railgun buffs

JUNK tech - 🐱

railgun buffs
  600% -> 800% more ammo
  more dense (more damage)
  only targets mobs when pressing down
  does a bit of damage to nearby mobs after you fire
    extra damage to mob bullets

pneumatic hammer renamed caliber
  also applies to super balls
  5% less size increase per stack

pure science and unified field theory have a pause animation to show they are clickable

bug fixes
This commit is contained in:
landgreen
2022-03-09 20:53:38 -08:00
parent e3a82417d6
commit d39e5c784d
9 changed files with 205 additions and 79 deletions

View File

@@ -16,9 +16,9 @@ const level = {
if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.isHorizontalFlipped = true
// m.setField("time dilation")
// b.giveGuns("harpoon")
// tech.giveTech("railgun")
// tech.giveTech("necrophage")
// b.giveGuns("foam")
// tech.giveTech("quantum foam")
// tech.giveTech("capacitor bank")
// tech.giveTech("isotropic radiator")
// for (let i = 0; i < 2; i++) powerUps.directSpawn(0, 0, "tech");
// for (let i = 0; i < 3; i++) tech.giveTech("undefined")
@@ -32,7 +32,7 @@ const level = {
// simulation.enableConstructMode() //used to build maps in testing mode
// level.reactor();
// level.testing(); //not in rotation, used for testing
// level.highrise()
// level.perplex()
if (simulation.isTraining) { level.walk(); } else { level.intro(); }
// powerUps.research.changeRerolls(3000)
@@ -237,6 +237,7 @@ const level = {
level.levels = level.levels.concat(level.communityLevels)
level.levels = shuffle(level.levels); //shuffles order of maps
level.levels.splice(0, 9); //remove some random levels to make up for adding the community levels
simulation.isHorizontalFlipped = false;
} else {
level.levels = shuffle(level.levels); //shuffles order of maps
}
@@ -2539,11 +2540,11 @@ const level = {
spawn.mapRect(4850, -275, 50, 175);
//???
level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
level.difficultyIncrease(5) //30 is near max on hard //60 is near max on why
m.addHealth(Infinity)
// spawn.starter(1900, -500, 200) //big boy
for (let i = 0; i < 10; ++i) spawn.hopper(1900, -500)
for (let i = 0; i < 10; ++i) spawn.launcher(1900, -500)
// spawn.slashBoss(1900, -500)
// spawn.launcherBoss(3200, -500)
// spawn.laserTargetingBoss(1700, -500)