worms
spore tech - nematodes - replace spores with 1/2 as many worms that do 200% more damage worms are also a bit faster, last longer, have better reaction times a cool worm graphic, and a simple searching behavior if they haven't found a mob mycelial fragmentation - makes 6 extra spores during growth phase (was 4) historyBoss has less health, slower tracking, and more damage
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23
js/level.js
23
js/level.js
@@ -15,13 +15,14 @@ const level = {
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// level.difficultyIncrease(30)
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// simulation.isHorizontalFlipped = true
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// m.setField("wormhole")
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// b.giveGuns("drones")
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// b.giveGuns("spores")
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// tech.isSporeWorm = true
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// tech.giveTech("tinsellated flagella")
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// tech.giveTech("torque bursts")
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// b.giveGuns("wave beam")
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// tech.giveTech("phonon")
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// tech.giveTech("bound state")
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// tech.giveTech("bound state")
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// tech.giveTech("bound state")
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// tech.giveTech("isotropic radiator")
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// for (let i = 0; i < 9; i++) tech.giveTech("spherical harmonics")
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// for (let i = 0; i < 3; i++) tech.giveTech("packet length")
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@@ -2253,7 +2254,7 @@ const level = {
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spawn.mapRect(6700, -1800, 800, 2600); //right wall
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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// spawn.starter(1900, -500, 200) //big boy
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spawn.starter(1900, -500, 200) //big boy
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// spawn.pulsarBoss(1900, -500)
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// spawn.shieldingBoss(1900, -500)
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// spawn.grenadierBoss(1900, -500)
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@@ -2269,7 +2270,7 @@ const level = {
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// spawn.orbitalBoss(1600, -500)
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// spawn.cellBossCulture(1600, -500)
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// spawn.shieldingBoss(1600, -500)
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spawn.grenadier(1200, -500)
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// spawn.grenadier(1200, -500)
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// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
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// spawn.nodeGroup(1200, -500, "grenadier")
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@@ -6313,15 +6314,21 @@ const level = {
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// spawn.randomGroup(7700, -1100, 0.5);
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spawn.randomGroup(9800, -1100, 0.5);
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if (simulation.difficulty > 10) spawn.randomLevelBoss(8600, -600, ["powerUpBoss", "bomberBoss", "snakeBoss", "spiderBoss", "historyBoss"])
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if (simulation.difficulty > 3) spawn.randomLevelBoss(8600, -600, ["powerUpBoss", "bomberBoss", "snakeBoss", "spiderBoss", "historyBoss"])
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spawn.secondaryBossChance(7900, -400)
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//Boss Spawning
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if (simulation.difficulty > 10) {
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spawn.pulsarBoss(-400, -200);
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powerUps.chooseRandomPowerUp(4006, 400);
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powerUps.chooseRandomPowerUp(4407, 400);
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powerUps.spawnStartingPowerUps(4400, 400);
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if (simulation.difficulty > 30) {
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powerUps.chooseRandomPowerUp(4002, 400);
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powerUps.chooseRandomPowerUp(4004, 400);
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spawn.pulsarBoss(3600, -400);
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if (simulation.difficulty > 60) {
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powerUps.chooseRandomPowerUp(4409, 400);
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spawn.pulsarBoss(4200, 1000);
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if (simulation.difficulty > 80) {
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spawn.pulsarBoss(5800, -1200);
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@@ -6338,12 +6345,6 @@ const level = {
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//Powerup Spawning
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powerUps.spawnStartingPowerUps(4000, 400);
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powerUps.spawnStartingPowerUps(4400, 400);
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powerUps.chooseRandomPowerUp(4002, 400);
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powerUps.chooseRandomPowerUp(4004, 400);
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powerUps.chooseRandomPowerUp(4006, 400);
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powerUps.chooseRandomPowerUp(4407, 400);
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powerUps.chooseRandomPowerUp(4409, 400);
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powerUps.addResearchToLevel(); //needs to run after mobs are spawned
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//Block Spawning
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