stress concentration
nail gun tech: stress concentration - if a mob has below 50% durability after taking damage from needles or rivets near the center of it's body it dies caliber 16->25% nail, needle, rivet size/damage combined tech: flagella - spores move +50% faster spores follow you if they can't find a target shock wave stun also applies to sporangium no longer reduces explosion size JUNK tech: reincarnation - kill all mobs and spawn new ones (also spawn a few extra mobs for fun) updated pause menu and fields descriptions to new wording style bug fixes
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27
js/level.js
27
js/level.js
@@ -7,9 +7,9 @@ const level = {
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defaultZoom: 1400,
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onLevel: -1,
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levelsCleared: 0,
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// playableLevels: ["pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion"],
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//see level.populateLevels: (intro, ... , reservoir, reactor, ... , gauntlet, final) added later
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playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "pavilion"],
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// playableLevels: ["pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion"],
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communityLevels: ["stronghold", "basement", "crossfire", "vats", "run", "n-gon", "house", "perplex", "coliseum", "tunnel", "islands", "temple", "dripp"],
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trainingLevels: ["walk", "crouch", "jump", "hold", "throw", "throwAt", "deflect", "heal", "fire", "nailGun", "shotGun", "superBall", "matterWave", "missile", "stack", "mine", "grenades", "harpoon"],
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levels: [],
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@@ -20,12 +20,13 @@ const level = {
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// m.setField("time dilation")
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// b.giveGuns("nail gun")
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// b.giveGuns("mine")
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// tech.giveTech("laser-mines")
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// tech.giveTech("free-electron laser")
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// tech.giveTech("energy conservation")
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// tech.giveTech("6s half-life")
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// for (let i = 0; i < 10; i++) tech.giveTech("replication")
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// tech.giveTech("eternalism")
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// tech.giveTech("needle gun")
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// tech.giveTech("stress concentration")
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// for (let i = 0; i < 100; ++i) tech.giveTech("nail-bot")
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// tech.giveTech("rivet gun")
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// tech.giveTech("needle ice")
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// tech.giveTech("flash freeze")
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// tech.giveTech("superfluidity")
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// m.maxHealth = 100
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// m.health = m.maxHealth
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// for (let i = 0; i < 10; i++) tech.giveTech("tungsten carbide")
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@@ -36,12 +37,14 @@ const level = {
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// powerUps.research.changeRerolls(100000)
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// tech.tech[297].frequency = 100
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// m.immuneCycle = Infinity //you can't take damage
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// level.difficultyIncrease(40) //30 is near max on hard //60 is near max on why
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.perplex();
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// spawn.cellBossCulture(1900, -500)
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// level.testing(); //not in rotation, used for testing
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// spawn.starter(1900, -500)
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// spawn.starter(1900, -500, 300)
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// for (let i = 0; i < 50; ++i) spawn.starter(1900, -500)
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// spawn.powerUpBoss(1900, -500)
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if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
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// powerUps.research.changeRerolls(3000)
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@@ -1327,10 +1330,10 @@ const level = {
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if (this.height > 0 && Matter.Query.region([player], this).length) {
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if (m.immuneCycle < m.cycle) {
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const DRAIN = 0.002 * (tech.isRadioactiveResistance ? 0.25 : 1) + m.fieldRegen
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const DRAIN = 0.0022 * (tech.isRadioactiveResistance ? 0.25 : 1) + m.fieldRegen
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if (m.energy > DRAIN) {
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m.energy -= DRAIN
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m.damage(damage * (tech.isRadioactiveResistance ? 0.25 : 1) * 0.03) //still take 2% damage while you have energy
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// m.damage(damage * (tech.isRadioactiveResistance ? 0.25 : 1) * 0.03) //still take 2% damage while you have energy
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} else {
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m.damage(damage * (tech.isRadioactiveResistance ? 0.25 : 1))
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}
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@@ -8849,7 +8852,7 @@ const level = {
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} else {
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tech.addJunkTechToPool(0.49)
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}
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// spawn.randomLevelBoss(x, y, ["historyBoss"]);
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spawn.randomLevelBoss(x, y, ["historyBoss"]);
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}
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}
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