plasma ball
plasma ball much more damage new graphics fast decay in mob shields works with capacitor some bug fixes paradigm shift: 4->10% chance to give research instead of tech harpoon density: 0.006->0.005 (lower damage and knock back to mobs) wormhole: 7->5% duplication chance pilot wave uses less energy
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14
js/level.js
14
js/level.js
@@ -18,7 +18,7 @@ const level = {
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// m.setField("metamaterial cloaking")
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// b.giveGuns("harpoon")
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// tech.giveTech("grappling hook")
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// tech.giveTech("bulk modulus")
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// tech.giveTech("capacitor bank")
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// for (let i = 0; i < 2; i++) powerUps.directSpawn(0, 0, "tech");
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// for (let i = 0; i < 9; i++) tech.giveTech("dynamo-bot")
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// for (let i = 10; i < tech.tech.length; i++) { tech.tech[i].isBanished = true }
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@@ -32,7 +32,7 @@ const level = {
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// level.difficultyIncrease(30) //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.reactor();
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// level.pavilion(); //not in rotation, used for testing
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// level.testing(); //not in rotation, used for testing
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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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// for (let i = 0; i < 30; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
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@@ -113,9 +113,7 @@ const level = {
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for (let i = 0; i < 2; i++) powerUps.spawn(level.exit.x + 10 * (Math.random() - 0.5), level.exit.y - 100 + 10 * (Math.random() - 0.5), "tech", false) //exit
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// for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + 90 * (Math.random() - 0.5), player.position.y + 90 * (Math.random() - 0.5), "tech", false); //start
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}
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if (m.plasmaBall) {
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m.plasmaBall.isOn = false
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}
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if (m.plasmaBall) m.plasmaBall.isOn = false
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},
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trainingText(say) {
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simulation.lastLogTime = 0; //clear previous messages
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@@ -2543,11 +2541,11 @@ const level = {
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spawn.mapRect(4850, -275, 50, 175);
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//???
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level.difficultyIncrease(5) //30 is near max on hard //60 is near max on why
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level.difficultyIncrease(15) //30 is near max on hard //60 is near max on why
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m.addHealth(Infinity)
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// spawn.starter(1900, -500, 200) //big boy
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for (let i = 0; i < 10; ++i) spawn.launcher(1900, -500)
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spawn.starter(1900, -500, 200) //big boy
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// for (let i = 0; i < 10; ++i) spawn.launcher(1900, -500)
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// spawn.slashBoss(1900, -500)
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// spawn.launcherBoss(3200, -500)
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// spawn.laserTargetingBoss(1700, -500)
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