added rewards for level completion
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@@ -35,12 +35,15 @@ const level = {
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// level.newLevel() //fan level
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// level.basement(); //fan level
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// level.stronghold() //fan level
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} else {
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spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
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// spawn.pickList = ["focuser", "focuser"]
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level[level.levels[level.onLevel]](); //picks the current map from the the levels array
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if (!game.isCheating) {
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localSettings.runCount += level.levelsCleared //track the number of total runs locally
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localSettings.levelsClearedLastGame = level.levelsCleared
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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}
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}
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@@ -3166,7 +3169,7 @@ 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 += 0.35; //damage done by mobs increases each level
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game.dmgScale += 0.37; //damage done by mobs increases each level
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b.dmgScale *= 0.92; //damage done by player decreases each level
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if (game.accelScale < 5) game.accelScale *= 1.027 //mob acceleration increases each level
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if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.975 //mob cycles between looks decreases each level
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@@ -3177,7 +3180,7 @@ 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 -= 0.35; //damage done by mobs increases each level
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game.dmgScale -= 0.37; //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 /= 0.92; //damage done by player decreases each level
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if (game.accelScale > 0.2) game.accelScale /= 1.027 //mob acceleration increases each level
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