added difficulty settings
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@@ -1,7 +1,7 @@
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let bullet = [];
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const b = {
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dmgScale: null, //scales all gun damage from momentum, but not raw .dmg //this is reset in game.reset
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dmgScale: null, //scales all gun damage from momentum, but not raw .dmg //set in levels.setDifficulty
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gravity: 0.0006, //most other bodies have gravity = 0.001
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//variables use for gun mod upgrades
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modCount: null,
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@@ -133,7 +133,7 @@ const b = {
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},
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{
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name: "fluoroantimonic acid",
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description: "Your bullets do extra chemical <span class='color-d'>damage</span> each time they make contact",
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description: "your bullets do extra chemical <span class='color-d'>damage</span> each time they make contact",
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have: false, //11
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effect: () => { //good with guns that fire many bullets at low speeds, minigun, drones, junk-bots, shotgun, superballs, wavebeam
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b.extraDmg = 0.1
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@@ -141,7 +141,7 @@ const b = {
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},
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{
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name: "annihilation",
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description: "after you touch an enemy, they become <strong class='color-l'>light</strong><br><em>touching enemies still damages you</em>",
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description: "after you touch any enemy, they are <strong class='color-l'>annihilated</strong><br><em>touching enemies damages you, but destroys them</em>",
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have: false, //12
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effect: () => { //good with mods that heal: superconductive healing, entropy transfer
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b.annihilation = true
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@@ -149,7 +149,7 @@ const b = {
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},
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{
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name: "superconductive healing",
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description: "<span class='color-h'>heals</span> have zero resistance, and maximum efficiency<br><span class='color-h'>heals</span> bring you to full health",
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description: "<span class='color-h'>heals</span> bring you to full health",
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have: false, //13
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effect: () => { // good with ablative synthesis, electrostatic field
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b.fullHeal = true
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