abiogenesis
tech: abiogenesis - spawn a second level boss on each level, but costs 5 research or if you don't have the research add 49 JUNK tech to the pool note to level builders I rewrote the add duplicate boss code in all levels: spawn.secondaryBossChance(x,y) foam tech: uncertainty principle - foam bullets change position randomly, increase foam damage by 66% throwing blocks now charges faster with reduced fire cooldown tech renormalization now has a 40% chance to refund a research (was 37%) performance- now precalculate player gradient fill
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13
js/spawn.js
13
js/spawn.js
@@ -87,6 +87,19 @@ const spawn = {
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// other bosses: suckerBoss, laserBoss, tetherBoss, //these need a particular level to work so they are not included in the random pool
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spawn[options[Math.floor(Math.random() * options.length)]](x, y)
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},
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secondaryBossChance(x, y) {
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if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) {
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spawn.randomLevelBoss(x, y);
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} else if (tech.isResearchBoss) {
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if (powerUps.research.count > 4) {
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powerUps.research.changeRerolls(-5)
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simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>-=</span> 5<br>${powerUps.research.count}`)
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} else {
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tech.addJunkTechToPool(49)
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}
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spawn.randomLevelBoss(x, y);
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}
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},
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//mob templates *********************************************************************************************
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//***********************************************************************************************************
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MACHO(x = m.pos.x, y = m.pos.y) { //immortal mob that follows player //if you have the tech it spawns at start of every level at the player
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