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
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34
js/level.js
34
js/level.js
@@ -12,7 +12,7 @@ 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(5)
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// level.difficultyIncrease(25)
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// simulation.zoomScale = 1000;
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// simulation.setZoom();
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// m.setField("nano-scale manufacturing")
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@@ -56,7 +56,6 @@ const level = {
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// level.basement(); //fan level
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// level.stronghold() //fan level
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for (let i = 0; i < 150; i++) tech.addLoreTechToPool();
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// powerUps.directSpawn(simulation.mouseInGame.x, simulation.mouseInGame.y, "tech");
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// tech.giveTech("undefined")
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// lore.techCount = 7
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@@ -101,16 +100,16 @@ const level = {
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const len = Math.floor((m.maxHealth - m.health) / 0.5)
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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);
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}
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if (tech.isPerpetualReroll) powerUps.spawn(player.position.x + 60 * (Math.random() - 0.5), player.position.y + 60 * (Math.random() - 0.5), "research", false);
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if (tech.isPerpetualAmmo) {
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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);
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}
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if (tech.isPerpetualHeal) {
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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);
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}
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if (tech.isPerpetualStun) {
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for (let i = 0; i < mob.length; i++) mobs.statusStun(mob[i], 780)
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}
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// if (tech.isPerpetualReroll) powerUps.spawn(player.position.x + 60 * (Math.random() - 0.5), player.position.y + 60 * (Math.random() - 0.5), "research", false);
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// if (tech.isPerpetualAmmo) {
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// 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);
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// }
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// if (tech.isPerpetualHeal) {
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// 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);
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// }
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// if (tech.isPerpetualStun) {
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// for (let i = 0; i < mob.length; i++) mobs.statusStun(mob[i], 780)
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// }
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if (tech.isFlipFlopHarm && tech.isFlipFlopLevelReset && !tech.isFlipFlopOn) {
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tech.isFlipFlopOn = true
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simulation.makeTextLog(`tech.isFlipFlopOn <span class='color-symbol'>=</span> true`);
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@@ -4027,7 +4026,11 @@ const level = {
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// if (simulation.difficulty > 4) spawn.nodeGroup(8000, 630, "spawns", 8, 20, 105);
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// } else {
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spawn.randomLevelBoss(8000, 630, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss", "bomberBoss", "orbitalBoss"]);
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let me = mob[mob.length - 1];
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//find level boss index
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let me
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for (let i = 0, len = mob.length; i < len; i++) {
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if (mob[i].isBoss) me = mob[i]
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}
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me.onDeath = function() {
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this.removeCons(); //remove constraint
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spawnCouloirEnHaut()
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@@ -4036,7 +4039,10 @@ const level = {
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// }
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} else {
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spawn.randomLevelBoss(8000, 630, ["shooterBoss"]);
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let me = mob[mob.length - 1];
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let me
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for (let i = 0, len = mob.length; i < len; i++) {
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if (mob[i].isBoss) me = mob[i]
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}
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me.onDeath = function() {
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spawnCouloirEnHaut()
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doorSortieSalle.isOpen = false;
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