Bayesian statistics
blocks drift towards the center of pilot wave's field mod: Bayesian statistics - no longer stops ammo spawns 30% to double power ups, but ejects a mod when you take damage mod: exciton-lattice - 40% damage, but no ammo can spawn
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10
js/level.js
10
js/level.js
@@ -15,7 +15,7 @@ const level = {
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// game.zoomScale = 1000;
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// game.setZoom();
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// mech.isStealth = true;
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// mech.setField("time dilation field")
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// mech.setField("pilot wave")
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// b.giveGuns("ice IX")
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// mod.giveMod("quantum immortality");
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@@ -3166,8 +3166,8 @@ const level = {
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difficultyIncrease(num = 1) {
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for (let i = 0; i < num; i++) {
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game.difficulty++
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game.dmgScale += 0.3; //damage done by mobs increases each level
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b.dmgScale *= 0.93; //damage done by player decreases each level
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game.dmgScale += 0.35; //damage done by mobs increases each level
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b.dmgScale *= 0.92; //damage done by player decreases each level
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if (game.accelScale < 5) game.accelScale *= 1.027 //mob acceleration increases each level
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if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.975 //mob cycles between looks decreases each level
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if (game.CDScale > 0.2) game.CDScale *= 0.966 //mob CD time decreases each level
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@@ -3177,9 +3177,9 @@ const level = {
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difficultyDecrease(num = 1) { //used in easy mode for game.reset()
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for (let i = 0; i < num; i++) {
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game.difficulty--
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game.dmgScale -= 0.3; //damage done by mobs increases each level
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game.dmgScale -= 0.35; //damage done by mobs increases each level
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if (game.dmgScale < 0.1) game.dmgScale = 0.1;
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b.dmgScale /= 0.93; //damage done by player decreases each level
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b.dmgScale /= 0.92; //damage done by player decreases each level
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if (game.accelScale > 0.2) game.accelScale /= 1.027 //mob acceleration increases each level
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if (game.lookFreqScale < 5) game.lookFreqScale /= 0.975 //mob cycles between looks decreases each level
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if (game.CDScale < 5) game.CDScale /= 0.966 //mob CD time decreases each level
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