flechettes pierce
above level 20 boss power ups only drop on even levels removed mod ablative mines (was buggy, and too similar to ablative drones) flechettes get stuck in walls flechettes do no damage to mobs on hit flechettes do more damage over time, and have more ammo mod - flechettes pierce mobs mod - mutualism: each spore does 2x damage but they borrow 1% life from player
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18
js/level.js
18
js/level.js
@@ -17,9 +17,9 @@ 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("brushless motor");
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// mod.giveMod("mutualism");
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// b.giveGuns("drones")
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// b.giveGuns("mine")
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// b.giveGuns("spores")
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// mech.setField("pilot wave")
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// mech.setField("phase decoherence field")
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@@ -60,10 +60,10 @@ const level = {
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// if (level.isBuildRun) num++
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for (let i = 0; i < num; i++) {
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game.difficulty++
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game.dmgScale += 0.205; //damage done by mobs increases each level
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game.dmgScale += 0.21; //damage done by mobs increases each level
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b.dmgScale *= 0.91; //damage done by player decreases each level
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game.accelScale *= 1.024 //mob acceleration increases each level
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game.lookFreqScale *= 0.976 //mob cycles between looks decreases each level
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game.accelScale *= 1.027 //mob acceleration increases each level
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game.lookFreqScale *= 0.974 //mob cycles between looks decreases each level
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game.CDScale *= 0.964 //mob CD time decreases each level
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}
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game.healScale = 1 / (1 + game.difficulty * 0.09) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
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@@ -71,11 +71,11 @@ const level = {
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difficultyDecrease(num = 1) { //used in easy mode for game.reset()
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for (let i = 0; i < num; i++) {
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game.difficulty--
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game.dmgScale -= 0.205; //damage done by mobs increases each level
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game.dmgScale -= 0.21; //damage done by mobs increases each level
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if (game.dmgScale < 0.1) game.dmgScale = 0.1;
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b.dmgScale /= 0.91; //damage done by player decreases each level
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game.accelScale /= 1.024 //mob acceleration increases each level
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game.lookFreqScale /= 0.976 //mob cycles between looks decreases each level
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game.accelScale /= 1.027 //mob acceleration increases each level
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game.lookFreqScale /= 0.974 //mob cycles between looks decreases each level
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game.CDScale /= 0.964 //mob CD time decreases each level
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}
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if (game.difficulty < 1) game.difficulty = 0;
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@@ -187,6 +187,8 @@ const level = {
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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(1600, -120)
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// spawn.sniper(1800, -120)
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// spawn.cellBossCulture(1600, -500)
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// spawn.shooter(1600, -500)
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// spawn.striker(1600, -500)
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