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)
This commit is contained in:
landgreen
2021-01-02 18:46:14 -08:00
parent ecb41e1a19
commit 79136db727
12 changed files with 282 additions and 247 deletions

View File

@@ -61,7 +61,7 @@ const level = {
b.respawnBots();
mech.resetHistory();
if (tech.isArmorFromPowerUps) {
const gain = Math.min(0.04 * powerUps.totalPowerUps, 0.44)
const gain = Math.min(0.04 * powerUps.totalPowerUps, 0.40)
tech.armorFromPowerUps += gain
mech.setMaxHealth();
// if (powerUps.totalPowerUps) simulation.makeTextLog("<span style='font-size:115%;'> max health increased by " + (gain * 100).toFixed(0) + "%</span>", 300)
@@ -74,7 +74,7 @@ const level = {
// powerUps.heal.spawn(mech.pos.x + 60 * (Math.random() - 0.5), mech.pos.y + 60 * (Math.random() - 0.5), 50);
}
}
if (tech.isPerpetualReroll) powerUps.spawn(mech.pos.x + 60 * (Math.random() - 0.5), mech.pos.y + 60 * (Math.random() - 0.5), "reroll", false);
if (tech.isPerpetualReroll) powerUps.spawn(mech.pos.x + 60 * (Math.random() - 0.5), mech.pos.y + 60 * (Math.random() - 0.5), "research", false);
if (tech.isPerpetualAmmo) {
powerUps.spawn(mech.pos.x + 60 * (Math.random() - 0.5), mech.pos.y + 60 * (Math.random() - 0.5), "ammo", false);
powerUps.spawn(mech.pos.x + 60 * (Math.random() - 0.5), mech.pos.y + 60 * (Math.random() - 0.5), "ammo", false);
@@ -115,6 +115,20 @@ const level = {
// hazardLaser1.draw();
// hazardLaser2.draw();
//draw wires
ctx.beginPath();
ctx.moveTo(-525, -800);
ctx.quadraticCurveTo(-800, -100, -1775, -375);
ctx.moveTo(-600, -800);
ctx.quadraticCurveTo(-800, -200, -1775, -325);
// ctx.moveTo(-525, -800);
// ctx.quadraticCurveTo(-800, -100, -1825, -450);
ctx.lineWidth = 1;
ctx.strokeStyle = "#234";
ctx.stroke();
};
level.setPosToSpawn(0, -50); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
@@ -145,8 +159,8 @@ const level = {
spawn.mapRect(-2000, -1000, 4000, 200); //ceiling
spawn.mapRect(-2000, -1000, 225, 2000); //left
spawn.mapRect(1800, -1000, 200, 2000); //right
spawn.mapRect(-500, -5, 25, 50); //edge shelf
spawn.mapRect(475, -5, 25, 50); //edge shelf
spawn.mapRect(-500, -25, 25, 50); //edge shelf
spawn.mapRect(475, -25, 25, 50); //edge shelf
// spawn.mapRect(-500, -820, 50, 25); //edge shelf ceiling
// spawn.mapRect(450, -820, 50, 25); //edge shelf ceiling
// spawn.bodyRect(1540, -1110, 300, 25, 0.9);
@@ -196,7 +210,7 @@ const level = {
spawn.mapRect(-250, -700, 1000, 900); // shelf
spawn.mapRect(-250, -1200, 1000, 250); // shelf roof
// powerUps.spawnStartingPowerUps(600, -800);
// for (let i = 0; i < 50; ++i) powerUps.spawn(550, -800, "reroll", false);
// for (let i = 0; i < 50; ++i) powerUps.spawn(550, -800, "research", false);
// powerUps.spawn(350, -800, "gun", false);
function blockDoor(x, y, blockSize = 58) {