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
This commit is contained in:
landgreen
2022-06-19 08:32:45 -07:00
parent e68ed81ba1
commit 698c18482b
9 changed files with 412 additions and 222 deletions

View File

@@ -7,9 +7,9 @@ const level = {
defaultZoom: 1400,
onLevel: -1,
levelsCleared: 0,
// playableLevels: ["pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion"],
//see level.populateLevels: (intro, ... , reservoir, reactor, ... , gauntlet, final) added later
playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "pavilion"],
// playableLevels: ["pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion"],
communityLevels: ["stronghold", "basement", "crossfire", "vats", "run", "n-gon", "house", "perplex", "coliseum", "tunnel", "islands", "temple", "dripp"],
trainingLevels: ["walk", "crouch", "jump", "hold", "throw", "throwAt", "deflect", "heal", "fire", "nailGun", "shotGun", "superBall", "matterWave", "missile", "stack", "mine", "grenades", "harpoon"],
levels: [],
@@ -20,12 +20,13 @@ const level = {
// m.setField("time dilation")
// b.giveGuns("nail gun")
// b.giveGuns("mine")
// tech.giveTech("laser-mines")
// tech.giveTech("free-electron laser")
// tech.giveTech("energy conservation")
// tech.giveTech("6s half-life")
// for (let i = 0; i < 10; i++) tech.giveTech("replication")
// tech.giveTech("eternalism")
// tech.giveTech("needle gun")
// tech.giveTech("stress concentration")
// for (let i = 0; i < 100; ++i) tech.giveTech("nail-bot")
// tech.giveTech("rivet gun")
// tech.giveTech("needle ice")
// tech.giveTech("flash freeze")
// tech.giveTech("superfluidity")
// m.maxHealth = 100
// m.health = m.maxHealth
// for (let i = 0; i < 10; i++) tech.giveTech("tungsten carbide")
@@ -36,12 +37,14 @@ const level = {
// powerUps.research.changeRerolls(100000)
// tech.tech[297].frequency = 100
// m.immuneCycle = Infinity //you can't take damage
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
// level.difficultyIncrease(40) //30 is near max on hard //60 is near max on why
// simulation.enableConstructMode() //used to build maps in testing mode
// level.perplex();
// spawn.cellBossCulture(1900, -500)
// level.testing(); //not in rotation, used for testing
// spawn.starter(1900, -500)
// spawn.starter(1900, -500, 300)
// for (let i = 0; i < 50; ++i) spawn.starter(1900, -500)
// spawn.powerUpBoss(1900, -500)
if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
// powerUps.research.changeRerolls(3000)
@@ -1327,10 +1330,10 @@ const level = {
if (this.height > 0 && Matter.Query.region([player], this).length) {
if (m.immuneCycle < m.cycle) {
const DRAIN = 0.002 * (tech.isRadioactiveResistance ? 0.25 : 1) + m.fieldRegen
const DRAIN = 0.0022 * (tech.isRadioactiveResistance ? 0.25 : 1) + m.fieldRegen
if (m.energy > DRAIN) {
m.energy -= DRAIN
m.damage(damage * (tech.isRadioactiveResistance ? 0.25 : 1) * 0.03) //still take 2% damage while you have energy
// m.damage(damage * (tech.isRadioactiveResistance ? 0.25 : 1) * 0.03) //still take 2% damage while you have energy
} else {
m.damage(damage * (tech.isRadioactiveResistance ? 0.25 : 1))
}
@@ -8849,7 +8852,7 @@ const level = {
} else {
tech.addJunkTechToPool(0.49)
}
// spawn.randomLevelBoss(x, y, ["historyBoss"]);
spawn.randomLevelBoss(x, y, ["historyBoss"]);
}
}