laser delay

laser energy drain and damage now scale with fire delay effects
  no change for pulse since it already has a fire delay

explosion harm to player no longer scales with explosion radius
  explosion damage will treat all explosions the same as a basic grenade explosion
  large radius explosions are much safer
acetone peroxide 80->70% increased radius, 100->50% increase in harm from explosions

CPT only triggers from damage above 1% per game cycle
  so no trigger from slime hazards or black holes or mob auras
level: reactor has a horizontal flipped mode
regression gives finalBoss(1.0005), Boss(1.0025), mob(1.05) increased damage taken

JUNK tech: return - go back to the intro level, but keep your tech

bug fixes
This commit is contained in:
landgreen
2022-06-05 13:37:38 -07:00
parent 9bc927d7ad
commit 227e4491a6
11 changed files with 330 additions and 242 deletions

View File

@@ -289,6 +289,7 @@ const spawn = {
Composite.add(engine.world, me.constraint);
}, 2000); //add in a delay in case the level gets flipped left right
me.isBoss = true;
me.isFinalBoss = true;
me.frictionAir = 0.01;
me.memory = Infinity;
me.hasRunDeathScript = false
@@ -956,7 +957,7 @@ const spawn = {
me.isCell = true;
me.cellID = cellID
me.accelMag = 0.000165 * simulation.accelScale;
me.memory = 40;
me.memory = Infinity;
me.isVerticesChange = true
me.frictionAir = 0.012
me.seePlayerFreq = Math.floor(11 + 7 * Math.random())