coupling again
coupling
crystallography renamed quintessence
wormhole -> energy after eating blocks
penrose process is removed
perfect diamagnatism and standing wave -> ice IX after blocking
tech triple point removed
plasma torch -> +damage
killing one of the first 3->4 snake body mobs makes snake bosses vulnerable
shooterBoss shoots 3-6 smaller bullets
bug fixes
This commit is contained in:
15
js/level.js
15
js/level.js
@@ -23,12 +23,11 @@ const level = {
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// powerUps.research.changeRerolls(100000)
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// m.immuneCycle = Infinity //you can't take damage
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// tech.tech[297].frequency = 100
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// m.setField("time dilation") //molecular assembler time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass
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// m.setField("standing wave") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass
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// b.giveGuns("laser") //0 nail gun 1 shotgun 2 super balls 3 matter wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// b.guns[0].ammo = 1000000
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// tech.giveTech("time crystals");
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// tech.giveTech("retrocausality")
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// for (let i = 0; i < 5; ++i) tech.giveTech("coupling")
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// tech.giveTech("expansion")
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// for (let i = 0; i < 1; ++i) tech.giveTech("field coupling")
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// for (let i = 0; i < 1; ++i) tech.giveTech("free-electron laser")
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// m.damage(0.1);
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// for (let i = 0; i < 1; i++) tech.giveTech("dynamic equilibrium")
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@@ -37,7 +36,7 @@ const level = {
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// spawn.starter(1900, -500, 200)
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// spawn.beetleBoss(1900, -400)
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// spawn.pulsarBoss(1900, -400)
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// spawn.shooter(1900, -500)
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// for (let i = 0; i < 15; ++i) spawn.starter(1900 + 300 * Math.random(), -500 + 300 * Math.random())
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// level.testing();
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// for (let i = 0; i < 7; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
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@@ -145,7 +144,7 @@ const level = {
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simulation.accelScale = 1 //mob acceleration increases each level
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simulation.CDScale = 1 //mob CD time decreases each level
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simulation.dmgScale = Math.max(0.1, 0.34 * simulation.difficulty) //damage done by mobs scales with total levels
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simulation.healScale = 1 / (1 + simulation.difficulty * 0.052) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
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simulation.healScale = 1 / (1 + simulation.difficulty * 0.05) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
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},
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difficultyIncrease(num = 1) {
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for (let i = 0; i < num; i++) {
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@@ -155,7 +154,7 @@ const level = {
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if (simulation.CDScale > 0.15) simulation.CDScale *= 0.965 //mob CD time decreases each level
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}
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simulation.dmgScale = Math.max(0.1, 0.34 * simulation.difficulty) //damage done by mobs scales with total levels
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simulation.healScale = 1 / (1 + simulation.difficulty * 0.052) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
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simulation.healScale = 1 / (1 + simulation.difficulty * 0.05) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
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// console.log(`CD = ${simulation.CDScale}`)
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},
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difficultyDecrease(num = 1) { //used in easy mode for simulation.reset()
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@@ -167,7 +166,7 @@ const level = {
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}
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if (simulation.difficulty < 1) simulation.difficulty = 0;
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simulation.dmgScale = Math.max(0.1, 0.34 * simulation.difficulty) //damage done by mobs scales with total levels
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simulation.healScale = 1 / (1 + simulation.difficulty * 0.052)
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simulation.healScale = 1 / (1 + simulation.difficulty * 0.05)
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},
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difficultyText() {
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if (simulation.difficultyMode === 1) {
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