particle collider
tech: particle collider - in pause menu clicking a tech ejects it (5% chance to lose the power up and convert into energy) (also works on testing without the tech) growBoss no longer goes invulnerable bounceBoss bullets (on reactor map) do 33% less damage move 50% slower, so they don't fill the entire map ground state reworked: reduce passive energy regen by 66%, increase max energy by 200 electronegativity: increase damage by 1% for every 9 -> 8 energy acetone peroxide does 300 -> 200% more self harm from explosions predator renamed parasitism
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@@ -22,7 +22,7 @@ const level = {
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// m.setField("standing wave")
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// b.giveGuns("laser")
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// for (let i = 0; i < 100; i++) tech.giveTech("slow light")
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// tech.giveTech("expansion")
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// tech.giveTech("eject")
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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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@@ -125,7 +125,7 @@ const level = {
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customTopLayer() {},
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setDifficulty() {
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simulation.difficulty = 0
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b.dmgScale = 1; //damage done by player decreases each 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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@@ -134,7 +134,7 @@ const level = {
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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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b.dmgScale *= 0.92; //damage done by player decreases each level
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m.dmgScale *= 0.92; //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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@@ -145,7 +145,7 @@ const level = {
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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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b.dmgScale /= 0.92; //damage done by player decreases each level
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m.dmgScale /= 0.92; //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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