extruder
wave beam damage works better vs. high mass mobs
also more damage and ammo
mod plasma torch: extruder - plasma torch ejects a thin hot wire, does more damage, but drains more energy
mod: Bose Einstein condensate - freeze mobs inside your field
pilot wave, negative mass field, time dilation field
difficulty - after you clear the finalBoss, difficulty increase per level is now lower
but, when the finalBoss dies difficulty immediately increases greatly
difficulty used to work like this:
(+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies)
(+2,3,4 per level) 12,14,16,19,22,25,29,33,37,41, (final boss dies)
(+4 per level) 44,48,52,56 ...
difficulty works like this now:
(+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies +5)
(+2 per level) 17,19,21,23,25,27,29,31,33,35, (final boss dies +5)
(+3 per level) 43,46,49,52 ...
difficulty mode scales these numbers
easy: x1, normal: x2, hard: x4, why: x6
each time difficulty increases:
game.dmgScale = 0.38 * game.difficulty //damage done by mobs increases each level
b.dmgScale *= 0.93; // your damage goes down
game.healScale = 1 / (1 + game.difficulty * 0.06) //healing goes down
if (game.accelScale < 5) game.accelScale *= 1.02 //mob acceleration increases each level, but is capped
if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level, but is capped
if (game.CDScale > 0.2) game.CDScale *= 0.97 //mob ability cooldown time decreases each level, but is capped
This commit is contained in:
29
js/level.js
29
js/level.js
@@ -13,15 +13,15 @@ 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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// game.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(99)
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// level.difficultyIncrease(19)
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// game.zoomScale = 1000;
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// game.setZoom();
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// mech.setField("wormhole")
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// b.giveGuns("grenades")
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// mod.isIncendiary = true
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// mod.is3Missiles = true
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// mod.giveMod("neutron bomb")
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// mod.giveMod("causality bombs")
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// mech.setField("plasma torch")
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// b.giveGuns("wave beam")
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// mod.giveMod("micro-extruder")
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// for (let i = 0; i < 15; i++) mod.giveMod("supply chain")
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level.intro(); //starting level
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// level.testing(); //not in rotation
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@@ -155,8 +155,8 @@ const level = {
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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// spawn.boost(1500, 0, 900);
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// spawn.starter(1900, -500, 320)
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spawn.exploder(2900, -500)
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spawn.starter(1900, -500, 200)
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// spawn.exploder(2900, -500)
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// spawn.launcherBoss(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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// spawn.striker(1600, -500)
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@@ -3805,11 +3805,12 @@ const level = {
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},
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nextLevel() {
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if (level.bossKilled) level.levelsCleared++;
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level.difficultyIncrease(game.difficultyMode) //increase difficulty based on modes
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if (level.levelsCleared > level.levels.length) level.difficultyIncrease(game.difficultyMode)
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if (level.levelsCleared > level.levels.length * 1.25) level.difficultyIncrease(game.difficultyMode)
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if (level.levelsCleared > level.levels.length * 1.5) level.difficultyIncrease(game.difficultyMode)
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if (level.levelsCleared > level.levels.length * 2) level.difficultyIncrease(game.difficultyMode)
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// level.difficultyIncrease(game.difficultyMode) //increase difficulty based on modes
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//difficulty is increased 5 times when finalBoss dies
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const len = level.levelsCleared / level.levels.length //add 1 extra difficulty step for each time you have cleared all the levels
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for (let i = 0; i < len; i++) level.difficultyIncrease(game.difficultyMode)
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level.onLevel++; //cycles map to next level
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if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
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//reset lost mod display
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