laser and pulse combined, heal effect difficulty balance, custom mode bug fix

This commit is contained in:
landgreen
2019-12-30 06:44:20 -08:00
parent 624553186c
commit 45b87e8c72
7 changed files with 502 additions and 211 deletions

View File

@@ -42,22 +42,26 @@ const level = {
// if (level.isBuildRun) num++
for (let i = 0; i < num; i++) {
game.difficulty++
game.dmgScale += 0.15; //damage done by mobs increases each level
game.dmgScale += 0.1; //damage done by mobs increases each level
b.dmgScale *= 0.94; //damage done by player decreases each level
game.accelScale *= 1.03 //mob acceleration increases each level
game.lookFreqScale *= 0.97 //mob cycles between looks decreases each level
game.CDScale *= 0.97 //mob CD time decreases each level
}
game.healScale = 1 / (1 + game.difficulty * 0.05)
},
difficultyDecrease(num = 1) { //used in easy mode for game.reset()
for (let i = 0; i < num; i++) {
game.dmgScale -= 0.15; //damage done by mobs increases each level
game.difficulty--
game.dmgScale -= 0.1; //damage done by mobs increases each level
if (game.dmgScale < 0.1) game.dmgScale = 0.1;
b.dmgScale /= 0.94; //damage done by player decreases each level
game.accelScale /= 1.03 //mob acceleration increases each level
game.lookFreqScale /= 0.97 //mob cycles between looks decreases each level
game.CDScale /= 0.97 //mob CD time decreases each level
}
if (game.difficulty < 1) game.difficulty = 1;
game.healScale = 1 / (1 + game.difficulty * 0.05)
},
//******************************************************************************************************************
//******************************************************************************************************************