gamma ray rename free-electron laser
"gamma-ray laser" renamed "free-electron laser" to make more scientific sense since gamma rays would go right through walls laser diode now makes lasers blue free-electron laser can no longer work with laser diode pressure wave has a bit more damage crouch mode works different (much higher fire rate, low arc) integrated armament gives 35% dmg (was 22%) but I fixed a bug where it gave an extra 33% ammo mine gun gets 25% less ammo all mines do 30% more damage trying to make shotgun better at close range and worse at distance shotgun slug is much slower, but does 60% more damage nail shot has a 20% wider spread, and is 20% slower, but does 20% more damage finalBoss has 15% less health to balance all the buffs ammo power ups give 15% less ammo damage done by mobs now scales up a bit faster each level damage done by you now scales down a bit faster each level
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@@ -345,6 +345,14 @@ const simulation = {
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}
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},
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switchGun() {
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if (tech.isLongitudinal && b.guns[b.activeGun].name === "wave beam") {
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "wave beam") {
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b.guns[i].waves = []; //empty array of wave bullets
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break;
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}
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}
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}
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if (tech.isCrouchAmmo) tech.isCrouchAmmo = 1 //this prevents hacking the tech by switching guns
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b.activeGun = b.inventory[b.inventoryGun];
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if (b.guns[b.activeGun].charge) b.guns[b.activeGun].charge = 0; //if switching into foam set charge to 0
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@@ -662,6 +670,14 @@ const simulation = {
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},
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clearNow: false,
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clearMap() {
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if (tech.isLongitudinal) {
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "wave beam") {
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b.guns[i].waves = []; //empty array of wave bullets
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break;
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}
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}
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}
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if (tech.isMineAmmoBack) {
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let count = 0;
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for (i = 0, len = bullet.length; i < len; i++) { //count mines left on map
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@@ -676,7 +692,6 @@ const simulation = {
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}
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}
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}
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if (tech.isMutualism && !tech.isEnergyHealth) {
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for (let i = 0; i < bullet.length; i++) {
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if (bullet[i].isMutualismActive) {
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@@ -686,7 +701,6 @@ const simulation = {
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}
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}
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}
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if (tech.isEndLevelPowerUp) {
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for (let i = 0; i < powerUp.length; i++) {
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if (powerUp[i].name === "tech") {
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@@ -701,10 +715,7 @@ const simulation = {
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}
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}
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powerUps.totalPowerUps = powerUp.length
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let holdTarget; //if player is holding something this remembers it before it gets deleted
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if (m.holdingTarget) holdTarget = m.holdingTarget;
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let holdTarget = (m.holdingTarget) ? m.holdingTarget : undefined //if player is holding something this remembers it before it gets deleted
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tech.deathSpawnsFromBoss = 0;
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simulation.fallHeight = 3000;
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m.fireCDcycle = 0
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