Bitter electromagnet

harpoon
  default fire rate is 10% higher
  default harpoon range 15% higher
railgun
  tech: Bitter electromagnet - 33% slower charge time for railgun, 100% more density and damage
    area effect damage is increased 20%, scales with bitter electromagnet and total charge
  charging longer increases harpoon velocity/damage by up to 30%
  contributions to charge time are more uniform between:
    crouching, fire rate, Bitter electromagnet, and capacitor bank
  auto aims no longer disabled on crouch

emergence 2->1 extra choice, and +8% damage, and no added JUNK anymore
cache 16->15x ammo
many-worlds 1->0 research to enter an alternate reality on each new level

finalBoss
  health decays a bit faster
  spawns 6 mobs at each health threshold
  spawns from the different modes are reduced
  boss laser damage is 25% reduced
  hoppers spawn from the slime tunnel

JUNKtech: random - gives random +damage

bug fixes
This commit is contained in:
landgreen
2022-10-31 19:15:21 -07:00
parent f8188565a0
commit 500bb3f73e
9 changed files with 299 additions and 165 deletions

View File

@@ -18,30 +18,31 @@ const level = {
// simulation.enableConstructMode() //used to build maps in testing mode
// simulation.isHorizontalFlipped = true
// tech.giveTech("performance")
// level.difficultyIncrease(2 * 4) //30 is near max on hard //60 is near max on why
// level.difficultyIncrease(15 * 4) //30 is near max on hard //60 is near max on why
// m.maxHealth = m.health = 100
// tech.isRerollDamage = true
// powerUps.research.changeRerolls(50)
// powerUps.research.changeRerolls(1000)
// m.immuneCycle = Infinity //you can't take damage
// tech.tech[297].frequency = 100
// m.couplingChange(5)
// m.setField("time dilation") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass pilot wave
// m.setField("plasma torch") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass pilot wave plasma torch
// simulation.molecularMode = 2
// m.damage(0.1);
// b.giveGuns("harpoon") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// b.giveGuns("wave") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// b.guns[9].ammo = 10000
// tech.giveTech("startle response")
// for (let i = 0; i < 1; ++i) tech.giveTech("junk DNA")
// b.guns[0].ammo = 10000
// tech.giveTech("plasma ball")
// tech.giveTech("dye laser")
// for (let i = 0; i < 1; ++i) tech.giveTech("grappling hook")
// for (let i = 0; i < 5; i++) tech.giveTech("laser-bot")
// for (let i = 0; i < 1; ++i) tech.giveTech("railgun")
// for (let i = 0; i < 3; ++i) tech.giveTech("Bitter electromagnet")
// for (let i = 0; i < 1; i++) tech.giveTech("capacitor bank")
// for (let i = 0; i < 9; i++) tech.giveTech("heuristics")
// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "boost");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
// level.testing();
// spawn.starter(1900, -500, 200)
// spawn.shooter(1900, -500, 200)
// spawn.starter(1900, -500)
// spawn.timeBoss(2538, -950)
// for (let i = 0; i < 5; ++i) spawn.sniper(1000 + 5000 * Math.random(), -500 + 300 * Math.random())
@@ -66,7 +67,7 @@ const level = {
// level.null()
// localSettings.isHuman = true
// tech.isNoDraftPause = false //disable pause
// mobs.mobDeaths = 200
// mobs.mobDeaths = 200 //to prevent pacifist mode
// for (let i = 0; i < 13; i++) level.nextLevel(); //jump to final boss
// lore.unlockTesting();
@@ -101,6 +102,11 @@ const level = {
b.inventoryGun = tech.buffedGun;
simulation.switchGun();
}
if (tech.isGunChoice && Number.isInteger(tech.buffedGun) && b.inventory.length) {
var gun = b.guns[b.inventory[tech.buffedGun]].name
simulation.makeTextLog(`pigeonhole principle: <strong>+${(31 * Math.max(0, b.inventory.length)).toFixed(0)}%</strong> <strong class='color-d'>damage</strong> for <strong class="highlight">${gun}</strong>`, 600);
}
if (tech.isForeverDrones) {
if (tech.isDroneRadioactive) {
@@ -119,8 +125,7 @@ const level = {
tech.healMaxEnergyBonus += 0.1 * powerUps.totalPowerUps //Math.min(0.02 * powerUps.totalPowerUps, 0.51)
m.setMaxEnergy();
}
if (tech.isSwitchReality && powerUps.research.count > 0) {
powerUps.research.changeRerolls(-1);
if (tech.isSwitchReality) {
simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
m.switchWorlds()
simulation.trails()
@@ -162,7 +167,8 @@ const level = {
if (tech.isSpawnExitTech) {
for (let i = 0; i < 2; i++) powerUps.spawn(level.exit.x + 10 * (Math.random() - 0.5), level.exit.y - 100 + 10 * (Math.random() - 0.5), "tech", false) //exit
}
if (m.plasmaBall) m.plasmaBall.reset()
// if (m.plasmaBall) m.plasmaBall.reset()
if (m.plasmaBall) m.plasmaBall.fire()
if (localSettings.entanglement && localSettings.entanglement.levelName === level.levels[level.onLevel]) {
const flip = localSettings.entanglement.isHorizontalFlipped === simulation.isHorizontalFlipped ? 1 : -1
powerUps.directSpawn(flip * localSettings.entanglement.position.x, localSettings.entanglement.position.y, "entanglement", false);