newLevel - towers
  please give feedback
boost level elements can now be pointed at any angle

paradigm shift costs 1 health, but cost increases after each use
  ejecting with paradigm shift tech sets their frequency to zero, so they don't show up again
polyurethane foam - makes more foam from super balls
bubble fusion - now works with any shield, but only once per mob
  so it triggers from the shieldingBoss
collider - has a higher chance to form tech vs. other power ups

removed all ON/OFF tech
  I just don't think they are fun

JUNK tech - wall jump

fixed some bugs

player damage reduction adjustment: 0.9x -> 0.89x per level per difficulty mode (1,2,4,5)
  on easy that's 0.28 -> 0.245 by level 12 (a 12% player damage nerf)
  on why a 50% player damage nerf by level 12
This commit is contained in:
landgreen
2024-04-28 09:55:12 -07:00
parent 3ce6becec9
commit 773ee5c1ae
12 changed files with 1012 additions and 621 deletions

View File

@@ -1161,6 +1161,7 @@ const mobs = {
this.onDeath(this); //custom death effects
this.removeConsBB();
this.alive = false; //triggers mob removal in mob[i].replace(i)
console.log(this.shieldCount)
if (this.isDropPowerUp) {
// if (true) {
@@ -1306,7 +1307,7 @@ const mobs = {
tech.cloakDuplication -= 0.01
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
}
} else if (tech.isShieldAmmo && this.shield && !this.isExtraShield && this.isDropPowerUp) {
} else if (tech.isShieldAmmo && this.shield && this.shieldCount === 1) {
let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
if (Math.random() < 0.4) {
type = "heal"