endless experimental mode
"labs" is now in the normal map rotation experimental mode is now endless (no gauntlet, finalBoss, ...) fixed a bug that was giving experimental mode full life at the start perfect diamagnetism field has a 10% larger radius and arc the 1/15 second cooldown after blocking with perfect diamagnetism no longer stops you from blocking it still disables field damage effects and player recoil after blocking (for 1/15 of a second) mass-energy now works with catabolism by removing max energy to make ammo ergodicity - now reduces difficulty by 2 levels and prevent healing from heal power ups (was all healing) Noether violation gives even more forward recoil blinkBoss has more health, but it's much slower at easy difficulty
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27
js/bullet.js
27
js/bullet.js
@@ -95,18 +95,21 @@ const b = {
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},
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outOfAmmo() { //triggers after firing when you have NO ammo
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simulation.makeTextLog(`${b.guns[b.activeGun].name}.<span class='color-gun'>ammo</span><span class='color-symbol'>:</span> 0`);
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m.fireCDcycle = m.cycle + 30; //fire cooldown
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if (tech.isAmmoFromHealth && m.maxHealth > 0.01) {
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tech.extraMaxHealth -= 0.01 //decrease max health
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m.setMaxHealth();
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m.fireCDcycle = m.cycle + 30; //fire cooldown
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if (tech.isAmmoFromHealth) {
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if (tech.isEnergyHealth) {
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tech.healMaxEnergyBonus -= 0.01
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m.setMaxEnergy();
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} else if (m.maxHealth > 0.01) {
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tech.extraMaxHealth -= 0.01 //decrease max health
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m.setMaxHealth();
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}
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for (let i = 0; i < 4; i++) powerUps.spawn(m.pos.x + 50 * (Math.random() - 0.5), m.pos.y + 50 * (Math.random() - 0.5), "ammo");
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// if (m.health > 0.03) {
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// m.damage(0.03 / m.harmReduction()); // /m.harmReduction() undoes damage increase from difficulty
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// if (!(tech.isRewindAvoidDeath && m.energy > 0.66)) { //don't give ammo if CPT triggered
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//
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// }
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// }
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}
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// if (tech.isAmmoFromHealth && m.maxHealth > 0.01) {
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// tech.extraMaxHealth -= 0.01 //decrease max health
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// m.setMaxHealth();
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// }
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},
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giveGuns(gun = "random", ammoPacks = 10) {
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if (tech.isOneGun) b.removeAllGuns();
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@@ -3794,8 +3797,8 @@ const b = {
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}
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if (tech.isShotgunReversed) {
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player.force.x += 2 * knock * Math.cos(m.angle)
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player.force.y += 2 * knock * Math.sin(m.angle) - 6 * player.mass * simulation.g
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player.force.x += 4 * knock * Math.cos(m.angle)
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player.force.y += 4 * knock * Math.sin(m.angle) - 6 * player.mass * simulation.g
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} else if (tech.isShotgunRecoil) {
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m.fireCDcycle -= 0.66 * (45 * b.fireCDscale)
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player.force.x -= 2 * knock * Math.cos(m.angle)
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