wave beam rework
community level crossfire has been nerfed a bit **wave beam rework** removed tech: wave packet (this is now the default mode of wave beam) tech: imaginary number - 50% more damage, but the wave is a single strand tech: bound state - wave bullets reflect backwards 2 times now stacks 9 times and works with phase velocity tech: jabbering - wave beam fires another packet if you hold fire also increases wave damage by 25%
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67
js/level.js
67
js/level.js
@@ -20,10 +20,10 @@ const level = {
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// b.giveGuns("laser")
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// tech.isExplodeRadio = true
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// for (let i = 0; i < 9; i++) tech.giveTech("auto-loading heuristics")
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// tech.giveTech("pulse")
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// tech.giveTech("ice crystal nucleation")
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// tech.giveTech("needle gun")
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// tech.giveTech("cardinality")
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// for (let i = 0; i < 2; i++) tech.giveTech("bound state")
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// for (let i = 0; i < 9; i++) tech.giveTech("jabbering")
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// tech.giveTech("phase velocity")
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// tech.giveTech("imaginary number")
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// tech.giveTech("Bayesian statistics")
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// tech.isExplodeRadio = true;
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@@ -1116,10 +1116,10 @@ const level = {
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// spawn.shooterBoss(1900, -500)
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// spawn.launcherBoss(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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// spawn.striker(1600, -500)
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spawn.striker(1600, -500)
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// spawn.laserTargetingBoss(1700, -120)
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// spawn.bomberBoss(1400, -500)
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spawn.ghoster(1800, -120)
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// spawn.ghoster(1800, -120)
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// spawn.streamBoss(1600, -500)
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// spawn.orbitalBoss(1600, -500)
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// spawn.cellBossCulture(1600, -500)
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@@ -4619,9 +4619,9 @@ const level = {
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crossfire() {
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//*1.5
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//Level Setup
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const slimePitOne = level.hazard(0, 850, 3800, 120, 25);
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const slimePitTwo = level.hazard(4600, 430, 2000, 120, 35);
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const slimePitThree = level.hazard(6500, 200, 1000, 170, 50);
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const slimePitOne = level.hazard(0, 850, 3800, 120);
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const slimePitTwo = level.hazard(4600, 430, 2000, 120);
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const slimePitThree = level.hazard(6500, 200, 1000, 170);
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level.custom = () => {
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slimePitOne.query();
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@@ -4701,27 +4701,27 @@ const level = {
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//Mob Spawning
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spawn.randomMob(200, 400, 0.7);
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spawn.randomMob(1200, 400, 0.7);
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// spawn.randomMob(1200, 400, 0.7);
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spawn.randomMob(2000, 400, 0.7);
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spawn.randomMob(3000, 400, 0.7);
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// spawn.randomMob(3000, 400, 0.7);
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spawn.randomMob(5000, 0, 0.7);
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spawn.randomMob(5600, 0, 0.7);
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spawn.randomMob(6200, -200, 0.7);
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spawn.randomMob(6600, -200, 0.7);
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// spawn.randomMob(6600, -200, 0.7);
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spawn.randomMob(7200, -800, 0.7);
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spawn.randomSmallMob(800, 400, 0.9);
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spawn.randomSmallMob(1800, 400, 0.9);
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spawn.randomSmallMob(2600, 400, 0.9);
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// spawn.randomSmallMob(2600, 400, 0.9);
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spawn.randomSmallMob(5200, 0, 0.9);
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spawn.randomSmallMob(5400, 0, 0.9);
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// spawn.randomSmallMob(5400, 0, 0.9);
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spawn.randomSmallMob(6400, -200, 0.9);
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spawn.randomGroup(3800, 400, 0.5);
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spawn.randomGroup(4200, 400, 0.5);
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spawn.randomGroup(4400, 200, 0.5);
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// spawn.randomGroup(4400, 200, 0.5);
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spawn.randomGroup(7000, -800, 0.5);
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spawn.randomGroup(7700, 300, 0.5);
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// spawn.randomGroup(7700, 300, 0.5);
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spawn.randomGroup(9800, 300, 0.5);
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spawn.randomGroup(7700, -1100, 0.5);
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// spawn.randomGroup(7700, -1100, 0.5);
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spawn.randomGroup(9800, -1100, 0.5);
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if (simulation.difficulty > 10) {
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@@ -4732,21 +4732,19 @@ const level = {
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}
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//Boss Spawning
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spawn.pulsarBoss(-400, -200);
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if (simulation.difficulty > 25) {
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spawn.pulsarBoss(3600, -400);
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if (simulation.difficulty > 20) {
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spawn.pulsarBoss(-400, -200);
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if (simulation.difficulty > 40) {
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spawn.pulsarBoss(4200, 1000);
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if (simulation.difficulty > 65) {
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spawn.pulsarBoss(5800, -1200);
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spawn.pulsarBoss(-400, -200);
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if (simulation.difficulty > 85) {
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spawn.pulsarBoss(3600, -400);
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spawn.pulsarBoss(4200, 1000);
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if (simulation.difficulty > 115) {
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spawn.pulsarBoss(5800, -1200);
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spawn.pulsarBoss(3600, -400);
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if (simulation.difficulty > 60) {
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spawn.pulsarBoss(4200, 1000);
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if (simulation.difficulty > 80) {
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spawn.pulsarBoss(5800, -1200);
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if (simulation.difficulty > 100) {
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spawn.pulsarBoss(-400, -200);
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spawn.pulsarBoss(3600, -400);
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if (simulation.difficulty > 120) {
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spawn.pulsarBoss(3600, -400);
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}
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}
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}
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}
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@@ -4756,10 +4754,11 @@ const level = {
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//Powerup Spawning
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powerUps.spawnStartingPowerUps(4000, 400);
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powerUps.spawnStartingPowerUps(4400, 400);
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powerUps.chooseRandomPowerUp(4000, 400);
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powerUps.chooseRandomPowerUp(4000, 400);
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powerUps.chooseRandomPowerUp(4400, 400);
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powerUps.chooseRandomPowerUp(4400, 400);
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powerUps.chooseRandomPowerUp(4002, 400);
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powerUps.chooseRandomPowerUp(4004, 400);
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powerUps.chooseRandomPowerUp(4006, 400);
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powerUps.chooseRandomPowerUp(4407, 400);
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powerUps.chooseRandomPowerUp(4409, 400);
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powerUps.addRerollToLevel(); //needs to run after mobs are spawned
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//Block Spawning
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