mod - microstates

mod - many worlds: 100% chance on choosing a power up to spawn a reroll if you have no rerolls
mod - microstates: +7% damage for every 10 active bullets
  (requires mod: Lorentzian topology)
mod - laser diode: laser, pulse, and laser-bots use 37% less energy
25% increase in difficulty scaling  (level 10 should now have the difficulty of level 12)
  effects: player damage, mod damage, mob acceleration, mob reaction time, mob cooldown time
This commit is contained in:
landgreen
2020-05-17 19:23:24 -07:00
parent 0ff8021ea8
commit 4a355caa60
10 changed files with 151 additions and 42 deletions

View File

@@ -60,27 +60,52 @@ const level = {
// if (level.isBuildRun) num++
for (let i = 0; i < num; i++) {
game.difficulty++
game.dmgScale += 0.17; //damage done by mobs increases each level
game.dmgScale += 0.205; //damage done by mobs increases each level
b.dmgScale *= 0.91; //damage done by player decreases each level
game.accelScale *= 1.02 //mob acceleration increases each level
game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level
game.CDScale *= 0.97 //mob CD time decreases each level
game.accelScale *= 1.024 //mob acceleration increases each level
game.lookFreqScale *= 0.976 //mob cycles between looks decreases each level
game.CDScale *= 0.964 //mob CD time decreases each level
}
game.healScale = 1 / (1 + game.difficulty * 0.09) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
},
difficultyDecrease(num = 1) { //used in easy mode for game.reset()
for (let i = 0; i < num; i++) {
game.difficulty--
game.dmgScale -= 0.17; //damage done by mobs increases each level
game.dmgScale -= 0.205; //damage done by mobs increases each level
if (game.dmgScale < 0.1) game.dmgScale = 0.1;
b.dmgScale /= 0.91; //damage done by player decreases each level
game.accelScale /= 1.02 //mob acceleration increases each level
game.lookFreqScale /= 0.98 //mob cycles between looks decreases each level
game.CDScale /= 0.97 //mob CD time decreases each level
game.accelScale /= 1.024 //mob acceleration increases each level
game.lookFreqScale /= 0.976 //mob cycles between looks decreases each level
game.CDScale /= 0.964 //mob CD time decreases each level
}
if (game.difficulty < 1) game.difficulty = 0;
game.healScale = 1 / (1 + game.difficulty * 0.09)
},
// difficultyIncrease(num = 1) {
// // if (level.isBuildRun) num++
// for (let i = 0; i < num; i++) {
// game.difficulty++
// game.dmgScale += 0.17; //damage done by mobs increases each level
// b.dmgScale *= 0.91; //damage done by player decreases each level
// game.accelScale *= 1.02 //mob acceleration increases each level
// game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level
// game.CDScale *= 0.97 //mob CD time decreases each level
// }
// game.healScale = 1 / (1 + game.difficulty * 0.09) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
// },
// difficultyDecrease(num = 1) { //used in easy mode for game.reset()
// for (let i = 0; i < num; i++) {
// game.difficulty--
// game.dmgScale -= 0.17; //damage done by mobs increases each level
// if (game.dmgScale < 0.1) game.dmgScale = 0.1;
// b.dmgScale /= 0.91; //damage done by player decreases each level
// game.accelScale /= 1.02 //mob acceleration increases each level
// game.lookFreqScale /= 0.98 //mob cycles between looks decreases each level
// game.CDScale /= 0.97 //mob CD time decreases each level
// }
// if (game.difficulty < 1) game.difficulty = 0;
// game.healScale = 1 / (1 + game.difficulty * 0.09)
// },
difficultyText(mode = document.getElementById("difficulty-select").value) {
if (mode === "0") {
return "easy"