mod: logistics

added mods to spawn a gun, a field, and rerolls
added mod that gives max health for leftover power ups
   this mod has some interesting interactions with other mods
mod annihilation now uses 20% of base energy and doesn't trigger damage immunity
mod Hawking radiation removed
mod negative temperature: freezed mobs in range of negative mass field, but drain energy
mod: logistics
  ammo power ups are added to your current gun
  spawn 4 ammo immediately
This commit is contained in:
landgreen
2020-06-08 08:55:53 -07:00
parent cea1bcc7a3
commit d9d07b4f5d
9 changed files with 278 additions and 176 deletions

View File

@@ -17,12 +17,12 @@ const level = {
// game.enableConstructMode() //used to build maps in testing mode
// level.difficultyIncrease(9)
// mech.setField("time dilation field")
// mod.giveMod("timelike world line");
// mod.giveMod("Lorentz transformation");
// mod.giveMod("logistics");
// mod.giveMod("negative temperature");
b.giveGuns("minigun")
// b.giveGuns("flechettes")
// b.giveGuns("spores")
// mech.setField("pilot wave")
// mech.setField("negative mass field")
// mech.setField("phase decoherence field")
level.intro(); //starting level
@@ -56,6 +56,11 @@ const level = {
for (let i = 0; i < mod.foamBotCount; i++) {
b.foamBot()
}
if (mod.isArmorFromPowerUps) {
// for (let i = 0; i < powerUps.totalPowerUps; i++) {}
mech.maxHealth += 0.03 * powerUps.totalPowerUps
game.makeTextLog("<span style='font-size:115%;'> max health increased by " + (0.05 * powerUps.totalPowerUps * 100).toFixed(0) + "%</span>", 300)
}
},
isBuildRun: false,
difficultyIncrease(num = 1) {
@@ -188,7 +193,7 @@ const level = {
// spawn.launcherBoss(1200, -500)
// spawn.laserTargetingBoss(1600, -400)
// spawn.spawner(1600, -500)
spawn.sniper(1700, -120)
spawn.sniper(1700, -120, 50)
// spawn.sniper(1600, -120)
// spawn.sniper(1800, -120)
// spawn.cellBossCulture(1600, -500)