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
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15
js/level.js
15
js/level.js
@@ -17,12 +17,12 @@ const level = {
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// game.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(9)
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// mech.setField("time dilation field")
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// mod.giveMod("timelike world line");
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// mod.giveMod("Lorentz transformation");
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// mod.giveMod("logistics");
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// mod.giveMod("negative temperature");
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b.giveGuns("minigun")
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// b.giveGuns("flechettes")
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// b.giveGuns("spores")
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// mech.setField("pilot wave")
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// mech.setField("negative mass field")
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// mech.setField("phase decoherence field")
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level.intro(); //starting level
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@@ -56,6 +56,11 @@ const level = {
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for (let i = 0; i < mod.foamBotCount; i++) {
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b.foamBot()
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}
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if (mod.isArmorFromPowerUps) {
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// for (let i = 0; i < powerUps.totalPowerUps; i++) {}
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mech.maxHealth += 0.03 * powerUps.totalPowerUps
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game.makeTextLog("<span style='font-size:115%;'> max health increased by " + (0.05 * powerUps.totalPowerUps * 100).toFixed(0) + "%</span>", 300)
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}
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},
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isBuildRun: false,
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difficultyIncrease(num = 1) {
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@@ -188,7 +193,7 @@ const level = {
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// spawn.launcherBoss(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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// spawn.spawner(1600, -500)
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spawn.sniper(1700, -120)
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spawn.sniper(1700, -120, 50)
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// spawn.sniper(1600, -120)
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// spawn.sniper(1800, -120)
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// spawn.cellBossCulture(1600, -500)
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