cheaper lore
number of undefined tech needed to get lore is now lower at higher difficulty modes bug fixes
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@@ -126,6 +126,7 @@ window.addEventListener('load', () => {
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if (property === "difficulty") {
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simulation.difficultyMode = Number(set[property])
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lore.setTechGoal()
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document.getElementById("difficulty-select-experiment").value = Number(set[property])
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}
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if (property === "level") document.getElementById("starting-level").value = Math.max(Number(set[property]) - 1, 0)
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@@ -486,6 +487,7 @@ const build = {
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document.getElementById("difficulty-select-experiment").value = document.getElementById("difficulty-select").value
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document.getElementById("difficulty-select-experiment").addEventListener("input", () => {
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simulation.difficultyMode = Number(document.getElementById("difficulty-select-experiment").value)
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lore.setTechGoal()
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localSettings.difficultyMode = Number(document.getElementById("difficulty-select-experiment").value)
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document.getElementById("difficulty-select").value = document.getElementById("difficulty-select-experiment").value
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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@@ -1155,6 +1157,7 @@ if (localSettings) {
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simulation.isCommunityMaps = localSettings.isCommunityMaps
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document.getElementById("community-maps").checked = localSettings.isCommunityMaps
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simulation.difficultyMode = localSettings.difficultyMode
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lore.setTechGoal()
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document.getElementById("difficulty-select").value = localSettings.difficultyMode
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if (localSettings.fpsCapDefault === 'max') {
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simulation.fpsCapDefault = 999999999;
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@@ -1208,6 +1211,7 @@ document.getElementById("community-maps").addEventListener("input", () => {
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// difficulty-select-experiment event listener is set in build.makeGrid
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document.getElementById("difficulty-select").addEventListener("input", () => {
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simulation.difficultyMode = Number(document.getElementById("difficulty-select").value)
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lore.setTechGoal()
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localSettings.difficultyMode = simulation.difficultyMode
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localSettings.levelsClearedLastGame = 0 //after changing difficulty, reset run history
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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@@ -54,8 +54,8 @@ const level = {
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// level.tunnel() //community level
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// powerUps.research.changeRerolls(3000)
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// for (let i = 0; i < 30; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
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// for (let i = 0; i < 7; i++) tech.giveTech("undefined")
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// lore.techCount = 6
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// for (let i = 0; i < 3; i++) tech.giveTech("undefined")
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// lore.techCount = 3
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// simulation.isCheating = false //true;
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// localSettings.loreCount = 3; //this sets what conversation is heard
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12
js/lore.js
12
js/lore.js
@@ -1,6 +1,18 @@
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const lore = {
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techCount: 0,
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techGoal: 7,
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setTechGoal() {
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if (simulation.difficultyMode === 1) {
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this.techGoal = 14
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} else if (simulation.difficultyMode === 2) {
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this.techGoal = 7
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} else if (simulation.difficultyMode === 4) {
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this.techGoal = 3
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} else if (simulation.difficultyMode === 6) {
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this.techGoal = 1
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}
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},
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talkingColor: "#dff", //set color of graphic on level.null
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isSpeech: false,
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testSpeechAPI() {
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@@ -2431,7 +2431,7 @@ const m = {
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let isMobsAround = false
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const stunRange = m.fieldDrawRadius * 1.5
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const drain = 0.15
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const stunTime = 180
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const stunTime = 240
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if (m.energy > drain) {
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (Vector.magnitude(Vector.sub(mob[i].position, m.pos)) < stunRange && Matter.Query.ray(map, mob[i].position, m.pos).length === 0 && !mob[i].isBadTarget) {
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@@ -317,10 +317,13 @@ const spawn = {
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//add lore level as next level if player took lore tech earlier in the game
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if (lore.techCount > (lore.techGoal - 1) && !simulation.isCheating) {
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simulation.makeTextLog(`<span class="lore-text">undefined</span> <span class='color-symbol'>=</span> ${lore.techCount}/${lore.techGoal}<br>level.levels.push("<span class='lore-text'>null</span>")`);
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level.levels.push("null")
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simulation.makeTextLog(`<span class="lore-text">undefined</span> <span class='color-symbol'>=</span> ${lore.techCount}/${lore.techGoal}`, 360);
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setTimeout(function() {
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simulation.makeTextLog(`level.levels.push("<span class='lore-text'>null</span>")`, 720);
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unlockExit()
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level.levels.push("null")
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}, 4000);
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//remove block map element so exit is clear
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unlockExit()
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} else { //reset game
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let count = 0
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@@ -6270,8 +6270,8 @@
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isFieldTech: true,
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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frequency: 200,
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frequencyDefault: 200,
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allowed() {
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return m.fieldUpgrades[m.fieldMode].name === "time dilation" && !m.isShipMode && !tech.isRewindAvoidDeath && !tech.isEnergyHealth && !tech.isTimeSkip && !tech.isFreezeMobs
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},
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@@ -6279,6 +6279,7 @@
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effect() {
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tech.isRewindField = true;
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m.fieldUpgrades[m.fieldMode].set()
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m.wakeCheck();
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},
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remove() {
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tech.isRewindField = false;
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18
todo.txt
18
todo.txt
@@ -1,27 +1,11 @@
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******************************************************** NEXT PATCH **************************************************
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time dilation tech: retrocausality - instead of pausing time your field rewinds time, including your health
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this tech replaces replaces CPT gun
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works well with tech: causality bots and grenades
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wormhole
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activated on mouse up
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draw an outline of the wormhole to show if can work at your mouse location
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adiabatic healing: adds 5% JUNK in addition to 100% better heals
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several tech pool frequencies have been adjusted to roughly this rule:
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no requirements: 1x chance
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requirements: 2x chance
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(most gun and field tech)
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strict requirements: 3x chance or higher
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number of undefined tech needed to get lore is now lower at higher difficulty modes
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bug fixes
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******************************************************** TODO ********************************************************
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make causality bots and bombs work with retrocausality
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tech: after bullets hit a mob, the mob takes 1% more damage
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this.damageReduction *= 1.01
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