only 3 bosses
several tech now have fewer requirements to unlock some normal tech is now considered gun tech (mostly explosion stuff) snakeBoss tails, stay attached to each other "snakeBoss", "blockBoss", "powerupBoss" are now the only bosses for the random boss list bug fixes
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@@ -27,6 +27,7 @@ const level = {
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// tech.giveTech("antiscience")
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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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level.intro(); //starting level
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// level.testing(); //not in rotation, used for testing
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@@ -95,7 +96,7 @@ const level = {
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}
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}
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if (tech.isExtraMaxEnergy) {
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tech.healMaxEnergyBonus += 0.04 * powerUps.totalPowerUps //Math.min(0.02 * powerUps.totalPowerUps, 0.51)
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tech.healMaxEnergyBonus += 0.05 * powerUps.totalPowerUps //Math.min(0.02 * powerUps.totalPowerUps, 0.51)
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m.setMaxEnergy();
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}
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if (tech.isGunCycle) {
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@@ -2336,8 +2337,8 @@ const level = {
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spawn.mapRect(4850, -275, 50, 175);
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//???
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level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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spawn.starter(1900, -500, 200) //big boy
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// spawn.starter(1900, -500, 200) //big boy
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// spawn.launcherOne(1700, -500)
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// spawn.launcherBoss(3200, -500)
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@@ -2361,7 +2362,7 @@ const level = {
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// for (let i = 0; i < 10; ++i) spawn.bodyRect(1600 + 5, -500, 30, 40);
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// for (let i = 0; i < 5; i++) spawn.focuser(1900, -500)
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// spawn.slashBoss(1900, -500)
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// spawn.sucker(1900, -500)
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spawn.pulsar(1900, -500)
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// spawn.shield(mob[mob.length - 1], 1900, -500, 1);
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// mob[mob.length - 1].isShielded = true
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// spawn.growBossCulture(1200, -500)
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