2 bosses late game

on later levels spawn 2 bosses, but 1 power up each
  starts at simulation.difficulty > 23 //on hard mode level 6, level 12 on easy, level 4 on why?
  makes combat harder, but also means that you will always get at least 2 drops per level
    you used to have a chance to only get 1 near the end of the game
    I'm guessing this will lead to about 3 more total tech by the final boss
  abiogenesis - removed
  parthenogenesis - doesn't duplicate bosses anymore, +8% duplication
This commit is contained in:
landgreen
2023-09-02 15:30:23 -07:00
parent 99bd1c876e
commit 8a3ac11793
5 changed files with 75 additions and 62 deletions

View File

@@ -190,23 +190,23 @@ const level = {
difficultyIncrease(num = 1) {
for (let i = 0; i < num; i++) {
simulation.difficulty++
m.dmgScale *= 0.91; //damage done by player decreases each level
m.dmgScale *= 0.905; //damage done by player decreases each level
if (simulation.accelScale < 6) simulation.accelScale *= 1.024 //mob acceleration increases each level
if (simulation.CDScale > 0.15) simulation.CDScale *= 0.964 //mob CD time decreases each level
}
simulation.dmgScale = Math.max(0.1, 0.29 * simulation.difficulty) //damage done by mobs scales with total levels
simulation.dmgScale = Math.max(0.1, 0.285 * simulation.difficulty) //damage done by mobs scales with total levels
simulation.healScale = 1 / (1 + simulation.difficulty * 0.045) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
// console.log(`CD = ${simulation.CDScale}`)
},
difficultyDecrease(num = 1) { //used in easy mode for simulation.reset()
for (let i = 0; i < num; i++) {
simulation.difficulty--
m.dmgScale /= 0.91; //damage done by player decreases each level
m.dmgScale /= 0.905; //damage done by player decreases each level
if (simulation.accelScale > 1) simulation.accelScale /= 1.024 //mob acceleration increases each level
if (simulation.CDScale < 1) simulation.CDScale /= 0.964 //mob CD time decreases each level
}
if (simulation.difficulty < 1) simulation.difficulty = 0;
simulation.dmgScale = Math.max(0.1, 0.29 * simulation.difficulty) //damage done by mobs scales with total levels
simulation.dmgScale = Math.max(0.1, 0.285 * simulation.difficulty) //damage done by mobs scales with total levels
simulation.healScale = 1 / (1 + simulation.difficulty * 0.045)
},
difficultyText() {
@@ -3836,7 +3836,7 @@ const level = {
}
}
}
spawn.secondaryBossChance(-2300, -800)
// spawn.secondaryBossChance(-2300, -800)
}
} else {
doorIn.isClosing = false
@@ -3853,8 +3853,10 @@ const level = {
isFightOver = true
doorIn.isClosing = false
doorOut.isClosing = false
powerUps.spawnBossPowerUp(-3600, -100)
powerUps.spawn(-3650, -200, "tech")
// powerUps.spawnBossPowerUp(-3600, -100)
powerUps.spawn(-3650, -50, "tech")
powerUps.spawn(-3650, -150, "tech")
powerUps.spawn(-3650, -300, "tech")
// if (player.position.x < 2760 && player.position.x > 210) {}
}
}
@@ -3926,7 +3928,7 @@ const level = {
}
}
}
spawn.secondaryBossChance(2200, -800)
// spawn.secondaryBossChance(2200, -800)
}
} else {
doorIn.isClosing = false
@@ -3943,8 +3945,10 @@ const level = {
isFightOver = true
doorIn.isClosing = false
doorOut.isClosing = false
powerUps.spawnBossPowerUp(3600, -100)
powerUps.spawn(3650, -200, "tech")
// powerUps.spawnBossPowerUp(3600, -100)
powerUps.spawn(3650, -50, "tech")
powerUps.spawn(3650, -150, "tech")
powerUps.spawn(3650, -300, "tech")
// if (player.position.x < 2760 && player.position.x > 210) {}
}
}
@@ -7604,8 +7608,6 @@ const level = {
});
Composite.add(engine.world, consBB[consBB.length - 1]);
spawn.mapRect(-600 + 300, -2000 * 0.75, 1900, 50); //3rd floor
spawn.mapRect(-600 + 2000 * 0.7, -2000 * 0.74, 50, 375); //center wall
spawn.bodyRect(-600 + 2000 * 0.7, -2000 * 0.5 - 106, 50, 106); //center block under wall
@@ -10783,7 +10785,7 @@ const level = {
}
anotherBoss = (x, y) => {
if (tech.isDuplicateBoss && Math.random() < tech.duplicationChance()) {
if (tech.isDuplicateMobs && Math.random() < tech.duplicationChance()) {
tech.isScaleMobsWithDuplication = true
spawn.randomLevelBoss(x, y, ["historyBoss"]);
tech.isScaleMobsWithDuplication = false
@@ -13771,7 +13773,7 @@ const level = {
} //for dynamic stuff that updates while playing that is one Z layer above the player
const anotherBoss = (x, y) => {
if (tech.isDuplicateBoss && Math.random() < tech.duplicationChance()) {
if (tech.isDuplicateMobs && Math.random() < tech.duplicationChance()) {
tech.isScaleMobsWithDuplication = true
spawn.historyBoss(x, y)
tech.isScaleMobsWithDuplication = false