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
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41
js/level.js
41
js/level.js
@@ -60,27 +60,52 @@ const level = {
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// if (level.isBuildRun) num++
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for (let i = 0; i < num; i++) {
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game.difficulty++
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game.dmgScale += 0.17; //damage done by mobs increases each level
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game.dmgScale += 0.205; //damage done by mobs increases each level
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b.dmgScale *= 0.91; //damage done by player decreases each level
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game.accelScale *= 1.02 //mob acceleration increases each level
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game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level
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game.CDScale *= 0.97 //mob CD time decreases each level
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game.accelScale *= 1.024 //mob acceleration increases each level
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game.lookFreqScale *= 0.976 //mob cycles between looks decreases each level
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game.CDScale *= 0.964 //mob CD time decreases each level
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}
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game.healScale = 1 / (1 + game.difficulty * 0.09) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
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},
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difficultyDecrease(num = 1) { //used in easy mode for game.reset()
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for (let i = 0; i < num; i++) {
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game.difficulty--
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game.dmgScale -= 0.17; //damage done by mobs increases each level
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game.dmgScale -= 0.205; //damage done by mobs increases each level
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if (game.dmgScale < 0.1) game.dmgScale = 0.1;
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b.dmgScale /= 0.91; //damage done by player decreases each level
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game.accelScale /= 1.02 //mob acceleration increases each level
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game.lookFreqScale /= 0.98 //mob cycles between looks decreases each level
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game.CDScale /= 0.97 //mob CD time decreases each level
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game.accelScale /= 1.024 //mob acceleration increases each level
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game.lookFreqScale /= 0.976 //mob cycles between looks decreases each level
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game.CDScale /= 0.964 //mob CD time decreases each level
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}
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if (game.difficulty < 1) game.difficulty = 0;
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game.healScale = 1 / (1 + game.difficulty * 0.09)
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},
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// difficultyIncrease(num = 1) {
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// // if (level.isBuildRun) num++
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// for (let i = 0; i < num; i++) {
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// game.difficulty++
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// game.dmgScale += 0.17; //damage done by mobs increases each level
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// b.dmgScale *= 0.91; //damage done by player decreases each level
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// game.accelScale *= 1.02 //mob acceleration increases each level
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// game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level
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// game.CDScale *= 0.97 //mob CD time decreases each level
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// }
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// game.healScale = 1 / (1 + game.difficulty * 0.09) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
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// },
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// difficultyDecrease(num = 1) { //used in easy mode for game.reset()
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// for (let i = 0; i < num; i++) {
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// game.difficulty--
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// game.dmgScale -= 0.17; //damage done by mobs increases each level
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// if (game.dmgScale < 0.1) game.dmgScale = 0.1;
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// b.dmgScale /= 0.91; //damage done by player decreases each level
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// game.accelScale /= 1.02 //mob acceleration increases each level
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// game.lookFreqScale /= 0.98 //mob cycles between looks decreases each level
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// game.CDScale /= 0.97 //mob CD time decreases each level
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// }
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// if (game.difficulty < 1) game.difficulty = 0;
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// game.healScale = 1 / (1 + game.difficulty * 0.09)
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// },
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difficultyText(mode = document.getElementById("difficulty-select").value) {
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if (mode === "0") {
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return "easy"
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