nano-scale disable field
power up boss no longer slows down after each time you kill it holding down the field button will stop nano-scale field from converting energy into bullets energy costs have been increased a bit nano scale can now use mod - supercapacitor
This commit is contained in:
@@ -155,8 +155,8 @@ const level = {
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// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
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// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
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// spawn.nodeBoss(1200, -500, "launcher")
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// spawn.nodeBoss(1200, -500, "launcher")
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spawn.snakeBoss(1200, -500)
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// spawn.snakeBoss(1200, -500)
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// spawn.timeSkipBoss(2900, -500)
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spawn.powerUpBoss(2900, -500)
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// spawn.randomMob(1600, -500)
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// spawn.randomMob(1600, -500)
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},
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},
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template() {
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template() {
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@@ -938,7 +938,7 @@ const mod = {
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maxCount: 1,
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maxCount: 1,
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count: 0,
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count: 0,
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allowed() {
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allowed() {
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return (mod.isEnergyRecovery || mod.isPiezo || mod.energySiphon > 0 || mod.isRailEnergyGain || mod.isWormholeEnergy || mod.iceEnergy > 0) && mech.fieldUpgrades[mech.fieldMode].name !== "nano-scale manufacturing"
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return mod.isEnergyRecovery || mod.isPiezo || mod.energySiphon > 0 || mod.isRailEnergyGain || mod.isWormholeEnergy || mod.iceEnergy > 0
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},
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},
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requires: "a source of overfilled energy",
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requires: "a source of overfilled energy",
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effect() {
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effect() {
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@@ -3073,9 +3073,9 @@ const mod = {
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isNonRefundable: true,
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isNonRefundable: true,
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isCustomHide: true,
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isCustomHide: true,
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allowed() {
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allowed() {
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return true
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return !mod.isEnergyNoAmmo
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},
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},
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requires: "",
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requires: "not exciton lattice",
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effect() {
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effect() {
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for (let i = 0; i < 6; i++) {
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for (let i = 0; i < 6; i++) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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12
js/player.js
12
js/player.js
@@ -1342,25 +1342,25 @@ const mech = {
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description: "use <strong class='color-f'>energy</strong> to <strong>block</strong> mobs<br>excess <strong class='color-f'>energy</strong> used to build <strong>drones</strong><br><strong>double</strong> your default <strong class='color-f'>energy</strong> regeneration",
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description: "use <strong class='color-f'>energy</strong> to <strong>block</strong> mobs<br>excess <strong class='color-f'>energy</strong> used to build <strong>drones</strong><br><strong>double</strong> your default <strong class='color-f'>energy</strong> regeneration",
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effect: () => {
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effect: () => {
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mech.hold = function() {
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mech.hold = function() {
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if (mech.energy > mech.maxEnergy - 0.02 && mech.fieldCDcycle < mech.cycle && input.field) {
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if (mech.energy > mech.maxEnergy - 0.02 && mech.fieldCDcycle < mech.cycle && !input.field) {
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if (mod.isSporeField) {
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if (mod.isSporeField) {
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// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
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// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
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const len = Math.floor(6 + 5 * Math.random())
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const len = Math.floor(5 + 5 * Math.random())
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mech.energy -= len * 0.09;
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mech.energy -= len * 0.1;
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for (let i = 0; i < len; i++) {
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for (let i = 0; i < len; i++) {
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b.spore(mech.pos)
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b.spore(mech.pos)
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}
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}
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} else if (mod.isMissileField) {
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} else if (mod.isMissileField) {
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// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
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// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
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mech.energy -= 0.45;
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mech.energy -= 0.5;
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b.missile({ x: mech.pos.x, y: mech.pos.y - 40 }, -Math.PI / 2, 0, 1, mod.recursiveMissiles)
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b.missile({ x: mech.pos.x, y: mech.pos.y - 40 }, -Math.PI / 2, 0, 1, mod.recursiveMissiles)
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} else if (mod.isIceField) {
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} else if (mod.isIceField) {
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// mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones
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// mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones
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mech.energy -= 0.04;
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mech.energy -= 0.05;
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b.iceIX(1)
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b.iceIX(1)
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} else {
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} else {
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// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
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// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
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mech.energy -= 0.33;
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mech.energy -= 0.35;
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b.drone(1)
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b.drone(1)
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}
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}
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}
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}
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@@ -540,8 +540,13 @@ const spawn = {
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me.onDeath = function() {
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me.onDeath = function() {
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this.leaveBody = false;
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this.leaveBody = false;
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this.dropPowerUp = false;
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this.dropPowerUp = false;
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if (vertices > 3) {
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if (vertices > 3) spawn.powerUpBoss(this.position.x, this.position.y, vertices - 1)
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spawn.powerUpBoss(this.position.x, this.position.y, vertices - 1)
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Matter.Body.setVelocity(mob[mob.length - 1], {
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x: this.velocity.x,
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y: this.velocity.y
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})
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}
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for (let i = 0; i < powerUp.length; i++) {
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for (let i = 0; i < powerUp.length; i++) {
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powerUp[i].collisionFilter.mask = cat.map | cat.powerUp
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powerUp[i].collisionFilter.mask = cat.map | cat.powerUp
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}
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}
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10
todo.txt
10
todo.txt
@@ -1,11 +1,11 @@
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*********** NEXT PATCH ***********
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*********** NEXT PATCH ***********
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snake boss is updated
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power up boss no longer slows down after each time you kill it
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-fear the snake
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- fear the power up boss
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mod neutron bomb: vacuum permittivity - gets a larger radius and a slow effect
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holding down the field button will stop nano-scale field from converting energy into bullets
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energy costs have been increased a bit
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bosses are only stunned for 1/5 of the normal stun time
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nano scale can now use mod - supercapacitor
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************** BUGS **************
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************** BUGS **************
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