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:
13
js/level.js
13
js/level.js
@@ -16,9 +16,9 @@ const level = {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// simulation.isHorizontalFlipped = true
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// m.setField("time dilation")
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// b.giveGuns("harpoon")
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// tech.giveTech("railgun")
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// tech.giveTech("necrophage")
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// b.giveGuns("foam")
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// tech.giveTech("quantum foam")
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// tech.giveTech("capacitor bank")
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// tech.giveTech("isotropic radiator")
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// for (let i = 0; i < 2; i++) powerUps.directSpawn(0, 0, "tech");
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// for (let i = 0; i < 3; i++) tech.giveTech("undefined")
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@@ -32,7 +32,7 @@ const level = {
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.reactor();
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// level.testing(); //not in rotation, used for testing
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// level.highrise()
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// level.perplex()
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if (simulation.isTraining) { level.walk(); } else { level.intro(); }
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// powerUps.research.changeRerolls(3000)
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@@ -237,6 +237,7 @@ const level = {
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level.levels = level.levels.concat(level.communityLevels)
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level.levels = shuffle(level.levels); //shuffles order of maps
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level.levels.splice(0, 9); //remove some random levels to make up for adding the community levels
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simulation.isHorizontalFlipped = false;
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} else {
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level.levels = shuffle(level.levels); //shuffles order of maps
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}
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@@ -2539,11 +2540,11 @@ const level = {
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spawn.mapRect(4850, -275, 50, 175);
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//???
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level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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level.difficultyIncrease(5) //30 is near max on hard //60 is near max on why
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m.addHealth(Infinity)
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// spawn.starter(1900, -500, 200) //big boy
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for (let i = 0; i < 10; ++i) spawn.hopper(1900, -500)
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for (let i = 0; i < 10; ++i) spawn.launcher(1900, -500)
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// spawn.slashBoss(1900, -500)
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// spawn.launcherBoss(3200, -500)
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// spawn.laserTargetingBoss(1700, -500)
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