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
This commit is contained in:
landgreen
2020-09-26 05:34:38 -07:00
parent 2c34a7d89d
commit 5728008397
8 changed files with 228 additions and 79 deletions

View File

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