back up before adjusting keycodes
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20
js/level.js
20
js/level.js
@@ -3842,25 +3842,25 @@ const level = {
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for (let i = 0; i < num; i++) {
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game.difficulty++
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game.dmgScale += 0.37; //damage done by mobs increases each level
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b.dmgScale *= 0.92; //damage done by player decreases each level
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if (game.accelScale < 5) game.accelScale *= 1.027 //mob acceleration increases each level
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if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.975 //mob cycles between looks decreases each level
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if (game.CDScale > 0.2) game.CDScale *= 0.966 //mob CD time decreases each level
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b.dmgScale *= 0.93; //damage done by player decreases each level
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if (game.accelScale < 5) game.accelScale *= 1.02 //mob acceleration increases each level
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if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level
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if (game.CDScale > 0.2) game.CDScale *= 0.97 //mob CD time decreases each level
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}
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game.healScale = 1 / (1 + game.difficulty * 0.07) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
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game.healScale = 1 / (1 + game.difficulty * 0.06) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
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},
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difficultyDecrease(num = 1) { //used in easy mode for game.reset()
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for (let i = 0; i < num; i++) {
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game.difficulty--
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game.dmgScale -= 0.37; //damage done by mobs increases each level
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if (game.dmgScale < 0.1) game.dmgScale = 0.1;
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b.dmgScale /= 0.92; //damage done by player decreases each level
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if (game.accelScale > 0.2) game.accelScale /= 1.027 //mob acceleration increases each level
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if (game.lookFreqScale < 5) game.lookFreqScale /= 0.975 //mob cycles between looks decreases each level
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if (game.CDScale < 5) game.CDScale /= 0.966 //mob CD time decreases each level
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b.dmgScale /= 0.93; //damage done by player decreases each level
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if (game.accelScale > 0.2) game.accelScale /= 1.02 //mob acceleration increases each level
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if (game.lookFreqScale < 5) game.lookFreqScale /= 0.98 //mob cycles between looks decreases each level
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if (game.CDScale < 5) game.CDScale /= 0.97 //mob CD time decreases each level
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}
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if (game.difficulty < 1) game.difficulty = 0;
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game.healScale = 1 / (1 + game.difficulty * 0.07)
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game.healScale = 1 / (1 + game.difficulty * 0.06)
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},
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difficultyText(mode = document.getElementById("difficulty-select").value) {
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if (mode === "0") {
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