frequency

some tech now has 2x,3x,4x frequency of showing up
  (most tech is at 1x, a few are at 2x if they have a rare requirement to unlock)
reworked junk and lore tech systems
  (might be some new bugs)

tech that used to just summon a power up now also increases tech frequency
removed the 4 perpetual techs

maybe fixed immune boss bug on detours level
This commit is contained in:
landgreen
2021-03-02 04:24:23 -08:00
parent e3ef0f00e3
commit 9e98ceb4e1
10 changed files with 677 additions and 420 deletions

View File

@@ -12,7 +12,7 @@ const level = {
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.enableConstructMode() //used to build maps in testing mode
// level.difficultyIncrease(5)
// level.difficultyIncrease(25)
// simulation.zoomScale = 1000;
// simulation.setZoom();
// m.setField("nano-scale manufacturing")
@@ -56,7 +56,6 @@ const level = {
// level.basement(); //fan level
// level.stronghold() //fan level
for (let i = 0; i < 150; i++) tech.addLoreTechToPool();
// powerUps.directSpawn(simulation.mouseInGame.x, simulation.mouseInGame.y, "tech");
// tech.giveTech("undefined")
// lore.techCount = 7
@@ -101,16 +100,16 @@ const level = {
const len = Math.floor((m.maxHealth - m.health) / 0.5)
for (let i = 0; i < len; i++) powerUps.spawn(player.position.x + 60 * (Math.random() - 0.5), player.position.y + 60 * (Math.random() - 0.5), "heal", false);
}
if (tech.isPerpetualReroll) powerUps.spawn(player.position.x + 60 * (Math.random() - 0.5), player.position.y + 60 * (Math.random() - 0.5), "research", false);
if (tech.isPerpetualAmmo) {
for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + 60 * (Math.random() - 0.5), player.position.y + 60 * (Math.random() - 0.5), "ammo", false);
}
if (tech.isPerpetualHeal) {
for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + 60 * (Math.random() - 0.5), player.position.y + 60 * (Math.random() - 0.5), "heal", false);
}
if (tech.isPerpetualStun) {
for (let i = 0; i < mob.length; i++) mobs.statusStun(mob[i], 780)
}
// if (tech.isPerpetualReroll) powerUps.spawn(player.position.x + 60 * (Math.random() - 0.5), player.position.y + 60 * (Math.random() - 0.5), "research", false);
// if (tech.isPerpetualAmmo) {
// for (let i = 0; i < 3; i++) powerUps.spawn(player.position.x + 60 * (Math.random() - 0.5), player.position.y + 60 * (Math.random() - 0.5), "ammo", false);
// }
// if (tech.isPerpetualHeal) {
// for (let i = 0; i < 3; i++) powerUps.spawn(player.position.x + 60 * (Math.random() - 0.5), player.position.y + 60 * (Math.random() - 0.5), "heal", false);
// }
// if (tech.isPerpetualStun) {
// for (let i = 0; i < mob.length; i++) mobs.statusStun(mob[i], 780)
// }
if (tech.isFlipFlopHarm && tech.isFlipFlopLevelReset && !tech.isFlipFlopOn) {
tech.isFlipFlopOn = true
simulation.makeTextLog(`tech.isFlipFlopOn <span class='color-symbol'>=</span> true`);
@@ -4027,7 +4026,11 @@ const level = {
// if (simulation.difficulty > 4) spawn.nodeGroup(8000, 630, "spawns", 8, 20, 105);
// } else {
spawn.randomLevelBoss(8000, 630, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss", "bomberBoss", "orbitalBoss"]);
let me = mob[mob.length - 1];
//find level boss index
let me
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isBoss) me = mob[i]
}
me.onDeath = function() {
this.removeCons(); //remove constraint
spawnCouloirEnHaut()
@@ -4036,7 +4039,10 @@ const level = {
// }
} else {
spawn.randomLevelBoss(8000, 630, ["shooterBoss"]);
let me = mob[mob.length - 1];
let me
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isBoss) me = mob[i]
}
me.onDeath = function() {
spawnCouloirEnHaut()
doorSortieSalle.isOpen = false;