ionization energy
mod: ionization energy - heal power ups give you 4% max energy requires mass-energy equivalence mod: discrete optimization - 50% damage and 50% slow fire rotates requires cloaking field
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@@ -17,7 +17,7 @@ const level = {
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// mech.isCloak = true;
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// mech.setField("metamaterial cloaking")
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// b.giveGuns("laser")
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// mod.giveMod("phase decoherence");
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// mod.giveMod("Bayesian statistics");
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level.intro(); //starting level
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// level.testing(); //not in rotation
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@@ -837,16 +837,19 @@ const level = {
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)
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} else if (game.difficultyMode > 1 && localSettings.levelsClearedLastGame > 10) { //great run on a hard or why
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say.push(
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"I think I'm getting closer to to the end, but what will I find there?",
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"What do I do after I escape?",
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"I'm almost ready to stop these simulations and actually escape.",
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"I think I'm getting closer to something, but what?",
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"I'm getting stronger.",
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"What happens after I escape?",
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"I found a good combination of technology last time."
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)
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} else { //resolve
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say.push(
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"I'll try some different mods this time.",
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"I've got to escape.",
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"I'll find a way out.",
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"I keep forgetting that these are just simulated escapes."
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)
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}
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game.makeTextLog(say[Math.floor(say.length * Math.random())], 1000)
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@@ -1930,7 +1933,7 @@ const level = {
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spawn.mapRect(-1500, 0, 2750, 100);
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spawn.mapRect(175, -270, 125, 300);
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spawn.mapRect(-1900, -600, 1775, 100);
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spawn.mapRect(-1900, -600, 100, 1300);
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spawn.mapRect(-1900, -550, 100, 1250);
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//house
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spawn.mapRect(-175, -550, 50, 400);
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spawn.mapRect(-175, -10, 350, 50);
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