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:
32
js/level.js
32
js/level.js
@@ -18,30 +18,31 @@ const level = {
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// simulation.enableConstructMode() //used to build maps in testing mode
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// simulation.isHorizontalFlipped = true
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// tech.giveTech("performance")
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// level.difficultyIncrease(2 * 4) //30 is near max on hard //60 is near max on why
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// level.difficultyIncrease(15 * 4) //30 is near max on hard //60 is near max on why
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// m.maxHealth = m.health = 100
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// tech.isRerollDamage = true
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// powerUps.research.changeRerolls(50)
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// powerUps.research.changeRerolls(1000)
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// m.immuneCycle = Infinity //you can't take damage
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// tech.tech[297].frequency = 100
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// m.couplingChange(5)
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// m.setField("time dilation") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass pilot wave
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// m.setField("plasma torch") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass pilot wave plasma torch
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// simulation.molecularMode = 2
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// m.damage(0.1);
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// 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
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// 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
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// b.guns[9].ammo = 10000
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// tech.giveTech("startle response")
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// for (let i = 0; i < 1; ++i) tech.giveTech("junk DNA")
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// b.guns[0].ammo = 10000
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// tech.giveTech("plasma ball")
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// tech.giveTech("dye laser")
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// for (let i = 0; i < 1; ++i) tech.giveTech("grappling hook")
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// for (let i = 0; i < 5; i++) tech.giveTech("laser-bot")
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// for (let i = 0; i < 1; ++i) tech.giveTech("railgun")
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// for (let i = 0; i < 3; ++i) tech.giveTech("Bitter electromagnet")
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// for (let i = 0; i < 1; i++) tech.giveTech("capacitor bank")
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// for (let i = 0; i < 9; i++) tech.giveTech("heuristics")
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "boost");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
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// level.testing();
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// spawn.starter(1900, -500, 200)
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// spawn.shooter(1900, -500, 200)
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// spawn.starter(1900, -500)
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// spawn.timeBoss(2538, -950)
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// for (let i = 0; i < 5; ++i) spawn.sniper(1000 + 5000 * Math.random(), -500 + 300 * Math.random())
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@@ -66,7 +67,7 @@ const level = {
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// level.null()
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// localSettings.isHuman = true
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// tech.isNoDraftPause = false //disable pause
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// mobs.mobDeaths = 200
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// mobs.mobDeaths = 200 //to prevent pacifist mode
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// for (let i = 0; i < 13; i++) level.nextLevel(); //jump to final boss
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// lore.unlockTesting();
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@@ -101,6 +102,11 @@ const level = {
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b.inventoryGun = tech.buffedGun;
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simulation.switchGun();
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}
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if (tech.isGunChoice && Number.isInteger(tech.buffedGun) && b.inventory.length) {
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var gun = b.guns[b.inventory[tech.buffedGun]].name
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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);
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}
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if (tech.isForeverDrones) {
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if (tech.isDroneRadioactive) {
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@@ -119,8 +125,7 @@ const level = {
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tech.healMaxEnergyBonus += 0.1 * powerUps.totalPowerUps //Math.min(0.02 * powerUps.totalPowerUps, 0.51)
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m.setMaxEnergy();
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}
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if (tech.isSwitchReality && powerUps.research.count > 0) {
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powerUps.research.changeRerolls(-1);
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if (tech.isSwitchReality) {
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simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
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m.switchWorlds()
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simulation.trails()
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@@ -162,7 +167,8 @@ const level = {
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if (tech.isSpawnExitTech) {
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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
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}
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if (m.plasmaBall) m.plasmaBall.reset()
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// if (m.plasmaBall) m.plasmaBall.reset()
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if (m.plasmaBall) m.plasmaBall.fire()
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if (localSettings.entanglement && localSettings.entanglement.levelName === level.levels[level.onLevel]) {
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const flip = localSettings.entanglement.isHorizontalFlipped === simulation.isHorizontalFlipped ? 1 : -1
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powerUps.directSpawn(flip * localSettings.entanglement.position.x, localSettings.entanglement.position.y, "entanglement", false);
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