pacifist
tech: pacifist - if you kill a mob lose 2% max health, but gain 2 tech at the end of every level junk tech: bounce - you bounce, it's kinda annoying
This commit is contained in:
@@ -108,6 +108,9 @@ const level = {
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m.eyeFillColor = m.fieldMeterColor
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m.eyeFillColor = m.fieldMeterColor
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simulation.makeTextLog(`tech.isFlipFlopOn <span class='color-symbol'>=</span> true`);
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simulation.makeTextLog(`tech.isFlipFlopOn <span class='color-symbol'>=</span> true`);
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}
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}
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if (tech.removeMaxHealthOnKill > 0.01) {
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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)
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}
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},
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},
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custom() {},
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custom() {},
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customTopLayer() {},
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customTopLayer() {},
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11
js/mob.js
11
js/mob.js
@@ -1140,6 +1140,17 @@ const mobs = {
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bullet[bullet.length - 1].endCycle = simulation.cycle + 840 //14 seconds
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bullet[bullet.length - 1].endCycle = simulation.cycle + 840 //14 seconds
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this.leaveBody = false; // no body since it turned into the bot
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this.leaveBody = false; // no body since it turned into the bot
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}
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}
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if (tech.removeMaxHealthOnKill) {
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if (tech.isEnergyHealth) {
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if (m.maxEnergy > tech.removeMaxHealthOnKill) {
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tech.healMaxEnergyBonus -= tech.removeMaxHealthOnKill
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m.setMaxEnergy();
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}
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} else if (m.maxHealth > tech.removeMaxHealthOnKill) {
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tech.extraMaxHealth -= tech.removeMaxHealthOnKill //decrease max health
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m.setMaxHealth();
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}
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}
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} else if (tech.isShieldAmmo && this.shield && !this.isExtraShield) {
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} else if (tech.isShieldAmmo && this.shield && !this.isExtraShield) {
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let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
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let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
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if (Math.random() < 0.4) {
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if (Math.random() < 0.4) {
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61
js/tech.js
61
js/tech.js
@@ -6091,6 +6091,26 @@
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tech.isCloakStun = false;
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tech.isCloakStun = false;
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}
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}
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},
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},
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{
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name: "pacifist",
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description: "if you <strong>kill</strong> a <strong>mob</strong> lose <strong>2%</strong> max <strong class='color-h'>health</strong><br>spawn <strong>2</strong> <strong class='color-m'>tech</strong> at the <strong>end</strong> of every level",
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isFieldTech: true,
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking" && !tech.removeMaxHealthOnKill
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},
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requires: "metamaterial cloaking, not -pacifist-",
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effect() {
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tech.removeMaxHealthOnKill = 0.02
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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)
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},
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remove() {
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tech.removeMaxHealthOnKill = 0
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}
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},
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{
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{
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name: "ambush",
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name: "ambush",
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description: "metamaterial cloaking field <strong class='color-d'>damage</strong> effect<br>is increased from <span style = 'text-decoration: line-through;'>300%</span> to <strong>600%</strong>",
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description: "metamaterial cloaking field <strong class='color-d'>damage</strong> effect<br>is increased from <span style = 'text-decoration: line-through;'>300%</span> to <strong>600%</strong>",
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@@ -6472,6 +6492,25 @@
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tech.wimpExperiment = 0
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tech.wimpExperiment = 0
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}
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}
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},
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},
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{
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name: "-pacifist-",
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description: "<strong style='color: #f55;'>experiment:</strong> if you <strong>kill</strong> a <strong>mob</strong><br>lose <strong>1%</strong> max <strong class='color-h'>health</strong>",
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maxCount: 1,
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count: 0,
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frequency: 0,
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isBadRandomOption: true,
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isExperimentalMode: true,
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allowed() {
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return build.isExperimentSelection
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},
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requires: "",
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effect() {
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tech.removeMaxHealthOnKill = 0.01
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},
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remove() {
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tech.removeMaxHealthOnKill = 0
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}
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},
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//**************************************************
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//**************************************************
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//************************************************** JUNK
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//************************************************** JUNK
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//************************************************** tech
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//************************************************** tech
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@@ -6494,6 +6533,25 @@
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// },
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// },
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// remove() {}
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// remove() {}
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// },
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// },
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{
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name: "bounce",
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description: "you bounce off things. It's annoying, but not that bad.",
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maxCount: 1,
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count: 0,
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frequency: 0,
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isExperimentHide: true,
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isJunk: true,
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allowed() {
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return true
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},
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requires: "",
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effect() {
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player.restitution = 0.9
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},
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remove() {
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if (this.count) player.restitution = 0
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}
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},
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{
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{
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name: "true colors",
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name: "true colors",
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description: `set all power ups to their real world colors`,
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description: `set all power ups to their real world colors`,
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@@ -8164,5 +8222,6 @@
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extraHarpoons: null,
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extraHarpoons: null,
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ammoCap: null,
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ammoCap: null,
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isHarpoonPowerUp: null,
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isHarpoonPowerUp: null,
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harpoonDensity: null
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harpoonDensity: null,
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removeMaxHealthOnKill: null
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}
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}
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5
todo.txt
5
todo.txt
@@ -1,9 +1,12 @@
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******************************************************** NEXT PATCH **************************************************
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******************************************************** NEXT PATCH **************************************************
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tech: pacifist - if you kill a mob lose 2% max health, but gain 2 tech at the end of every level
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junk tech: bounce - you bounce, it's kinda annoying
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******************************************************** TODO ********************************************************
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******************************************************** TODO ********************************************************
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experiment: like lose 1% max health every time you kill a mob?
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JUNK tech: planetesimals game inside n-gon
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JUNK tech: planetesimals game inside n-gon
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https://codepen.io/lilgreenland/pen/jrMvaB?editors=0010
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https://codepen.io/lilgreenland/pen/jrMvaB?editors=0010
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