",
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effect() {
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@@ -808,11 +844,12 @@ const mod = {
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maxCount: 1,
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count: 0,
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allowed() {
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return true
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return mod.duplicationChance() > 0
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},
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requires: "",
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requires: "some power up duplication",
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effect() {
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mod.isMineDrop = true;
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if (mod.isMineDrop) b.mine(mech.pos, { x: 0, y: 0 }, 0, mod.isMineAmmoBack)
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},
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remove() {
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mod.isMineDrop = false;
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@@ -1002,13 +1039,13 @@ const mod = {
|
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},
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{
|
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name: "CPT reversal",
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description: "<strong>rewind 2-4</strong> seconds to avoid <strong class='color-harm'>harm</strong><br>drains a minimum of <strong>100%</strong> <strong class='color-f'>energy</strong>",
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description: "<strong>rewind 1.5 - 5</strong> seconds to avoid <strong class='color-harm'>harm</strong><br>drains <strong>66 - 220</strong> <strong class='color-f'>energy</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return (mech.fieldUpgrades[mech.fieldMode].name !== "nano-scale manufacturing" || mech.maxEnergy > 1) && mech.fieldUpgrades[mech.fieldMode].name !== "standing wave harmonics" && !mod.isEnergyHealth && !mod.isEnergyLoss && !mod.isPiezo
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return mech.maxEnergy > 0.99 && (mech.fieldUpgrades[mech.fieldMode].name !== "nano-scale manufacturing" || mech.maxEnergy > 1) && mech.fieldUpgrades[mech.fieldMode].name !== "standing wave harmonics" && !mod.isEnergyHealth && !mod.isEnergyLoss && !mod.isPiezo
|
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},
|
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requires: "not nano-scale manufacturing, mass-energy equivalence, standing wave harmonics, acute stress response, piezoelectricity",
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requires: "not nano-scale, mass-energy, standing wave, acute stress, piezoelectricity",
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effect() {
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mod.isTimeAvoidDeath = true;
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},
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@@ -1018,7 +1055,7 @@ const mod = {
|
||||
},
|
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{
|
||||
name: "piezoelectricity",
|
||||
description: "<strong>colliding</strong> with mobs overfills <strong class='color-f'>energy</strong> by <strong>200%</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>15%</strong>",
|
||||
description: "<strong>colliding</strong> with mobs overfills <strong class='color-f'>energy</strong> by <strong>200</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>15%</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -1039,9 +1076,9 @@ const mod = {
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return mod.isPiezo && mod.energyRegen > 0.001
|
||||
return mod.isPiezo && mod.energyRegen !== 0.004
|
||||
},
|
||||
requires: "piezoelectricity",
|
||||
requires: "piezoelectricity, not time crystals",
|
||||
effect: () => {
|
||||
mod.energyRegen = 0;
|
||||
mech.fieldRegen = mod.energyRegen;
|
||||
@@ -1057,7 +1094,7 @@ const mod = {
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return !mod.isPiezo && !mod.isTimeAvoidDeath && !mod.isSpeedHarm && mech.fieldUpgrades[mech.fieldMode].name !== "negative mass field"
|
||||
return !mod.isEnergyLoss && !mod.isPiezo && !mod.isTimeAvoidDeath && !mod.isSpeedHarm && mech.fieldUpgrades[mech.fieldMode].name !== "negative mass field"
|
||||
},
|
||||
requires: "not piezoelectricity, acute stress response, 1st law, negative mass field",
|
||||
effect: () => {
|
||||
@@ -1081,7 +1118,7 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "1st ionization energy",
|
||||
description: "each <strong class='color-h'>heal</strong> <strong>power up</strong> you collect<br>increases your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>4%</strong>",
|
||||
description: "each <strong class='color-h'>heal</strong> <strong>power up</strong> you collect<br>increases your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>4</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -1106,13 +1143,13 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "overcharge",
|
||||
description: "increase your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>50%</strong>",
|
||||
description: "increase your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>50</strong>",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return true
|
||||
return mech.maxEnergy > 0.99
|
||||
},
|
||||
requires: "",
|
||||
requires: "max energy >= 1",
|
||||
effect() {
|
||||
// mech.maxEnergy += 0.5
|
||||
// mech.energy += 0.5
|
||||
@@ -1130,9 +1167,9 @@ const mod = {
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return true
|
||||
return mod.damageFromMods() > 1
|
||||
},
|
||||
requires: "",
|
||||
requires: "some increased damage",
|
||||
effect() {
|
||||
mod.energySiphon += 0.07;
|
||||
},
|
||||
@@ -1146,9 +1183,9 @@ const mod = {
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return true
|
||||
return mech.maxEnergy > 0.99
|
||||
},
|
||||
requires: "",
|
||||
requires: "max energy >= 1",
|
||||
effect() {
|
||||
mod.isEnergyRecovery = true;
|
||||
},
|
||||
@@ -1158,7 +1195,7 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "scrap recycling",
|
||||
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br><strong class='color-h'>heal</strong> <strong>1%</strong> of max health every second",
|
||||
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br>regain <strong>1%</strong> of max <strong class='color-h'>health</strong> every second",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -1178,9 +1215,9 @@ const mod = {
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return !mod.isEnergyHealth
|
||||
return !mod.isEnergyHealth && mod.damageFromMods() > 1
|
||||
},
|
||||
requires: "not mass-energy equivalence",
|
||||
requires: "some increased damage, not mass-energy equivalence",
|
||||
effect() {
|
||||
mod.healthDrain += 0.01;
|
||||
},
|
||||
@@ -1190,7 +1227,7 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "supersaturation",
|
||||
description: "increase your <strong>maximum</strong> <strong class='color-h'>health</strong> by <strong>50%</strong>",
|
||||
description: "increase your <strong>maximum</strong> <strong class='color-h'>health</strong> by <strong>50</strong>",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -1210,7 +1247,7 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "crystallized armor",
|
||||
description: "increase <strong>maximum</strong> <strong class='color-h'>health</strong> by <strong>5%</strong> for each<br>unused <strong>power up</strong> at the end of a <strong>level</strong>",
|
||||
description: "increase <strong>maximum</strong> <strong class='color-h'>health</strong> by <strong>5</strong> for each<br>unused <strong>power up</strong> at the end of a <strong>level</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -1228,7 +1265,7 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "negentropy",
|
||||
description: `at the start of each <strong>level</strong><br>spawn a <strong class='color-h'>heal</strong> for every <strong>50%</strong> missing health`,
|
||||
description: `at the start of each <strong>level</strong><br>spawn a <strong class='color-h'>heal</strong> for every <strong>50</strong> missing health`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -1302,7 +1339,7 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "Bayesian statistics",
|
||||
description: "<strong>16%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>after a <strong>collision</strong>, <strong>eject</strong> one of your <strong class='color-m'>mods</strong>",
|
||||
description: "<strong>20%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>after a <strong>collision</strong>, <strong>eject</strong> one of your <strong class='color-m'>mods</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -1342,9 +1379,9 @@ const mod = {
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return !mod.isDeterminism
|
||||
return mod.duplicationChance() > 0 && !mod.isDeterminism
|
||||
},
|
||||
requires: "not determinism",
|
||||
requires: "a chance to duplicate power ups, not determinism",
|
||||
effect() {
|
||||
mod.isCancelDuplication = true
|
||||
mod.cancelCount = 0
|
||||
@@ -1380,7 +1417,7 @@ const mod = {
|
||||
isNonRefundable: true,
|
||||
isCustomHide: true,
|
||||
allowed() {
|
||||
return (mod.totalCount > 0) && !mod.isSuperDeterminism && mod.duplicationChance() > 0
|
||||
return (mod.totalCount > 3) && !mod.isSuperDeterminism
|
||||
},
|
||||
requires: "at least 1 mod, a chance to duplicate power ups",
|
||||
effect: () => {
|
||||
@@ -1410,7 +1447,7 @@ const mod = {
|
||||
isNonRefundable: true,
|
||||
isCustomHide: true,
|
||||
allowed() {
|
||||
return (mod.totalCount > 0) && !mod.isSuperDeterminism && mod.duplicationChance() > 0
|
||||
return (mod.totalCount > 3) && !mod.isSuperDeterminism && mod.duplicationChance() > 0
|
||||
},
|
||||
requires: "at least 1 mod, a chance to duplicate power ups",
|
||||
effect: () => {
|
||||
@@ -1433,18 +1470,19 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "exchange symmetry",
|
||||
description: `spawn <strong>1</strong> <strong class='color-m'>mod</strong><br>with <strong>double</strong> your normal chance for power up <strong class='color-dup'>duplication</strong>`,
|
||||
description: `use a <strong class='color-r'>reroll</strong> to spawn <strong>1</strong> <strong class='color-m'>mod</strong><br>with <strong>double</strong> your <strong class='color-dup'>duplication</strong> chance`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
isNonRefundable: true,
|
||||
isCustomHide: true,
|
||||
allowed() {
|
||||
return !mod.isSuperDeterminism && mod.duplicationChance() > 0
|
||||
return !mod.isSuperDeterminism && mod.duplicationChance() > 0 && powerUps.reroll.rerolls > 1
|
||||
},
|
||||
requires: "at least 1 mod, a chance to duplicate power ups",
|
||||
requires: "at least 1 mod and 1 reroll, a chance to duplicate power ups",
|
||||
effect: () => {
|
||||
powerUps.reroll.changeRerolls(-1)
|
||||
const chanceStore = mod.duplicateChance
|
||||
mod.duplicateChance = (mod.isBayesian ? 0.16 : 0) + mod.cancelCount * 0.04 + mech.duplicateChance + mod.duplicateChance * 2 //increase duplication chance to simulate doubling all 3 sources of duplication chance
|
||||
mod.duplicateChance = (mod.isBayesian ? 0.2 : 0) + mod.cancelCount * 0.04 + mech.duplicateChance + mod.duplicateChance * 2 //increase duplication chance to simulate doubling all 3 sources of duplication chance
|
||||
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
|
||||
mod.duplicateChance = chanceStore
|
||||
},
|
||||
@@ -1612,7 +1650,7 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "determinism",
|
||||
description: "spawn <strong>4</strong> <strong class='color-m'>mods</strong><br><strong class='color-m'>mods</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have only <strong>1 choice</strong>",
|
||||
description: "spawn <strong>5</strong> <strong class='color-m'>mods</strong><br><strong class='color-m'>mods</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have only <strong>1 choice</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
isNonRefundable: true,
|
||||
@@ -1622,7 +1660,7 @@ const mod = {
|
||||
requires: "not cardinality, not futures or commodities exchanges",
|
||||
effect: () => {
|
||||
mod.isDeterminism = true;
|
||||
for (let i = 0; i < 4; i++) { //if you change the six also change it in Born rule
|
||||
for (let i = 0; i < 5; i++) { //if you change the six also change it in Born rule
|
||||
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
|
||||
}
|
||||
},
|
||||
@@ -1632,7 +1670,7 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "superdeterminism",
|
||||
description: "spawn <strong>6</strong> <strong class='color-m'>mods</strong><br><strong class='color-r'>rerolls</strong>, <strong class='color-g'>guns</strong>, and <strong class='color-f'>fields</strong> no longer <strong>spawn</strong>",
|
||||
description: "spawn <strong>7</strong> <strong class='color-m'>mods</strong><br><strong class='color-r'>rerolls</strong>, <strong class='color-g'>guns</strong>, and <strong class='color-f'>fields</strong> no longer <strong>spawn</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
isNonRefundable: true,
|
||||
@@ -1642,7 +1680,7 @@ const mod = {
|
||||
requires: "determinism",
|
||||
effect: () => {
|
||||
mod.isSuperDeterminism = true;
|
||||
for (let i = 0; i < 6; i++) { //if you change the six also change it in Born rule
|
||||
for (let i = 0; i < 7; i++) { //if you change the six also change it in Born rule
|
||||
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
|
||||
}
|
||||
},
|
||||
@@ -1790,7 +1828,7 @@ const mod = {
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return !mod.isPerpetualReroll && !mod.isPerpetualHeal && !mod.isPerpetualReroll && !mod.isPerpetualStun
|
||||
return !mod.isPerpetualReroll && !mod.isPerpetualHeal && !mod.isPerpetualReroll && !mod.isPerpetualStun && !mod.isEnergyNoAmmo
|
||||
},
|
||||
requires: "only 1 perpetual effect, not exciton lattice",
|
||||
effect() {
|
||||
@@ -2425,7 +2463,7 @@ const mod = {
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return mod.haveGunCheck("mine") && !mod.isMineAmmoBack
|
||||
return (mod.haveGunCheck("mine") && !mod.isMineAmmoBack) || mod.isMineDrop
|
||||
},
|
||||
requires: "mine, not mine reclamation",
|
||||
effect() {
|
||||
@@ -2441,7 +2479,7 @@ const mod = {
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot + (mod.haveGunCheck("nail gun") && !mod.isIncendiary)) * 2 > 1
|
||||
return mod.isMineDrop + mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot + (mod.haveGunCheck("nail gun") && !mod.isIncendiary)) * 2 > 1
|
||||
},
|
||||
requires: "nails",
|
||||
effect() {
|
||||
@@ -2457,7 +2495,7 @@ const mod = {
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot + (mod.haveGunCheck("nail gun") && !mod.isIncendiary)) * 2 > 1
|
||||
return mod.isMineDrop + mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot + (mod.haveGunCheck("nail gun") && !mod.isIncendiary)) * 2 > 1
|
||||
},
|
||||
requires: "nails",
|
||||
effect() {
|
||||
@@ -2534,7 +2572,7 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "mutualism",
|
||||
description: "increase <strong class='color-p' style='letter-spacing: 2px;'>spore</strong> <strong class='color-d'>damage</strong> by <strong>100%</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> borrow <strong>1%</strong> <strong>health</strong> until they <strong>die</strong>",
|
||||
description: "increase <strong class='color-p' style='letter-spacing: 2px;'>spore</strong> <strong class='color-d'>damage</strong> by <strong>100%</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> borrow <strong>1</strong> <strong>health</strong> until they <strong>die</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -2614,7 +2652,7 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "thermoelectric effect",
|
||||
description: "<strong>killing</strong> mobs with <strong>ice IX</strong> gives <strong>4%</strong> <strong class='color-h'>health</strong><br>and overloads <strong class='color-f'>energy</strong> by <strong>50%</strong> of your max",
|
||||
description: "<strong>killing</strong> mobs with <strong>ice IX</strong> gives <strong>4</strong> <strong class='color-h'>health</strong><br>and overloads <strong class='color-f'>energy</strong> by <strong>100</strong>",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -3181,7 +3219,7 @@ const mod = {
|
||||
requires: "nano-scale manufacturing",
|
||||
effect: () => {
|
||||
mod.isMassEnergy = true // used in mech.grabPowerUp
|
||||
if (mech.energy < mech.maxEnergy * 2.5) mech.energy = mech.maxEnergy * 2.5
|
||||
mech.energy += mech.maxEnergy * 2.5
|
||||
},
|
||||
remove() {
|
||||
mod.isMassEnergy = false;
|
||||
@@ -3193,7 +3231,7 @@ const mod = {
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(mod.isMissileField || mod.isIceField || mod.isFastDrones || mod.isDroneGrab)
|
||||
return mech.maxEnergy > 0.99 && mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(mod.isMissileField || mod.isIceField || mod.isFastDrones || mod.isDroneGrab)
|
||||
},
|
||||
requires: "nano-scale manufacturing",
|
||||
effect() {
|
||||
@@ -3209,7 +3247,7 @@ const mod = {
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(mod.isSporeField || mod.isIceField || mod.isFastDrones || mod.isDroneGrab)
|
||||
return mech.maxEnergy > 0.99 && mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(mod.isSporeField || mod.isIceField || mod.isFastDrones || mod.isDroneGrab)
|
||||
},
|
||||
requires: "nano-scale manufacturing",
|
||||
effect() {
|
||||
@@ -3319,7 +3357,7 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "Penrose process",
|
||||
description: "after a <strong>block</strong> falls into a <strong class='color-worm'>wormhole</strong><br>your <strong class='color-f'>energy</strong> overfills by <strong>50%</strong>",
|
||||
description: "after a <strong>block</strong> falls into a <strong class='color-worm'>wormhole</strong><br>your <strong class='color-f'>energy</strong> overfills by <strong>50</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -3632,4 +3670,6 @@ const mod = {
|
||||
isCancelRerolls: null,
|
||||
isBotDamage: null,
|
||||
isBanish: null,
|
||||
isMaxEnergyMod: null,
|
||||
isLowEnergyDamage: null
|
||||
}
|
||||
26
js/player.js
26
js/player.js
@@ -492,8 +492,8 @@ const mech = {
|
||||
return dmg
|
||||
},
|
||||
damage(dmg) {
|
||||
if (mod.isTimeAvoidDeath && mech.energy > 0.97) {
|
||||
const steps = Math.floor(Math.min(240, 120 * mech.energy)) //go back 2 seconds at 100% energy
|
||||
if (mod.isTimeAvoidDeath && mech.energy > 0.66) {
|
||||
const steps = Math.floor(Math.min(299, 137 * mech.energy)) //go back 2 seconds at 100% energy
|
||||
let history = mech.history[(mech.cycle - steps) % 300]
|
||||
Matter.Body.setPosition(player, history.position);
|
||||
Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
|
||||
@@ -511,8 +511,8 @@ const mech = {
|
||||
}
|
||||
}
|
||||
|
||||
mech.energy = Math.max(mech.energy - steps, 0.01)
|
||||
mech.immuneCycle = mech.cycle + mod.collisionImmuneCycles; //player is immune to collision damage for 30 cycles
|
||||
mech.energy = Math.max(mech.energy - steps / 136, 0.01)
|
||||
mech.immuneCycle = mech.cycle + 30; //player is immune to collision damage for 30 cycles
|
||||
|
||||
let isDrawPlayer = true
|
||||
const shortPause = function() {
|
||||
@@ -541,7 +541,7 @@ const mech = {
|
||||
};
|
||||
|
||||
if (mech.defaultFPSCycle < mech.cycle) requestAnimationFrame(shortPause);
|
||||
game.fpsCap = 4 //1 is shortest pause, 4 is standard
|
||||
game.fpsCap = 3 //1 is shortest pause, 4 is standard
|
||||
game.fpsInterval = 1000 / game.fpsCap;
|
||||
mech.defaultFPSCycle = mech.cycle
|
||||
return
|
||||
@@ -838,7 +838,7 @@ const mech = {
|
||||
}
|
||||
},
|
||||
setMaxEnergy() {
|
||||
mech.maxEnergy = 1 + mod.bonusEnergy + mod.healMaxEnergyBonus
|
||||
mech.maxEnergy = (mod.isMaxEnergyMod ? 0.5 : 1) + mod.bonusEnergy + mod.healMaxEnergyBonus
|
||||
},
|
||||
fieldMeterColor: "#0cf",
|
||||
drawFieldMeter(bgColor = "rgba(0, 0, 0, 0.4)", range = 60) {
|
||||
@@ -2253,7 +2253,7 @@ const mech = {
|
||||
ctx.fill();
|
||||
ctx.globalCompositeOperation = "source-over";
|
||||
ctx.beginPath();
|
||||
ctx.ellipse(mech.fieldPosition.x, mech.fieldPosition.y, 1.2 * mech.fieldRadius * off1, 1.2 * mech.fieldRadius * off2, rotate, 0, mech.energy * 2 * Math.PI);
|
||||
ctx.ellipse(mech.fieldPosition.x, mech.fieldPosition.y, 1.2 * mech.fieldRadius * off1, 1.2 * mech.fieldRadius * off2, rotate, 0, 2 * Math.PI * mech.energy / mech.maxEnergy);
|
||||
ctx.strokeStyle = "#000";
|
||||
ctx.lineWidth = 4;
|
||||
ctx.stroke();
|
||||
@@ -2367,12 +2367,12 @@ const mech = {
|
||||
mech.fieldRange *= 0.8
|
||||
if (mod.isWormholeEnergy) mech.energy += 0.5
|
||||
if (mod.isWormSpores) { //pandimensionalspermia
|
||||
for (let i = 0, len = Math.ceil(2 * Math.random()); i < len; i++) {
|
||||
b.spore(Vector.add(mech.hole.pos1, Vector.rotate({
|
||||
x: mech.fieldRange,
|
||||
for (let i = 0, len = Math.ceil(3 * Math.random()); i < len; i++) {
|
||||
b.spore(Vector.add(mech.hole.pos2, Vector.rotate({
|
||||
x: mech.fieldRange * 0.4,
|
||||
y: 0
|
||||
}, 2 * Math.PI * Math.random())))
|
||||
Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(mech.hole.unit, Math.PI / 2), 15));
|
||||
Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(mech.hole.unit, Math.PI / 2), -15));
|
||||
}
|
||||
}
|
||||
break
|
||||
@@ -2393,9 +2393,9 @@ const mech = {
|
||||
// if (mod.isWormholeEnergy && mech.energy < mech.maxEnergy * 2) mech.energy = mech.maxEnergy * 2
|
||||
if (mod.isWormholeEnergy) mech.energy += 0.5
|
||||
if (mod.isWormSpores) { //pandimensionalspermia
|
||||
for (let i = 0, len = Math.ceil(2 * Math.random()); i < len; i++) {
|
||||
for (let i = 0, len = Math.ceil(3 * Math.random()); i < len; i++) {
|
||||
b.spore(Vector.add(mech.hole.pos1, Vector.rotate({
|
||||
x: mech.fieldRange,
|
||||
x: mech.fieldRange * 0.4,
|
||||
y: 0
|
||||
}, 2 * Math.PI * Math.random())))
|
||||
Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(mech.hole.unit, Math.PI / 2), 15));
|
||||
|
||||
@@ -54,14 +54,7 @@ const powerUps = {
|
||||
powerUps.mod.banishLog.push(powerUps.mod.choiceLog[powerUps.mod.choiceLog.length - 1 - i])
|
||||
}
|
||||
}
|
||||
if (powerUps.mod.lastTotalChoices - powerUps.mod.banishLog.length < 1) { //check for out of mods to banish
|
||||
for (let i = 0, len = mod.mods.length; i < len; i++) {
|
||||
if (mod.mods[i].name === "erase") powerUps.ejectMod(i)
|
||||
}
|
||||
game.makeTextLog(`No <strong class='color-m'>mods</strong> left<br>erased <strong class='color-m'>mods</strong> have been recovered`, 300)
|
||||
} else {
|
||||
game.makeTextLog(`about ${powerUps.mod.lastTotalChoices - powerUps.mod.banishLog.length} estimated <strong class='color-m'>mods</strong> left`, 300)
|
||||
}
|
||||
game.makeTextLog(`about ${Math.max(0,powerUps.mod.lastTotalChoices - powerUps.mod.banishLog.length)} estimated <strong class='color-m'>mods</strong> left`, 300)
|
||||
}
|
||||
}
|
||||
if (mod.manyWorlds && powerUps.reroll.rerolls < 1) {
|
||||
@@ -93,7 +86,7 @@ const powerUps = {
|
||||
if (powerUps.reroll.rerolls < 0) powerUps.reroll.rerolls = 0
|
||||
|
||||
if (mod.isRerollBots) {
|
||||
const limit = 4
|
||||
const limit = 5
|
||||
for (; powerUps.reroll.rerolls > limit - 1; powerUps.reroll.rerolls -= limit) {
|
||||
b.randomBot()
|
||||
if (mod.renormalization) {
|
||||
@@ -153,17 +146,7 @@ const powerUps = {
|
||||
powerUps.mod.banishLog.push(powerUps.mod.choiceLog[powerUps.mod.choiceLog.length - 1 - i])
|
||||
}
|
||||
}
|
||||
if (powerUps.mod.lastTotalChoices - powerUps.mod.banishLog.length < 1) {
|
||||
for (let i = 0, len = mod.mods.length; i < len; i++) {
|
||||
if (mod.mods[i].name === "erase") {
|
||||
powerUps.ejectMod(i)
|
||||
}
|
||||
}
|
||||
game.makeTextLog(`No <strong class='color-m'>mods</strong> left<br>erased <strong class='color-m'>mods</strong> have been recovered`, 300)
|
||||
|
||||
} else {
|
||||
game.makeTextLog(`about ${powerUps.mod.lastTotalChoices - powerUps.mod.banishLog.length} estimated <strong class='color-m'>mods</strong> left`, 300)
|
||||
}
|
||||
game.makeTextLog(`about ${Math.max(0,powerUps.mod.lastTotalChoices - powerUps.mod.banishLog.length)} estimated <strong class='color-m'>mods</strong> left`, 300)
|
||||
}
|
||||
powerUps[type].effect();
|
||||
},
|
||||
@@ -312,8 +295,7 @@ const powerUps = {
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
//remove repeats from last selection
|
||||
} else { //remove repeats from last selection
|
||||
const totalChoices = mod.isDeterminism ? 1 : 3 + mod.isExtraChoice * 2
|
||||
if (powerUps.mod.choiceLog.length > totalChoices || powerUps.mod.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove
|
||||
for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
|
||||
@@ -365,7 +347,16 @@ const powerUps = {
|
||||
document.getElementById("choose-grid").innerHTML = text
|
||||
powerUps.showDraft();
|
||||
} else {
|
||||
powerUps.giveRandomAmmo()
|
||||
if (mod.isBanish) {
|
||||
for (let i = 0, len = mod.mods.length; i < len; i++) {
|
||||
if (mod.mods[i].name === "erase") powerUps.ejectMod(i)
|
||||
}
|
||||
game.makeTextLog(`No <strong class='color-m'>mods</strong> left<br>erased <strong class='color-m'>mods</strong> have been recovered`, 300)
|
||||
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
|
||||
powerUps.endDraft("mod");
|
||||
} else {
|
||||
powerUps.giveRandomAmmo()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
10
js/spawn.js
10
js/spawn.js
@@ -94,7 +94,7 @@ const spawn = {
|
||||
me.frictionAir = 0.01;
|
||||
me.memory = Infinity;
|
||||
me.locatePlayer();
|
||||
const density = 0.9
|
||||
const density = 0.85
|
||||
Matter.Body.setDensity(me, density); //extra dense //normal is 0.001 //makes effective life much larger
|
||||
// spawn.shield(me, x, y, 1);
|
||||
me.onDeath = function() {
|
||||
@@ -179,15 +179,17 @@ const spawn = {
|
||||
if (this.mode !== 3) Matter.Body.setAngularVelocity(this, 0.1)
|
||||
//fire a bullet from each vertex
|
||||
let whoSpawn = spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)];
|
||||
for (let i = 0, len = this.vertices.length; i < len; i++) {
|
||||
|
||||
const step = (this.health > 0.75) ? 2 : 1
|
||||
for (let i = 0, len = this.vertices.length; i < len; i += step) {
|
||||
spawn[whoSpawn](this.vertices[i].x, this.vertices[i].y);
|
||||
//give the bullet a rotational velocity as if they were attached to a vertex
|
||||
const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[i]))), -18)
|
||||
const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[i]))), -18) //give the mob a rotational velocity as if they were attached to a vertex
|
||||
Matter.Body.setVelocity(mob[mob.length - 1], {
|
||||
x: this.velocity.x + velocity.x,
|
||||
y: this.velocity.y + velocity.y
|
||||
});
|
||||
}
|
||||
|
||||
if (game.difficulty > 60) {
|
||||
spawn.randomLevelBoss(3000, -1100)
|
||||
if (game.difficulty > 100) {
|
||||
|
||||
52
todo.txt
52
todo.txt
@@ -1,5 +1,13 @@
|
||||
*********** NEXT PATCH ***********
|
||||
|
||||
added more requirements to various mods
|
||||
|
||||
CPT reversal is more flexible with energy
|
||||
1.5-5 seconds of rewind drains 66% - 220% energy
|
||||
|
||||
mod: exothermic process - renamed acute stress response
|
||||
mod: heat engine - reduce max energy by 50 increase damage by 40%
|
||||
mod: Gibbs free energy - gain 5% damage for every 10 energy below 100
|
||||
|
||||
************** BUGS **************
|
||||
|
||||
@@ -25,21 +33,33 @@
|
||||
|
||||
************** TODO **************
|
||||
|
||||
extend erase to cancel
|
||||
mod that gives a bonus for low energy
|
||||
damage again or something different
|
||||
requires heat engine
|
||||
|
||||
CPT like mods
|
||||
delayed rewind: after taking damage, play for 2 seconds, then rewind to just before you took damage
|
||||
and return lost health
|
||||
this might need code to run in a field to work
|
||||
time dilation field?
|
||||
gain a scrap bot after rewinding
|
||||
use ammo to rewind instead of energy
|
||||
explode the area where you were hit before rewinding
|
||||
|
||||
spawn a few power ups on the final boss level
|
||||
|
||||
mod pilot wave: mini black hole - pull mobs and blocks in with more force
|
||||
also from farther away
|
||||
also do damage?
|
||||
mod pilot wave: antigravity - blocks have no gravity for a few seconds after exiting the field
|
||||
maybe they bounce too?
|
||||
|
||||
make the custom mode not disable mods that don't meet requirements after choosing a new mod
|
||||
maybe they explode?
|
||||
|
||||
bullet mechanic - a bullet that swims through the air
|
||||
rotate the velocity vector towards the normalized facing vector
|
||||
use the cross product > 0 to determine which direction to rotate the velocity
|
||||
|
||||
lower recoil on nail shot gun
|
||||
lower recoil on nail shot gun?
|
||||
|
||||
in custom make a top bar that is fixed
|
||||
use media rules to make the layout look nice
|
||||
@@ -86,17 +106,6 @@ new power up - increase damage and fire speed, for 15 seconds
|
||||
how to indicate effect duration
|
||||
or just give the effect after picking up a reroll
|
||||
|
||||
add an ending to the game
|
||||
maybe the game ending should ask you to open the console and type in some commands like in the end of doki doki
|
||||
mirror ending (if no cheats)
|
||||
level after final boss battle is the intro level, but flipped left right, with a fake player
|
||||
damage the fake player to end the game
|
||||
message about go outside
|
||||
no ending (if cheats)
|
||||
game goes on forever
|
||||
also game goes on if player attacks, the fake player
|
||||
game never ends if you have used cheats
|
||||
|
||||
Mod: "Solar Power": Energy regeneration is doubled while standing still
|
||||
run in the 1 second check
|
||||
|
||||
@@ -288,8 +297,6 @@ n-gon outreach ideas
|
||||
to achieve a (technological singularity/positive technological feedback loop)
|
||||
|
||||
|
||||
|
||||
|
||||
game setting:
|
||||
the mind of a new AI in a robot body that is running simulated escape attempts
|
||||
every level is an idealized version of what could be outside
|
||||
@@ -340,3 +347,14 @@ robot AI communication
|
||||
you'd have to store an array of guns/fields/mod used last game
|
||||
n-gon escape simulation ${random seed}
|
||||
say something about what mobs types are queued up, and level order
|
||||
|
||||
add an ending to the game
|
||||
maybe the game ending should ask you to open the console and type in some commands like in the end of doki doki
|
||||
mirror ending (if no cheats)
|
||||
level after final boss battle is the intro level, but flipped left right, with a fake player
|
||||
damage the fake player to end the game
|
||||
message about go outside
|
||||
no ending (if cheats)
|
||||
game goes on forever
|
||||
also game goes on if player attacks, the fake player
|
||||
game never ends if you have used cheats
|
||||
Reference in New Issue
Block a user