removed ice IX gun
reroll renamed -> research spore damage increased 25% ice IX has it's damage buffed by 50%, and freeze effect lasts 2s (up from 1s) ice IX is no longer a gun but you can still get it for nano-scale field (and it's pretty strong) tech: heavy water was removed tech: correlated damage - duplication chance also gives % damage (also added some minor nerfs to other duplication tech for balance)
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24
js/level.js
24
js/level.js
@@ -61,7 +61,7 @@ const level = {
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b.respawnBots();
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mech.resetHistory();
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if (tech.isArmorFromPowerUps) {
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const gain = Math.min(0.04 * powerUps.totalPowerUps, 0.44)
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const gain = Math.min(0.04 * powerUps.totalPowerUps, 0.40)
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tech.armorFromPowerUps += gain
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mech.setMaxHealth();
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// if (powerUps.totalPowerUps) simulation.makeTextLog("<span style='font-size:115%;'> max health increased by " + (gain * 100).toFixed(0) + "%</span>", 300)
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@@ -74,7 +74,7 @@ const level = {
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// powerUps.heal.spawn(mech.pos.x + 60 * (Math.random() - 0.5), mech.pos.y + 60 * (Math.random() - 0.5), 50);
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}
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}
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if (tech.isPerpetualReroll) powerUps.spawn(mech.pos.x + 60 * (Math.random() - 0.5), mech.pos.y + 60 * (Math.random() - 0.5), "reroll", false);
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if (tech.isPerpetualReroll) powerUps.spawn(mech.pos.x + 60 * (Math.random() - 0.5), mech.pos.y + 60 * (Math.random() - 0.5), "research", false);
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if (tech.isPerpetualAmmo) {
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powerUps.spawn(mech.pos.x + 60 * (Math.random() - 0.5), mech.pos.y + 60 * (Math.random() - 0.5), "ammo", false);
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powerUps.spawn(mech.pos.x + 60 * (Math.random() - 0.5), mech.pos.y + 60 * (Math.random() - 0.5), "ammo", false);
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@@ -115,6 +115,20 @@ const level = {
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// hazardLaser1.draw();
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// hazardLaser2.draw();
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//draw wires
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ctx.beginPath();
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ctx.moveTo(-525, -800);
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ctx.quadraticCurveTo(-800, -100, -1775, -375);
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ctx.moveTo(-600, -800);
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ctx.quadraticCurveTo(-800, -200, -1775, -325);
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// ctx.moveTo(-525, -800);
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// ctx.quadraticCurveTo(-800, -100, -1825, -450);
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ctx.lineWidth = 1;
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ctx.strokeStyle = "#234";
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ctx.stroke();
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};
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level.setPosToSpawn(0, -50); //normal spawn
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spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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@@ -145,8 +159,8 @@ const level = {
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spawn.mapRect(-2000, -1000, 4000, 200); //ceiling
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spawn.mapRect(-2000, -1000, 225, 2000); //left
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spawn.mapRect(1800, -1000, 200, 2000); //right
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spawn.mapRect(-500, -5, 25, 50); //edge shelf
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spawn.mapRect(475, -5, 25, 50); //edge shelf
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spawn.mapRect(-500, -25, 25, 50); //edge shelf
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spawn.mapRect(475, -25, 25, 50); //edge shelf
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// spawn.mapRect(-500, -820, 50, 25); //edge shelf ceiling
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// spawn.mapRect(450, -820, 50, 25); //edge shelf ceiling
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// spawn.bodyRect(1540, -1110, 300, 25, 0.9);
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@@ -196,7 +210,7 @@ const level = {
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spawn.mapRect(-250, -700, 1000, 900); // shelf
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spawn.mapRect(-250, -1200, 1000, 250); // shelf roof
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// powerUps.spawnStartingPowerUps(600, -800);
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// for (let i = 0; i < 50; ++i) powerUps.spawn(550, -800, "reroll", false);
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// for (let i = 0; i < 50; ++i) powerUps.spawn(550, -800, "research", false);
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// powerUps.spawn(350, -800, "gun", false);
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function blockDoor(x, y, blockSize = 58) {
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