nail gun rework

damage immunity graphic is more obvious
difficulty mode no longer increases after killing final boss (it was too confusing)

tech: Higgs mechanism - you can't move when firing, reduce harm by 60% when firing
  removed Galilean group

removed gun flechettes
removed critical bifrication
removed railroad ties
removed incendiary (for nail gun)

nail gun:
  needle gun: accurate, piercing mobs, fire 3 at a time
  rivet gun: accurate, ballistic arc, doesn't use much ammo
    tech: bigger rivets (9x stack)
  all nails
    radioactive 2s tick (about 70% damage increase)
      0.5s full tick
      4s longer tick
    critical hits -> explosion (from flechettes)
This commit is contained in:
landgreen
2021-01-16 08:30:27 -08:00
parent 8bcda6ebf6
commit 261977b774
9 changed files with 464 additions and 414 deletions

View File

@@ -101,24 +101,24 @@ const spawn = {
level.exit.x = 5500;
level.exit.y = -330;
//ramp up damage
// for (let i = 0; i < 2; i++) level.difficultyIncrease(simulation.difficultyMode)
for (let i = 0; i < 3; i++) level.difficultyIncrease(simulation.difficultyMode)
//set game to the next highest difficulty level if not on why
if (simulation.difficultyMode < 6) {
if (simulation.difficultyMode === 0) {
simulation.difficultyMode = 1
} else if (simulation.difficultyMode === 1) {
simulation.difficultyMode = 2
} else if (simulation.difficultyMode === 2) {
simulation.difficultyMode = 4
} else {
simulation.difficultyMode = 6
}
document.getElementById("difficulty-select").value = simulation.difficultyMode
localSettings.difficultyMode = simulation.difficultyMode
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
simulation.makeTextLog(`<span class='color-var'>simulation</span>.difficultyMode<span class='color-symbol'>++</span>`);
}
// if (simulation.difficultyMode < 6) {
// if (simulation.difficultyMode === 0) {
// simulation.difficultyMode = 1
// } else if (simulation.difficultyMode === 1) {
// simulation.difficultyMode = 2
// } else if (simulation.difficultyMode === 2) {
// simulation.difficultyMode = 4
// } else {
// simulation.difficultyMode = 6
// }
// document.getElementById("difficulty-select").value = simulation.difficultyMode
// localSettings.difficultyMode = simulation.difficultyMode
// localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
// simulation.makeTextLog(`<span class='color-var'>simulation</span>.difficultyMode<span class='color-symbol'>++</span>`);
// }
//pull in particles
for (let i = 0, len = body.length; i < len; ++i) {