orbs
orbs replaces some power up text descriptions player damage taken is increased by 1% finalBoss ramps up the mob spawns more slowly, making lower damage high survival builds more effective on the finalBoss 5% laser damage increase 15% mine fire rate reduction ctx.clip() is back for metamaterial cloaking field it wasn't the source of the lag, firefox is just slow on my work computer tech: buckling was disallowed, but I fixed it so you can get the tech again
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12
js/level.js
12
js/level.js
@@ -15,11 +15,11 @@ const level = {
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// localSettings.levelsClearedLastGame = 10
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// b.giveGuns("grenades")
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// tech.giveTech("laser-mines")
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// m.setField("metamaterial cloaking")
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// b.giveGuns("spores")
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// tech.giveTech("nematodes")
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// tech.giveTech("necrophage")
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// for (let i = 0; i < 3; i++) tech.giveTech("super sized")
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// tech.giveTech("irradiated nails")
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// for (let i = 0; i < 9; i++) tech.giveTech("MIRV")
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level.intro(); //starting level
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@@ -98,7 +98,7 @@ const level = {
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if (tech.isMACHO) spawn.MACHO()
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for (let i = 0; i < tech.wimpCount; i++) {
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spawn.WIMP()
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for (let j = 0, len = 1 + 5 * Math.random(); j < len; j++) powerUps.spawn(level.exit.x + 100 * (Math.random() - 0.5), level.exit.y - 100 + 100 * (Math.random() - 0.5), "research", false)
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for (let j = 0, len = 5; j < len; j++) powerUps.spawn(level.exit.x + 100 * (Math.random() - 0.5), level.exit.y - 100 + 100 * (Math.random() - 0.5), "research", false)
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}
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for (let i = 0; i < tech.wimpExperiment; i++) spawn.WIMP()
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if (tech.isFlipFlopLevelReset && !tech.isFlipFlopOn) {
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@@ -117,7 +117,7 @@ const 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 = 0.4 * simulation.difficulty //damage done by mobs increases 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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difficultyDecrease(num = 1) { //used in easy mode for simulation.reset()
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@@ -129,7 +129,7 @@ const 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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simulation.dmgScale = 0.4 * simulation.difficulty //damage done by mobs increases each level
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simulation.dmgScale = 0.41 * simulation.difficulty //damage done by mobs increases each level
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if (simulation.dmgScale < 0.1) simulation.dmgScale = 0.1;
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simulation.healScale = 1 / (1 + simulation.difficulty * 0.055)
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},
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