railgun
tech railgun - harpoon charge fires and no longer retracts, get 8x ammo from power ups
railgun has auto-targeting, like harpoon
the aiming graphic is gone
disables filament, reticulum, toggling
unlocks capacitor bank
mobs do 2% less harm to player
player does 0.5% more damage per level
Zeno's paradox removes 1/10 -> 1/12 -> 1/14 (7%) health every 5 seconds
drone gun gets 10% more ammo
harpoon damage reduced by 15%
random bots have a 100% -> 66% chance to match your upgraded bot type
phonon has 1/8 -> 1/9 less ammo than matter wave
Penrose process gain 63 -> 53 energy when wormhole eats blocks
transdimensional spores makes 20% fewer spores when wormhole eats blocks
bugfixes
This commit is contained in:
29
js/level.js
29
js/level.js
@@ -17,20 +17,20 @@ const level = {
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// simulation.isHorizontalFlipped = true
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// m.setField("time dilation")
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// b.giveGuns("harpoon")
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// for (let i = 0; i < 100; i++) tech.giveTech("slow light")
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// tech.giveTech("tungsten carbide")
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// tech.giveTech("unaaq")
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// tech.giveTech("railgun")
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// tech.giveTech("capacitor bank")
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// tech.giveTech("half-wave rectifier")
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// for (let i = 0; i < 1; i++) tech.giveTech("reticulum")
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// for (let i = 0; i < 2; i++) powerUps.directSpawn(0, 0, "tech");
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// tech.giveTech("tinsellated flagella")
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// for (let i = 0; i < 3; i++) tech.giveTech("undefined")
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// tech.giveTech("decoherence")
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// for (let i = 10; i < tech.tech.length; i++) { tech.tech[i].isBanished = true }
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// powerUps.research.changeRerolls(100000)
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// for (let i = 0; i < 1; i++) tech.giveTech("reticulum")
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// for (let i = 0; i < 2; i++) tech.giveTech("laser-bot")
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// tech.tech[297].frequency = 100
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// m.immuneCycle = Infinity //you can't take damage
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// level.difficultyIncrease(15) //30 is near max on hard //60 is near max on why
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// level.difficultyIncrease(8) //30 is near max on hard //60 is near max on why
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.reactor();
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// level.testing(); //not in rotation, used for testing
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@@ -128,30 +128,29 @@ const level = {
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m.dmgScale = 1; //damage done by player decreases each 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 = 0.375 * simulation.difficulty //damage done by mobs increases each level
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simulation.dmgScale = Math.max(0.1, 0.35 * simulation.difficulty) //damage done by mobs scales with total levels
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simulation.healScale = 1 / (1 + simulation.difficulty * 0.055) //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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simulation.difficulty++
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m.dmgScale *= 0.92; //damage done by player decreases each level
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m.dmgScale *= 0.925; //damage done by player decreases each level
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if (simulation.accelScale < 6) simulation.accelScale *= 1.025 //mob acceleration increases each 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 = 0.375 * simulation.difficulty //damage done by mobs scales with total levels
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simulation.dmgScale = Math.max(0.1, 0.35 * simulation.difficulty) //damage done by mobs scales with total levels
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simulation.healScale = 1 / (1 + simulation.difficulty * 0.055) //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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for (let i = 0; i < num; i++) {
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simulation.difficulty--
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m.dmgScale /= 0.92; //damage done by player decreases each level
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m.dmgScale /= 0.925; //damage done by player decreases each level
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if (simulation.accelScale > 1) simulation.accelScale /= 1.025 //mob acceleration increases each level
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if (simulation.CDScale < 1) simulation.CDScale /= 0.965 //mob CD time decreases each level
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}
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if (simulation.difficulty < 1) simulation.difficulty = 0;
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simulation.dmgScale = 0.375 * simulation.difficulty //damage done by mobs scales with total levels
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if (simulation.dmgScale < 0.1) simulation.dmgScale = 0.1;
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simulation.dmgScale = Math.max(0.1, 0.35 * simulation.difficulty) //damage done by mobs scales with total levels
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simulation.healScale = 1 / (1 + simulation.difficulty * 0.055)
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},
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difficultyText() {
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@@ -2701,11 +2700,11 @@ const level = {
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if (!isSpawnedBoss) {
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isSpawnedBoss = true
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if (Math.random() < 0.33) {
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for (let i = 0, len = Math.min(simulation.difficulty / 20, 5); i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false);
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for (let i = 0, len = Math.min(simulation.difficulty / 20, 6); i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false);
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} else if (Math.random() < 0.5) {
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for (let i = 0, len = Math.min(simulation.difficulty / 10, 10); i < len; ++i) spawn.sprayBoss(2400 - 150 * i, -225, 30, false)
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for (let i = 0, len = Math.min(simulation.difficulty / 9, 8); i < len; ++i) spawn.sprayBoss(2400 - 150 * i, -225, 30, false)
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} else {
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for (let i = 0, len = Math.min(simulation.difficulty / 8, 10); i < len; ++i) spawn.mineBoss(1950, -250, 50, false);
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for (let i = 0, len = Math.min(simulation.difficulty / 6, 10); i < len; ++i) spawn.mineBoss(1950, -250, 50, false);
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}
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// for (let i = 0, len = 3 + simulation.difficulty / 20; i < len; ++i) spawn.mantisBoss(1487 + 300 * i, -1525, 35, false)
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}
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