factory
map: factory this is completely unbalanced, so let me know if what rough edges need to be sanded found on seed 47086 level 6 tech: ternary - +40 damage if any gun has ammo divisible by 3 level element: transport - horizontal moving platforms level element: mover - stationary platform that pushes the player horizontally to see examples of transport and mover look in level.testing()
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18
js/spawn.js
18
js/spawn.js
@@ -2528,7 +2528,7 @@ const spawn = {
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me.friction = 1
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me.frictionStatic = 1
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me.restitution = 0;
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me.delay = 100 + 40 * simulation.CDScale;
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me.delay = 120 + 40 * simulation.CDScale;
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Matter.Body.rotate(me, Math.random() * Math.PI);
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spawn.shield(me, x, y, 1);
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me.onDeath = function() {
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@@ -3029,21 +3029,16 @@ const spawn = {
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mobs.spawn(x, y, 5, radius, "#6ba");
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let me = mob[mob.length - 1];
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me.babyList = [] //list of mobs that are apart of this boss
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Matter.Body.setDensity(me, 0.001); //extra dense //normal is 0.001 //makes effective life much larger and damage on collision
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Matter.Body.setDensity(me, 0.0015); //extra dense //normal is 0.001 //makes effective life much larger and damage on collision
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me.damageReduction = 0.13 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1) //normal is 1, most bosses have 0.25
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me.isBoss = true;
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me.friction = 0;
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me.frictionAir = 0.0067;
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me.frictionAir = 0.006;
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me.g = 0.0002; //required if using this.gravity
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me.seePlayerFreq = 33;
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me.seePlayerFreq = 31;
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const springStiffness = 0.00003; //simulation.difficulty
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const springDampening = 0.0002;
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// const springStiffness = 0.00014;
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// const springDampening = 0.0005;
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me.springTarget = {
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x: me.position.x,
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y: me.position.y
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@@ -4957,6 +4952,7 @@ const spawn = {
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mobs.spawn(x, y, 16, radius, "rgb(255,255,255)");
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let me = mob[mob.length - 1];
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me.isBoss = true;
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me.isReactorBoss = true;
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me.inertia = Infinity; //no rotation
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me.burstFireFreq = 22 + Math.floor(13 * simulation.CDScale)
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me.burstTotalPhases = 3 + Math.floor(1.4 / simulation.CDScale)
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@@ -5060,6 +5056,7 @@ const spawn = {
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let me = mob[mob.length - 1];
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// Matter.Body.rotate(me, 2 * Math.PI * Math.random());
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me.isBoss = true;
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me.isReactorBoss = true;
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Matter.Body.setDensity(me, 0.001); //normal is 0.001
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me.damageReduction = 0.04 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
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me.startingDamageReduction = me.damageReduction
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@@ -5218,6 +5215,7 @@ const spawn = {
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let me = mob[mob.length - 1];
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Matter.Body.rotate(me, 2 * Math.PI * Math.random());
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me.isBoss = true;
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me.isReactorBoss = true;
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Matter.Body.setDensity(me, 0.003); //normal is 0.001
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me.damageReduction = 0.1 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
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me.startingDamageReduction = me.damageReduction
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@@ -5299,7 +5297,7 @@ const spawn = {
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let me = mob[mob.length - 1];
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Matter.Body.rotate(me, 2 * Math.PI * Math.random());
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me.isBoss = true;
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me.isReactorBoss = true;
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me.inertia = Infinity;
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me.frictionAir = 0.01
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me.restitution = 1
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