wave
matter wave renamed wave
tech: frequency - wave has unlimited ammo, but -50% wave firerate
tech: sympathetic resonance - when phonon waves hit a mob they make a new resonance wave
effect cooldown grows +5s with each chained resonance
uncertainty principle works with phonon wave
phase velocity works with all other wave tech, 40->35% damage
boundstate reduces wave range by 25->15%
non-renewables 88% -> 67% damage
improved fine-structure constant graphic for when you lose coupling
laser mobs pulse a laser 50% of the time for 2x damage
a bunch of bug fixes
caliber does a bit more damage at 1 stack, but does less damage at 3+ stacks
it grew mass and damage at an exponential rate before
now it's closer to the +30% damage description
This commit is contained in:
33
js/level.js
33
js/level.js
@@ -16,7 +16,7 @@ const level = {
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(10 * 4) //30 is near max on hard //60 is near max on why
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// level.difficultyIncrease(24 * 4) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// m.maxHealth = m.health = 100
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// tech.isRerollDamage = true
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@@ -24,23 +24,24 @@ const level = {
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// m.immuneCycle = Infinity //you can't take damage
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// tech.tech[297].frequency = 100
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// m.setField("time dilation") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass
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// b.giveGuns("laser") //0 nail gun 1 shotgun 2 super balls 3 matter wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// b.guns[0].ammo = 1000000
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// tech.giveTech("fine-structure constant")
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// for (let i = 0; i < 1; ++i) tech.giveTech("relay switch")
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// for (let i = 0; i < 1; ++i) tech.giveTech("decoupling")
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// m.damage(0.1);
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// tech.giveTech("lens")
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// for (let i = 0; i < 9; i++) tech.giveTech("compound lens")
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// b.giveGuns("wave") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// b.guns[3].ammo = 1000000
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// tech.giveTech("phonon")
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// for (let i = 0; i < 4; ++i) tech.giveTech("bound state")
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// for (let i = 0; i < 1; ++i) tech.giveTech("isotropic")
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// tech.giveTech("sympathetic resonance")
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// for (let i = 0; i < 1; i++) tech.giveTech("uncertainty principle")
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "boost");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
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// spawn.starter(1900, -500, 200)
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// spawn.starter(1900, -500)
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// spawn.beetleBoss(2538, -1950)
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// for (let i = 0; i < 15; ++i) spawn.shooter(1900 + 300 * Math.random(), -500 + 300 * Math.random())
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// for (let i = 0; i < 33; ++i) spawn.shooter(1000 + 5000 * Math.random(), -500 + 300 * Math.random())
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// tech.addJunkTechToPool(2)
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// tech.tech[321].frequency = 100
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// tech.tech[322].frequency = 100
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// level.testing();
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// spawn.blowSuckBoss(1900, -500)
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// for (let i = 0; i < 13; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
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@@ -11665,7 +11666,7 @@ const level = {
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},
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biohazard() {
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// MAP BY INOOBBOI AND THESHWARMA
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simulation.makeTextLog(`<strong>dripp</strong> by <span class='color-var'>INOOBBOI</span> and <span class='color-var'>THESHWARMA</span>`);
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simulation.makeTextLog(`<strong>biohazard</strong> by <span class='color-var'>INOOBBOI</span> and <span class='color-var'>THESHWARMA</span>`);
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// set here for the cutscene later
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level.setPosToSpawn(-2800, -150)
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@@ -13674,7 +13675,7 @@ const level = {
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spawn.mapRect(1550, 12, 50, 25);
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spawn.mapRect(1600, -400, 50, 225); //exit room left upper wall
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},
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matterWave() { //fire matter wave through the map to kill mosb
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matterWave() { //fire wave through the map to kill mosb
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level.difficultyIncrease(1) //difficulty on training mode resets to zero with each new level
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level.setPosToSpawn(60, -50); //normal spawn
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spawn.mapRect(10, -10, 100, 20); //small platform for player
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@@ -13686,17 +13687,17 @@ const level = {
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simulation.zoomTransition(level.defaultZoom, 1)
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document.body.style.backgroundColor = level.trainingBackgroundColor
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b.removeAllGuns();
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b.giveGuns("matter wave")
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b.giveGuns("wave")
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// b.guns[b.activeGun].ammo = 0
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// simulation.updateGunHUD();
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const door = level.door(1612.5, -175, 25, 190, 185, 3)
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let instruction = 0
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level.trainingText(`use <strong class='color-g'>matter wave</strong> to clear the room of mobs`)
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level.trainingText(`use <strong class='color-g'>wave</strong> to clear the room of mobs`)
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level.custom = () => {
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if (instruction === 0 && mob.length === 0) {
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instruction++
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level.trainingText(`<s>use <strong class='color-g'>matter wave</strong> to clear the room of mobs</s>`)
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level.trainingText(`<s>use <strong class='color-g'>wave</strong> to clear the room of mobs</s>`)
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}
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//spawn ammo if you run out
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let isAmmo = false
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