sat map balance, wording drone mod
This commit is contained in:
@@ -146,14 +146,25 @@ const b = {
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},
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},
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{
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{
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name: "high explosives", //15
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name: "high explosives", //15
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description: "the radius of <strong class='color-e'>explosions</strong> are +20% <strong>larger</strong><br>immune to <strong>harm</strong> from <strong class='color-e'>explosions</strong>",
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description: "the radius of <strong class='color-e'>explosions</strong> are +25% <strong>larger</strong>",
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maxCount: 3,
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maxCount: 3,
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count: 0,
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count: 0,
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allowed() {
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allowed() {
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return true
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return true
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},
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},
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effect: () => {
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effect: () => {
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b.modExplosionRadius += 0.2;
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b.modExplosionRadius += 0.25;
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}
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},
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{
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name: "electric reactive armour", //15
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description: "<strong class='color-e'>explosions</strong> drain <strong class='color-f'>energy</strong> instead of doing <strong>harm</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return (b.modExplosionRadius > 1) ? true : false;
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},
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effect: () => {
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b.isModImmuneExplosion = true;
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b.isModImmuneExplosion = true;
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}
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}
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},
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},
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@@ -454,7 +465,7 @@ const b = {
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}
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}
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},
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},
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{
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{
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name: "accelerated drones", //7
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name: "brushless motors", //7
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description: "your <strong>drones</strong> accelerate 50% <strong>faster</strong>",
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description: "your <strong>drones</strong> accelerate 50% <strong>faster</strong>",
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maxCount: 1,
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maxCount: 1,
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count: 0,
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count: 0,
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@@ -660,8 +671,13 @@ const b = {
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//player damage and knock back
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//player damage and knock back
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sub = Vector.sub(where, player.position);
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sub = Vector.sub(where, player.position);
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dist = Vector.magnitude(sub);
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dist = Vector.magnitude(sub);
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if (dist < radius) {
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if (dist < radius) {
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if (!b.isModImmuneExplosion) mech.damage(radius * 0.0002);
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if (!b.isModImmuneExplosion && mech.fieldMeter > 0.1) {
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mech.damage(radius * 0.0002);
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} else {
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mech.fieldMeter -= radius * 0.0006
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}
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knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass / 30);
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knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass / 30);
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player.force.x += knock.x;
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player.force.x += knock.x;
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player.force.y += knock.y;
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player.force.y += knock.y;
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@@ -13,15 +13,15 @@ const level = {
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levelsCleared: 0,
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levelsCleared: 0,
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start() {
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start() {
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if (level.levelsCleared === 0) {
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if (level.levelsCleared === 0) {
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// level.difficultyIncrease(7)
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level.difficultyIncrease(7)
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// b.giveGuns(0)
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// b.giveGuns(0)
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// mech.setField(3)
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// mech.setField(3)
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// b.giveMod(0);
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// b.giveMod(0);
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level.intro(); //starting level
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// level.intro(); //starting level
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// level.testingMap();
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// level.testingMap();
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// level.bosses();
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// level.bosses();
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// level.satellite();
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level.satellite();
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// level.skyscrapers();
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// level.skyscrapers();
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// level.aerie();
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// level.aerie();
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// level.rooftops();
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// level.rooftops();
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@@ -672,7 +672,7 @@ const spawn = {
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x: x,
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x: x,
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y: y
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y: y
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}
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}
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me.dmg = 0.2 * game.dmgScale;
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me.dmg = 0.14 * game.dmgScale;
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me.frictionAir = 0.03;
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me.frictionAir = 0.03;
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me.torque -= me.inertia * 0.002
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me.torque -= me.inertia * 0.002
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Matter.Body.rotate(me, 0.25);
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Matter.Body.rotate(me, 0.25);
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@@ -684,7 +684,7 @@ const spawn = {
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me.do = function () {
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me.do = function () {
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this.fill = '#' + Math.random().toString(16).substr(-6); //flash colors
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this.fill = '#' + Math.random().toString(16).substr(-6); //flash colors
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// Matter.Body.rotate(this, -0.003 / (0.3 + this.health))
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// Matter.Body.rotate(this, -0.003 / (0.3 + this.health))
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this.torque -= this.inertia * 0.000002 / (4 + this.health);
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this.torque -= this.inertia * 0.0000025 / (4 + this.health);
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Matter.Body.setVelocity(this, {
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Matter.Body.setVelocity(this, {
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x: 0,
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x: 0,
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y: 0
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y: 0
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