perfect slow fall
IceIX is faster, but doesn't last as long effective range and damage should be about the same slow fall while perfect diamagnetism is active bug fixes
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23
js/level.js
23
js/level.js
@@ -23,12 +23,14 @@ 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("negative mass") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass
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// m.couplingChange(5)
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// m.setField("molecular assembler") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass
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// simulation.molecularMode = 2
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// m.damage(0.1);
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// b.giveGuns("nail gun") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// b.guns[3].ammo = 1000000
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// b.guns[0].ammo = 1000000
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// tech.giveTech("phonon")
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// tech.giveTech("Meissner effect")
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// for (let i = 0; i < 4; ++i) tech.giveTech("bound state")
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// for (let i = 0; i < 1; ++i) tech.giveTech("isotropic")
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// tech.giveTech("sympathetic resonance")
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@@ -37,12 +39,12 @@ const level = {
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "boost");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
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// level.testing();
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// spawn.starter(1900, -500)
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// spawn.beetleBoss(2538, -1950)
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// for (let i = 0; i < 33; ++i) spawn.shooter(1000 + 5000 * Math.random(), -500 + 300 * Math.random())
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// for (let i = 0; i < 33; ++i) spawn.starter(1000 + 5000 * Math.random(), -500 + 300 * Math.random())
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// tech.addJunkTechToPool(2)
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// tech.tech[322].frequency = 100
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// level.testing();
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// spawn.tetherBoss(1900, -500, { x: 1900, y: -500 })
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// for (let i = 0; i < 13; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
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// for (let i = 0; i < 4; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
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@@ -51,11 +53,12 @@ const level = {
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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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//lore testing
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// for (let i = 0; i < 3; i++) tech.giveTech("undefined")
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// for (let i = 0; i < 5; i++) tech.giveTech("undefined")
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// lore.techCount = 2
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// simulation.isCheating = false //true;
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// level.levelsCleared = 10
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// localSettings.loreCount = 7; //this sets what conversation is heard
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// mobs.mobDeaths = 200
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// localSettings.loreCount = 6; //this sets what conversation is heard
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// if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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// level.onLevel = -1 //this sets level.levels[level.onLevel] = undefined which is required to run the conversation
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// level.null()
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@@ -2658,8 +2661,8 @@ const level = {
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// level.onLevel--
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// console.log(level.onLevel, level.levels)
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//start a conversation based on the number of conversations seen
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if (localSettings.loreCount > lore.conversation.length - 1) localSettings.loreCount = lore.conversation.length - 1; //repeat final conversation if they are at the final chapter
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if (!simulation.isCheating) {
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if (localSettings.loreCount > lore.conversation.length - 1) localSettings.loreCount = lore.conversation.length - 1; //repeat final conversation if lore count is too high
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if (!simulation.isCheating && localSettings.loreCount < lore.conversation.length) {
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tech.isNoDraftPause = true //disable pause
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lore.testSpeechAPI() //see if speech is working
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lore.chapter = localSettings.loreCount //set the chapter to listen to to be the lore level (you can't use the lore level because it changes during conversations)
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@@ -3289,7 +3292,7 @@ const level = {
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//power ups don't spawn in experiment mode, so they don't get removed at the start of experiment mode
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function cycle() {
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if (simulation.cycle > 10) {
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if (localSettings.loreCount === 7) {
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if (localSettings.loreCount === 6) {
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powerUps.spawn(2095 + 15 * (Math.random() - 0.5), -2170, "field", false);
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} else {
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powerUps.spawnStartingPowerUps(2095 + 15 * (Math.random() - 0.5), -2070 - 125);
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