Balance update

master
a327ex 2021-05-21 03:17:31 -03:00
parent 15058fa7f8
commit 4f2465eac8
11 changed files with 186 additions and 83 deletions

View File

@ -327,10 +327,11 @@ function Arena:update(dt)
run_passive_pool_by_tiers = { run_passive_pool_by_tiers = {
[1] = { 'wall_echo', 'wall_rider', 'centipede', 'temporal_chains', 'amplify', 'amplify_x', 'ballista', 'ballista_x', 'blunt_arrow', 'berserking', 'unwavering_stance', 'assassination', 'unleash', 'blessing', [1] = { 'wall_echo', 'wall_rider', 'centipede', 'temporal_chains', 'amplify', 'amplify_x', 'ballista', 'ballista_x', 'blunt_arrow', 'berserking', 'unwavering_stance', 'assassination', 'unleash', 'blessing',
'hex_master', 'force_push', 'spawning_pool'}, 'hex_master', 'force_push', 'spawning_pool'},
[2] = {'ouroboros_technique_r', 'ouroboros_technique_l', 'intimidation', 'vulnerability', 'resonance', 'point_blank', 'longshot', 'explosive_arrow', 'chronomancy', 'awakening', 'ultimatum', 'concentrated_fire', [2] = {'ouroboros_technique_r', 'ouroboros_technique_l', 'intimidation', 'vulnerability', 'resonance', 'point_blank', 'longshot', 'explosive_arrow', 'chronomancy', 'awakening', 'ultimatum', 'echo_barrage',
'reinforce', 'payback', 'whispers_of_doom', 'heavy_impact', 'immolation', 'call_of_the_void'}, 'reinforce', 'payback', 'whispers_of_doom', 'heavy_impact', 'immolation', 'call_of_the_void'},
[3] = {'divine_machine_arrow', 'divine_punishment', 'flying_daggers', 'crucio', 'hive', 'void_rift'}, [3] = {'divine_machine_arrow', 'divine_punishment', 'flying_daggers', 'crucio', 'hive', 'void_rift'},
} }
max_units = 7 + new_game_plus
main:add(BuyScreen'buy_screen') main:add(BuyScreen'buy_screen')
main:go_to('buy_screen', 0, {}, passives) main:go_to('buy_screen', 0, {}, passives)
end, text = Text({{text = '[wavy, bg]restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)} end, text = Text({{text = '[wavy, bg]restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
@ -423,10 +424,11 @@ function Arena:update(dt)
run_passive_pool_by_tiers = { run_passive_pool_by_tiers = {
[1] = { 'wall_echo', 'wall_rider', 'centipede', 'temporal_chains', 'amplify', 'amplify_x', 'ballista', 'ballista_x', 'blunt_arrow', 'berserking', 'unwavering_stance', 'assassination', 'unleash', 'blessing', [1] = { 'wall_echo', 'wall_rider', 'centipede', 'temporal_chains', 'amplify', 'amplify_x', 'ballista', 'ballista_x', 'blunt_arrow', 'berserking', 'unwavering_stance', 'assassination', 'unleash', 'blessing',
'hex_master', 'force_push', 'spawning_pool'}, 'hex_master', 'force_push', 'spawning_pool'},
[2] = {'ouroboros_technique_r', 'ouroboros_technique_l', 'intimidation', 'vulnerability', 'resonance', 'point_blank', 'longshot', 'explosive_arrow', 'chronomancy', 'awakening', 'ultimatum', 'concentrated_fire', [2] = {'ouroboros_technique_r', 'ouroboros_technique_l', 'intimidation', 'vulnerability', 'resonance', 'point_blank', 'longshot', 'explosive_arrow', 'chronomancy', 'awakening', 'ultimatum', 'echo_barrage',
'reinforce', 'payback', 'whispers_of_doom', 'heavy_impact', 'immolation', 'call_of_the_void'}, 'reinforce', 'payback', 'whispers_of_doom', 'heavy_impact', 'immolation', 'call_of_the_void'},
[3] = {'divine_machine_arrow', 'divine_punishment', 'flying_daggers', 'crucio', 'hive', 'void_rift'}, [3] = {'divine_machine_arrow', 'divine_punishment', 'flying_daggers', 'crucio', 'hive', 'void_rift'},
} }
max_units = 7 + new_game_plus
main:add(BuyScreen'buy_screen') main:add(BuyScreen'buy_screen')
main:go_to('buy_screen', 0, {}, passives) main:go_to('buy_screen', 0, {}, passives)
end, text = Text({{text = '[wavy, bg]restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)} end, text = Text({{text = '[wavy, bg]restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
@ -460,7 +462,7 @@ function Arena:quit()
if self.level == 25 then if self.level == 25 then
if not self.win_text and not self.win_text2 then if not self.win_text and not self.win_text2 then
self.won = true self.won = true
trigger:tween(1, _G, {slow_amount = 0}, math.linear, function() slow_amount = 0 end) trigger:tween(1, _G, {slow_amount = 0}, math.linear, function() slow_amount = 0 end, 'slow_amount')
trigger:tween(4, camera, {x = gw/2, y = gh/2, r = 0}, math.linear, function() camera.x, camera.y, camera.r = gw/2, gh/2, 0 end) trigger:tween(4, camera, {x = gw/2, y = gh/2, r = 0}, math.linear, function() camera.x, camera.y, camera.r = gw/2, gh/2, 0 end)
self.win_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 66, force_update = true, lines = {{text = '[wavy_mid, cbyc2]congratulations!', font = fat_font, alignment = 'center'}}} self.win_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 66, force_update = true, lines = {{text = '[wavy_mid, cbyc2]congratulations!', font = fat_font, alignment = 'center'}}}
trigger:after(2.5, function() trigger:after(2.5, function()
@ -496,7 +498,7 @@ function Arena:quit()
}} }}
SteamFollowButton{group = self.ui, x = gw/2, y = gh/2 + 34, force_update = true} SteamFollowButton{group = self.ui, x = gw/2, y = gh/2 + 34, force_update = true}
RestartButton{group = self.ui, x = gw - 40, y = gh - 20, force_update = true} RestartButton{group = self.ui, x = gw - 40, y = gh - 20, force_update = true}
trigger:after(12, function() trigger:after(8, function()
self.try_ng_text = Text2{group = self.ui, x = gw - 220, y = gh - 20, force_update = true, lines = { self.try_ng_text = Text2{group = self.ui, x = gw - 220, y = gh - 20, force_update = true, lines = {
{text = '[cbyc3]try a harder difficulty with +1 max snake size:', font = pixul_font}, {text = '[cbyc3]try a harder difficulty with +1 max snake size:', font = pixul_font},
}} }}
@ -504,6 +506,28 @@ function Arena:quit()
self.credits_button = Button{group = self.ui, x = gw - 40, y = gh - 44, force_update = true, button_text = 'credits', fg_color = 'bg10', bg_color = 'bg', action = function() self.credits_button = Button{group = self.ui, x = gw - 40, y = gh - 44, force_update = true, button_text = 'credits', fg_color = 'bg10', bg_color = 'bg', action = function()
self:create_credits() self:create_credits()
end} end}
self.restart_button = Button{group = self.ui, x = gw - 40, y = gh - 68, force_update = true, button_text = 'restart', fg_color = 'bg10', bg_color = 'bg', action = function(b)
self.transitioning = true
ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
TransitionEffect{group = main.transitions, x = gw/2, y = gh/2, color = fg[0], transition_action = function()
slow_amount = 1
gold = 2
passives = {}
main_song_instance:stop()
run_passive_pool_by_tiers = {
[1] = { 'wall_echo', 'wall_rider', 'centipede', 'temporal_chains', 'amplify', 'amplify_x', 'ballista', 'ballista_x', 'blunt_arrow', 'berserking', 'unwavering_stance', 'assassination', 'unleash', 'blessing',
'hex_master', 'force_push', 'spawning_pool'},
[2] = {'ouroboros_technique_r', 'ouroboros_technique_l', 'intimidation', 'vulnerability', 'resonance', 'point_blank', 'longshot', 'explosive_arrow', 'chronomancy', 'awakening', 'ultimatum', 'echo_barrage',
'reinforce', 'payback', 'whispers_of_doom', 'heavy_impact', 'immolation', 'call_of_the_void'},
[3] = {'divine_machine_arrow', 'divine_punishment', 'flying_daggers', 'crucio', 'hive', 'void_rift'},
}
max_units = 7 + new_game_plus
main:add(BuyScreen'buy_screen')
main:go_to('buy_screen', 0, {}, passives)
end, text = Text({{text = '[wavy, bg]restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
end}
end end
end) end)
@ -648,7 +672,7 @@ function Arena:quit()
self.t:after(3, function() self.t:after(3, function()
if self.level % 3 == 0 then if self.level % 3 == 0 then
self.arena_clear_text.dead = true self.arena_clear_text.dead = true
trigger:tween(1, _G, {slow_amount = 0}, math.linear, function() slow_amount = 0 end) trigger:tween(1, _G, {slow_amount = 0}, math.linear, function() slow_amount = 0 end, 'slow_amount')
trigger:tween(4, camera, {x = gw/2, y = gh/2, r = 0}, math.linear, function() camera.x, camera.y, camera.r = gw/2, gh/2, 0 end) trigger:tween(4, camera, {x = gw/2, y = gh/2, r = 0}, math.linear, function() camera.x, camera.y, camera.r = gw/2, gh/2, 0 end)
local card_w, card_h = 100, 100 local card_w, card_h = 100, 100
local w = 3*card_w + 2*20 local w = 3*card_w + 2*20
@ -657,14 +681,25 @@ function Arena:quit()
local tier_1 = random:weighted_pick(unpack(level_to_passive_tier_weights[level or self.level])) local tier_1 = random:weighted_pick(unpack(level_to_passive_tier_weights[level or self.level]))
local tier_2 = random:weighted_pick(unpack(level_to_passive_tier_weights[level or self.level])) local tier_2 = random:weighted_pick(unpack(level_to_passive_tier_weights[level or self.level]))
local tier_3 = random:weighted_pick(unpack(level_to_passive_tier_weights[level or self.level])) local tier_3 = random:weighted_pick(unpack(level_to_passive_tier_weights[level or self.level]))
local passive_pool_copy = table.copy(run_passive_pool_by_tiers) local passive_1 = random:table_remove(run_passive_pool_by_tiers[tier_1])
local passive_1 = random:table_remove(passive_pool_copy[tier_1]) local passive_2 = random:table_remove(run_passive_pool_by_tiers[tier_2])
local passive_2 = random:table_remove(passive_pool_copy[tier_2]) local passive_3 = random:table_remove(run_passive_pool_by_tiers[tier_3])
local passive_3 = random:table_remove(passive_pool_copy[tier_3]) if passive_1 then
table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 0*(card_w + 20) + card_w/2, y = gh/2 - 6, w = card_w, h = card_h, arena = self, passive = passive_1, force_update = true}) table.insert(self.cards,
table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 1*(card_w + 20) + card_w/2, y = gh/2 - 6, w = card_w, h = card_h, arena = self, passive = passive_2, force_update = true}) PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 0*(card_w + 20) + card_w/2, y = gh/2 - 6, w = card_w, h = card_h, card_i = 1, tier = tier_1, arena = self, passive = passive_1, force_update = true})
table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 2*(card_w + 20) + card_w/2, y = gh/2 - 6, w = card_w, h = card_h, arena = self, passive = passive_3, force_update = true}) end
if passive_2 then
table.insert(self.cards,
PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 1*(card_w + 20) + card_w/2, y = gh/2 - 6, w = card_w, h = card_h, card_i = 2, tier = tier_2, arena = self, passive = passive_2, force_update = true})
end
if passive_3 then
table.insert(self.cards,
PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 2*(card_w + 20) + card_w/2, y = gh/2 - 6, w = card_w, h = card_h, card_i = 3, tier = tier_3, arena = self, passive = passive_3, force_update = true})
end
self.passive_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 65, lines = {{text = '[fg, wavy]choose one', font = fat_font, alignment = 'center'}}} self.passive_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 65, lines = {{text = '[fg, wavy]choose one', font = fat_font, alignment = 'center'}}}
if not passive_1 and not passive_2 and not passive_3 then
self:transition()
end
else else
self:transition() self:transition()
end end
@ -673,6 +708,15 @@ function Arena:quit()
end end
function Arena:restore_passives_to_pool(j)
for i = 1, 3 do
if i ~= j then
table.insert(run_passive_pool_by_tiers[self.cards[i].tier], self.cards[i].passive)
end
end
end
function Arena:draw() function Arena:draw()
self.floor:draw() self.floor:draw()
self.main:draw() self.main:draw()
@ -751,10 +795,11 @@ function Arena:die()
run_passive_pool_by_tiers = { run_passive_pool_by_tiers = {
[1] = { 'wall_echo', 'wall_rider', 'centipede', 'temporal_chains', 'amplify', 'amplify_x', 'ballista', 'ballista_x', 'blunt_arrow', 'berserking', 'unwavering_stance', 'assassination', 'unleash', 'blessing', [1] = { 'wall_echo', 'wall_rider', 'centipede', 'temporal_chains', 'amplify', 'amplify_x', 'ballista', 'ballista_x', 'blunt_arrow', 'berserking', 'unwavering_stance', 'assassination', 'unleash', 'blessing',
'hex_master', 'force_push', 'spawning_pool'}, 'hex_master', 'force_push', 'spawning_pool'},
[2] = {'ouroboros_technique_r', 'ouroboros_technique_l', 'intimidation', 'vulnerability', 'resonance', 'point_blank', 'longshot', 'explosive_arrow', 'chronomancy', 'awakening', 'ultimatum', 'concentrated_fire', [2] = {'ouroboros_technique_r', 'ouroboros_technique_l', 'intimidation', 'vulnerability', 'resonance', 'point_blank', 'longshot', 'explosive_arrow', 'chronomancy', 'awakening', 'ultimatum', 'echo_barrage',
'reinforce', 'payback', 'whispers_of_doom', 'heavy_impact', 'immolation', 'call_of_the_void'}, 'reinforce', 'payback', 'whispers_of_doom', 'heavy_impact', 'immolation', 'call_of_the_void'},
[3] = {'divine_machine_arrow', 'divine_punishment', 'flying_daggers', 'crucio', 'hive', 'void_rift'}, [3] = {'divine_machine_arrow', 'divine_punishment', 'flying_daggers', 'crucio', 'hive', 'void_rift'},
} }
max_units = 7 + new_game_plus
main:add(BuyScreen'buy_screen') main:add(BuyScreen'buy_screen')
main:go_to('buy_screen', 0, {}, passives) main:go_to('buy_screen', 0, {}, passives)
end, text = Text({{text = '[wavy, bg]restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)} end, text = Text({{text = '[wavy, bg]restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
@ -825,10 +870,11 @@ end
function Arena:transition() function Arena:transition()
self.transitioning = true self.transitioning = true
local gold_gained = random:int(level_to_gold_gained[self.level][1], level_to_gold_gained[self.level][2]) local gold_gained = random:int(level_to_gold_gained[self.level][1], level_to_gold_gained[self.level][2])
local interest = math.floor(gold/5) local interest = math.min(math.floor(gold/5), 5)
gold = gold + gold_gained + interest gold = gold + gold_gained + interest
ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5} ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
TransitionEffect{group = main.transitions, x = self.player.x, y = self.player.y, color = self.color, transition_action = function(t) TransitionEffect{group = main.transitions, x = self.player.x, y = self.player.y, color = self.color, transition_action = function(t)
slow_amount = 1
main:add(BuyScreen'buy_screen') main:add(BuyScreen'buy_screen')
main:go_to('buy_screen', self.level, self.units, passives) main:go_to('buy_screen', self.level, self.units, passives)
t.t:after(0.1, function() t.t:after(0.1, function()

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@ -439,8 +439,16 @@ function RestartButton:update(dt)
gold = 2 gold = 2
passives = {} passives = {}
main_song_instance:stop() main_song_instance:stop()
run_passive_pool_by_tiers = {
[1] = { 'wall_echo', 'wall_rider', 'centipede', 'temporal_chains', 'amplify', 'amplify_x', 'ballista', 'ballista_x', 'blunt_arrow', 'berserking', 'unwavering_stance', 'assassination', 'unleash', 'blessing',
'hex_master', 'force_push', 'spawning_pool'},
[2] = {'ouroboros_technique_r', 'ouroboros_technique_l', 'intimidation', 'vulnerability', 'resonance', 'point_blank', 'longshot', 'explosive_arrow', 'chronomancy', 'awakening', 'ultimatum', 'echo_barrage',
'reinforce', 'payback', 'whispers_of_doom', 'heavy_impact', 'immolation', 'call_of_the_void'},
[3] = {'divine_machine_arrow', 'divine_punishment', 'flying_daggers', 'crucio', 'hive', 'void_rift'},
}
new_game_plus = new_game_plus + 1 new_game_plus = new_game_plus + 1
state.new_game_plus = new_game_plus state.new_game_plus = new_game_plus
max_units = 7 + new_game_plus
system.save_state() system.save_state()
main:add(BuyScreen'buy_screen') main:add(BuyScreen'buy_screen')
main:go_to('buy_screen', 0, {}, passives) main:go_to('buy_screen', 0, {}, passives)
@ -868,7 +876,7 @@ function PassiveCard:update(dt)
if self.selected and input.m1.pressed and self.arena.choosing_passives then if self.selected and input.m1.pressed and self.arena.choosing_passives then
self.arena.choosing_passives = false self.arena.choosing_passives = false
table.insert(passives, self.passive) table.insert(passives, self.passive)
table.delete(run_passive_pool_by_tiers[passive_tiers[self.passive]], self.passive) self.arena:restore_passives_to_pool(self.card_i)
trigger:tween(0.25, _G, {slow_amount = 1}, math.linear, function() trigger:tween(0.25, _G, {slow_amount = 1}, math.linear, function()
slow_amount = 1 slow_amount = 1
self.arena:transition() self.arena:transition()

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@ -97,7 +97,7 @@ function Seeker:init(args)
enemy:hit(10000) enemy:hit(10000)
shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.4} shoot1:play{pitch = random:float(0.95, 1.05), volume = 0.4}
local n = 8 + new_game_plus*2 local n = 8 + new_game_plus*2
for i = 1, n do EnemyProjectile{group = main.current.main, x = enemy.x, y = enemy.y, color = blue[0], r = (i-1)*math.pi/(n/2), v = 150 + 5*enemy.level, dmg = (1 + 0.2*new_game_plus)*enemy.dmg} end for i = 1, n do EnemyProjectile{group = main.current.main, x = enemy.x, y = enemy.y, color = blue[0], r = (i-1)*math.pi/(n/2), v = 150 + 5*enemy.level, dmg = (1 + 0.1*new_game_plus)*enemy.dmg} end
end end
end) end)
@ -212,8 +212,8 @@ function Seeker:init(args)
self.hfx:use('hit', 0.25, 200, 10, 0.1) self.hfx:use('hit', 0.25, 200, 10, 0.1)
local r = self.r local r = self.r
HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6} HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6}
EnemyProjectile{group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), color = fg[0], r = r, v = 150 + 5*self.level + 10*new_game_plus, EnemyProjectile{group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), color = fg[0], r = r, v = 150 + 5*self.level + 8*new_game_plus,
dmg = (new_game_plus*0.2 + 1)*self.dmg} dmg = (new_game_plus*0.1 + 1)*self.dmg}
end) end)
end end
end, nil, nil, 'shooter') end, nil, nil, 'shooter')

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@ -391,11 +391,12 @@ end
function table.tostring(t) function table.tostring(t)
if type(t) == "table" then if type(t) == "table" then
local str = "{" local str = "{"
for k, v in ipairs(t) do for k, v in pairs(t) do
if type(k) ~= "number" then k = '"' .. k .. '"' end if type(k) ~= "number" then k = '"' .. k .. '"' end
str = str .. "[" .. k .. "] = " .. table.tostring(v) .. ", " str = str .. "[" .. k .. "] = " .. table.tostring(v) .. ", "
end end
return str:sub(1, -3) .. "}" if str ~= "{" then return str:sub(1, -3) .. "}"
else return str .. "}" end
else return tostring(t) end else return tostring(t) end
end end

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@ -48,7 +48,6 @@ function engine_run(config)
love.filesystem.setIdentity(config.game_name) love.filesystem.setIdentity(config.game_name)
steam.init() steam.init()
system.load_state() system.load_state()
if type(state) ~= 'table' then state = {} end
local _, _, flags = love.window.getMode() local _, _, flags = love.window.getMode()
local window_width, window_height = love.window.getDesktopDimensions(flags.display) local window_width, window_height = love.window.getDesktopDimensions(flags.display)
@ -69,6 +68,7 @@ function engine_run(config)
sx, sy = state.sx, state.sy sx, sy = state.sx, state.sy
love.window.setMode(state.sx*gw, state.sy*gh, {fullscreen = state.fullscreen, vsync = config.vsync, msaa = msaa or 0, display = config.display}) love.window.setMode(state.sx*gw, state.sy*gh, {fullscreen = state.fullscreen, vsync = config.vsync, msaa = msaa or 0, display = config.display})
else else
state.sx, state.sy = sx, sy
love.window.setMode(window_width, window_height, {fullscreen = config.fullscreen, vsync = config.vsync, msaa = msaa or 0, display = config.display}) love.window.setMode(window_width, window_height, {fullscreen = config.fullscreen, vsync = config.vsync, msaa = msaa or 0, display = config.display})
end end
love.window.setTitle(config.game_name) love.window.setTitle(config.game_name)

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@ -1,5 +1,4 @@
system = {} system = {}
local state_path = love.filesystem.getSaveDirectory() .. "/state"
function system.update(dt) function system.update(dt)
@ -119,18 +118,22 @@ end
function system.save_state() function system.save_state()
if not system.does_file_exist(love.filesystem.getSaveDirectory()) then love.filesystem.createDirectory("") end love.filesystem.createDirectory("")
local file = io.open(state_path, "r") local str = "return " .. table.tostring(state or {})
if file then love.filesystem.write("state.txt", str)
file:close()
binser.w(state_path, state or {})
end
end end
function system.load_state() function system.load_state()
if not system.does_file_exist(state_path) then system.save_state() end if love.filesystem.getInfo("state") then
state = binser.r(state_path)[1] state = binser.r(love.filesystem.getSaveDirectory() .. '/state')[1]
love.filesystem.createDirectory("old_save_backup")
os.rename(love.filesystem.getSaveDirectory() .. '/state', love.filesystem.getSaveDirectory() .. '/old_save_backup/state')
system.save_state()
end
local chunk = love.filesystem.load("state.txt")
if chunk then state = chunk()
else state = {} end
end end

View File

@ -152,7 +152,7 @@ function init()
flying_daggers = Image('flying_daggers') flying_daggers = Image('flying_daggers')
assassination = Image('assassination') assassination = Image('assassination')
magnify = Image('magnify') magnify = Image('magnify')
concentrated_fire = Image('concentrated_fire') echo_barrage = Image('echo_barrage')
unleash = Image('unleash') unleash = Image('unleash')
reinforce = Image('reinforce') reinforce = Image('reinforce')
payback = Image('payback') payback = Image('payback')
@ -574,7 +574,7 @@ function init()
character_effect_descriptions = { character_effect_descriptions = {
['vagrant'] = function() return '[yellow]+10%[fg] damage and [yellow]+5%[fg] attack speed per active set' end, ['vagrant'] = function() return '[yellow]+10%[fg] damage and [yellow]+5%[fg] attack speed per active set' end,
['swordsman'] = function() return "[fg]the swordsman's damage is [yellow]doubled" end, ['swordsman'] = function() return "[fg]the swordsman's damage is [yellow]doubled" end,
['wizard'] = function() return '[fg]the projectile chains [yellow]5[fg] times' end, ['wizard'] = function() return '[fg]the projectile chains [yellow]3[fg] times' end,
['archer'] = function() return '[fg]the arrow ricochets off walls [yellow]3[fg] times' end, ['archer'] = function() return '[fg]the arrow ricochets off walls [yellow]3[fg] times' end,
['scout'] = function() return '[yellow]+25%[fg] damage per chain and [yellow]+3[fg] chains' end, ['scout'] = function() return '[yellow]+25%[fg] damage per chain and [yellow]+3[fg] chains' end,
['cleric'] = function() return '[fg]heals all units' end, ['cleric'] = function() return '[fg]heals all units' end,
@ -585,7 +585,7 @@ function init()
['stormweaver'] = function() return "[fg]chain lightning's trigger area of effect and number of units hit is [yellow]doubled" end, ['stormweaver'] = function() return "[fg]chain lightning's trigger area of effect and number of units hit is [yellow]doubled" end,
['sage'] = function() return '[fg]when the projectile expires deal [yellow]' .. 3*get_character_stat('sage', 3, 'dmg') .. '[fg] damage to all enemies under its influence' end, ['sage'] = function() return '[fg]when the projectile expires deal [yellow]' .. 3*get_character_stat('sage', 3, 'dmg') .. '[fg] damage to all enemies under its influence' end,
['squire'] = function() return '[yellow]+30%[fg] damage, attack speed, movement speed and defense to all allies' end, ['squire'] = function() return '[yellow]+30%[fg] damage, attack speed, movement speed and defense to all allies' end,
['cannoneer'] = function() return '[fg]showers the hit area in [yellow]5[fg] additional cannon shots that deal [yellow]' .. get_character_stat('cannoneer', 3, 'dmg')/2 .. '[fg] AoE damage' end, ['cannoneer'] = function() return '[fg]showers the hit area in [yellow]7[fg] additional cannon shots that deal [yellow]' .. get_character_stat('cannoneer', 3, 'dmg')/2 .. '[fg] AoE damage' end,
['dual_gunner'] = function() return '[fg]every 5th attack shoot in rapid succession for [yellow]2[fg] seconds' end, ['dual_gunner'] = function() return '[fg]every 5th attack shoot in rapid succession for [yellow]2[fg] seconds' end,
['hunter'] = function() return '[fg]summons [yellow]3[fg] pets and the pets ricochet off walls once' end, ['hunter'] = function() return '[fg]summons [yellow]3[fg] pets and the pets ricochet off walls once' end,
['chronomancer'] = function() return '[fg]enemies take damave over time [yellow]50%[fg] faster' end, ['chronomancer'] = function() return '[fg]enemies take damave over time [yellow]50%[fg] faster' end,
@ -618,7 +618,7 @@ function init()
character_effect_descriptions_gray = { character_effect_descriptions_gray = {
['vagrant'] = function() return '[light_bg]+10% damage and +5% attack speed per active set' end, ['vagrant'] = function() return '[light_bg]+10% damage and +5% attack speed per active set' end,
['swordsman'] = function() return "[light_bg]the swordsman's damage is doubled" end, ['swordsman'] = function() return "[light_bg]the swordsman's damage is doubled" end,
['wizard'] = function() return '[light_bg]the projectile chains 5 times' end, ['wizard'] = function() return '[light_bg]the projectile chains 3 times' end,
['archer'] = function() return '[light_bg]the arrow ricochets off walls 3 times' end, ['archer'] = function() return '[light_bg]the arrow ricochets off walls 3 times' end,
['scout'] = function() return '[light_bg]+25% damage per chain and +3 chains' end, ['scout'] = function() return '[light_bg]+25% damage per chain and +3 chains' end,
['cleric'] = function() return '[light_bg]heals all units' end, ['cleric'] = function() return '[light_bg]heals all units' end,
@ -629,7 +629,7 @@ function init()
['stormweaver'] = function() return "[light_bg]chain lightning's trigger area of effect and number of units hit is doubled" end, ['stormweaver'] = function() return "[light_bg]chain lightning's trigger area of effect and number of units hit is doubled" end,
['sage'] = function() return '[light_bg]when the projectile expires deal ' .. 3*get_character_stat('sage', 3, 'dmg') .. ' damage to all enemies under its influence' end, ['sage'] = function() return '[light_bg]when the projectile expires deal ' .. 3*get_character_stat('sage', 3, 'dmg') .. ' damage to all enemies under its influence' end,
['squire'] = function() return '[light_bg]+30% damage, attack speed, movement speed and defense to all allies' end, ['squire'] = function() return '[light_bg]+30% damage, attack speed, movement speed and defense to all allies' end,
['cannoneer'] = function() return '[light_bg]showers the hit area in 5 additional cannon shots that deal ' .. get_character_stat('cannoneer', 3, 'dmg')/2 .. ' AoE damage' end, ['cannoneer'] = function() return '[light_bg]showers the hit area in 7 additional cannon shots that deal ' .. get_character_stat('cannoneer', 3, 'dmg')/2 .. ' AoE damage' end,
['dual_gunner'] = function() return '[light_bg]every 5th attack shoot in rapid succession for 2 seconds' end, ['dual_gunner'] = function() return '[light_bg]every 5th attack shoot in rapid succession for 2 seconds' end,
['hunter'] = function() return '[light_bg]summons 3 pets and the pets ricochet off walls once' end, ['hunter'] = function() return '[light_bg]summons 3 pets and the pets ricochet off walls once' end,
['chronomancer'] = function() return '[light_bg]enemies take damave over time 50% faster' end, ['chronomancer'] = function() return '[light_bg]enemies take damave over time 50% faster' end,
@ -729,12 +729,12 @@ function init()
['ranger'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[' .. ylb2(lvl) .. ']/6 [fg]- [' .. ylb1(lvl) .. ']8%[' .. ylb2(lvl) .. ']/16% [fg]chance to release a barrage on attack to allied rangers' end, ['ranger'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[' .. ylb2(lvl) .. ']/6 [fg]- [' .. ylb1(lvl) .. ']8%[' .. ylb2(lvl) .. ']/16% [fg]chance to release a barrage on attack to allied rangers' end,
['warrior'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[' .. ylb2(lvl) .. ']/6 [fg]- [' .. ylb1(lvl) .. ']+25[' .. ylb2(lvl) .. ']/+50 [fg]defense to allied warriors' end, ['warrior'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[' .. ylb2(lvl) .. ']/6 [fg]- [' .. ylb1(lvl) .. ']+25[' .. ylb2(lvl) .. ']/+50 [fg]defense to allied warriors' end,
['mage'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[' .. ylb2(lvl) .. ']/6 [fg]- [' .. ylb1(lvl) .. ']-15[' .. ylb2(lvl) .. ']/-30 [fg]enemy defense' end, ['mage'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[' .. ylb2(lvl) .. ']/6 [fg]- [' .. ylb1(lvl) .. ']-15[' .. ylb2(lvl) .. ']/-30 [fg]enemy defense' end,
['rogue'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[' .. ylb2(lvl) .. ']/6 [fg]- [' .. ylb1(lvl) .. ']10%[' .. ylb2(lvl) .. ']/20% [fg]chance to crit to allied rogues, dealing [yellow]4x[] damage' end, ['rogue'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[' .. ylb2(lvl) .. ']/6 [fg]- [' .. ylb1(lvl) .. ']15%[' .. ylb2(lvl) .. ']/30% [fg]chance to crit to allied rogues, dealing [yellow]4x[] damage' end,
['healer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+15%[' .. ylb2(lvl) .. ']/+30% [fg]healing effectiveness' end, ['healer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+15%[' .. ylb2(lvl) .. ']/+30% [fg]healing effectiveness' end,
['enchanter'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+15%[' .. ylb2(lvl) .. ']/+25% [fg]damage to all allies' end, ['enchanter'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+15%[' .. ylb2(lvl) .. ']/+25% [fg]damage to all allies' end,
['nuker'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[' .. ylb2(lvl) .. ']/6 [fg]- [' .. ylb1(lvl) .. ']+15%[' .. ylb2(lvl) .. ']/+25% [fg]area damage and size to allied nukers' end, ['nuker'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[' .. ylb2(lvl) .. ']/6 [fg]- [' .. ylb1(lvl) .. ']+15%[' .. ylb2(lvl) .. ']/+25% [fg]area damage and size to allied nukers' end,
['conjurer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+25%[' .. ylb2(lvl) .. ']/+50% [fg]summon damage and duration' end, ['conjurer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+25%[' .. ylb2(lvl) .. ']/+50% [fg]summon damage and duration' end,
['psyker'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+5%[' .. ylb2(lvl) .. ']/+10% [fg]damage and attack speed per active set to allied psykers' end, ['psyker'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+10%[' .. ylb2(lvl) .. ']/+20% [fg]damage and attack speed per active set to allied psykers' end,
['curser'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+25%[' .. ylb2(lvl) .. ']/+50% [fg]curse duration' end, ['curser'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+25%[' .. ylb2(lvl) .. ']/+50% [fg]curse duration' end,
['forcer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+25%[' .. ylb2(lvl) .. ']/+50% [fg]knockback force to all allies' end, ['forcer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+25%[' .. ylb2(lvl) .. ']/+50% [fg]knockback force to all allies' end,
['swarmer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+1[' .. ylb2(lvl) .. ']/+3 [fg]hits to critters' end, ['swarmer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+1[' .. ylb2(lvl) .. ']/+3 [fg]hits to critters' end,
@ -911,7 +911,7 @@ function init()
['flying_daggers'] = 'Flying Daggers', ['flying_daggers'] = 'Flying Daggers',
['assassination'] = 'Assassination', ['assassination'] = 'Assassination',
['magnify'] = 'Magnify', ['magnify'] = 'Magnify',
['concentrated_fire'] = 'Concentrated Fire', ['echo_barrage'] = 'Echo Barrage',
['unleash'] = 'Unleash', ['unleash'] = 'Unleash',
['reinforce'] = 'Reinforce', ['reinforce'] = 'Reinforce',
['payback'] = 'Payback', ['payback'] = 'Payback',
@ -946,7 +946,7 @@ function init()
['longshot'] = '[fg]projectiles deal up to [yellow]+100%[fg] damage far away and down to [yellow]-50%[fg] up close', ['longshot'] = '[fg]projectiles deal up to [yellow]+100%[fg] damage far away and down to [yellow]-50%[fg] up close',
['blunt_arrow'] = '[fg]all arrows fired by rangers have a [yellow]20%[fg] chance to knockback', ['blunt_arrow'] = '[fg]all arrows fired by rangers have a [yellow]20%[fg] chance to knockback',
['explosive_arrow'] = '[fg]arrows fired by rangers have a [yellow]30%[fg] chance to explode, dealing [yellow]20%[fg] AoE damage', ['explosive_arrow'] = '[fg]arrows fired by rangers have a [yellow]30%[fg] chance to explode, dealing [yellow]20%[fg] AoE damage',
['divine_machine_arrow'] = '[fg]arrows fired by rangers have a [yellow]40%[fg] chance to seek enemies and pierce [yellow]5[fg] times', ['divine_machine_arrow'] = '[fg]arrows fired by rangers have a [yellow]40%[fg] chance to seek enemies and pierce [yellow]4[fg] times',
['chronomancy'] = '[fg]all mages cast their spells [yellow]25%[fg] faster', ['chronomancy'] = '[fg]all mages cast their spells [yellow]25%[fg] faster',
['awakening'] = '[fg]every round [yellow]1[fg] mage is granted [yellow]+100%[fg] attack speed and damage for that round', ['awakening'] = '[fg]every round [yellow]1[fg] mage is granted [yellow]+100%[fg] attack speed and damage for that round',
['divine_punishment'] = '[fg]periodically deal [yellow]10X[fg] damage to all enemies, where [yellow]X[fg] is how many mages you have', ['divine_punishment'] = '[fg]periodically deal [yellow]10X[fg] damage to all enemies, where [yellow]X[fg] is how many mages you have',
@ -956,7 +956,7 @@ function init()
['flying_daggers'] = '[fg]all knives thrown by rogues chain [yellow]+2[fg] times', ['flying_daggers'] = '[fg]all knives thrown by rogues chain [yellow]+2[fg] times',
['assassination'] = '[fg]crits from rogues deal [yellow]8x[fg] damage but normal attacks deal [yellow]half[fg] damage', ['assassination'] = '[fg]crits from rogues deal [yellow]8x[fg] damage but normal attacks deal [yellow]half[fg] damage',
['magnify'] = '[yellow]+25%[fg] area size', ['magnify'] = '[yellow]+25%[fg] area size',
['concentrated_fire'] = '[yellow]-50%[fg] area size and [yellow]+100%[fg] area damage', ['echo_barrage'] = '[yellow]20%[fg] chance to create [yellow]3[fg] secondary AoEs on AoE hit',
['unleash'] = '[yellow]+2%[fg] area size and damage per second', ['unleash'] = '[yellow]+2%[fg] area size and damage per second',
['reinforce'] = '[yellow]+10%[fg] damage, defense and attack speed to all allies with at least one enchanter', ['reinforce'] = '[yellow]+10%[fg] damage, defense and attack speed to all allies with at least one enchanter',
['payback'] = '[yellow]+5%[fg] damage to all allies whenever an enchanter is hit', ['payback'] = '[yellow]+5%[fg] damage to all allies whenever an enchanter is hit',
@ -1001,7 +1001,7 @@ function init()
['flying_daggers'] = 3, ['flying_daggers'] = 3,
['assassination'] = 1, ['assassination'] = 1,
['magnify'] = 1, ['magnify'] = 1,
['concentrated_fire'] = 2, ['echo_barrage'] = 2,
['unleash'] = 1, ['unleash'] = 1,
['reinforce'] = 2, ['reinforce'] = 2,
['payback'] = 2, ['payback'] = 2,
@ -1021,7 +1021,7 @@ function init()
tier_to_passives = { tier_to_passives = {
[1] = {'wall_echo', 'wall_rider', 'centipede', 'temporal_chains', 'amplify', 'amplify_x', 'ballista', 'ballista_x', 'blunt_arrow', 'berserking', 'unwavering_stance', 'assassination', 'unleash', 'blessing', [1] = {'wall_echo', 'wall_rider', 'centipede', 'temporal_chains', 'amplify', 'amplify_x', 'ballista', 'ballista_x', 'blunt_arrow', 'berserking', 'unwavering_stance', 'assassination', 'unleash', 'blessing',
'hex_master', 'force_push', 'spawning_pool'}, 'hex_master', 'force_push', 'spawning_pool'},
[2] = {'ouroboros_technique_r', 'ouroboros_technique_l', 'intimidation', 'vulnerability', 'resonance', 'point_blank', 'longshot', 'explosive_arrow', 'chronomancy', 'awakening', 'ultimatum', 'concentrated_fire', [2] = {'ouroboros_technique_r', 'ouroboros_technique_l', 'intimidation', 'vulnerability', 'resonance', 'point_blank', 'longshot', 'explosive_arrow', 'chronomancy', 'awakening', 'ultimatum', 'echo_barrage',
'reinforce', 'payback', 'whispers_of_doom', 'heavy_impact', 'immolation', 'call_of_the_void'}, 'reinforce', 'payback', 'whispers_of_doom', 'heavy_impact', 'immolation', 'call_of_the_void'},
[3] = {'divine_machine_arrow', 'divine_punishment', 'flying_daggers', 'crucio', 'hive', 'void_rift'}, [3] = {'divine_machine_arrow', 'divine_punishment', 'flying_daggers', 'crucio', 'hive', 'void_rift'},
} }
@ -1160,15 +1160,15 @@ function init()
run_passive_pool_by_tiers = { run_passive_pool_by_tiers = {
[1] = { 'wall_echo', 'wall_rider', 'centipede', 'temporal_chains', 'amplify', 'amplify_x', 'ballista', 'ballista_x', 'blunt_arrow', 'berserking', 'unwavering_stance', 'assassination', 'unleash', 'blessing', [1] = { 'wall_echo', 'wall_rider', 'centipede', 'temporal_chains', 'amplify', 'amplify_x', 'ballista', 'ballista_x', 'blunt_arrow', 'berserking', 'unwavering_stance', 'assassination', 'unleash', 'blessing',
'hex_master', 'force_push', 'spawning_pool'}, 'hex_master', 'force_push', 'spawning_pool'},
[2] = {'ouroboros_technique_r', 'ouroboros_technique_l', 'intimidation', 'vulnerability', 'resonance', 'point_blank', 'longshot', 'explosive_arrow', 'chronomancy', 'awakening', 'ultimatum', 'concentrated_fire', [2] = {'ouroboros_technique_r', 'ouroboros_technique_l', 'intimidation', 'vulnerability', 'resonance', 'point_blank', 'longshot', 'explosive_arrow', 'chronomancy', 'awakening', 'ultimatum', 'echo_barrage',
'reinforce', 'payback', 'whispers_of_doom', 'heavy_impact', 'immolation', 'call_of_the_void'}, 'reinforce', 'payback', 'whispers_of_doom', 'heavy_impact', 'immolation', 'call_of_the_void'},
[3] = {'divine_machine_arrow', 'divine_punishment', 'flying_daggers', 'crucio', 'hive', 'void_rift'}, [3] = {'divine_machine_arrow', 'divine_punishment', 'flying_daggers', 'crucio', 'hive', 'void_rift'},
} }
gold = 2 gold = 2
passives = {} passives = {}
steam.userStats.requestCurrentStats() steam.userStats.requestCurrentStats()
system.load_state()
new_game_plus = state.new_game_plus or 0 new_game_plus = state.new_game_plus or 0
if not state.new_game_plus then state.new_game_plus = new_game_plus end
max_units = 7 + new_game_plus max_units = 7 + new_game_plus
main = Main() main = Main()
@ -1256,6 +1256,10 @@ function update(dt)
state.fullscreen = false state.fullscreen = false
end end
if input.p.pressed then
system.save_state()
end
--[[ --[[
if input.f12.pressed then if input.f12.pressed then
steam.userStats.resetAllStats(true) steam.userStats.resetAllStats(true)

View File

@ -232,14 +232,14 @@ function Unit:calculate_stats(first_run)
if self.boss then if self.boss then
local x = self.level local x = self.level
local y = {0, 0, 3, 0, 0, 6, 0, 0, 9, 0, 0, 12, 0, 0, 15, 0, 0, 18, 0, 0, 21, 0, 0, 24, 25} local y = {0, 0, 3, 0, 0, 6, 0, 0, 9, 0, 0, 12, 0, 0, 15, 0, 0, 18, 0, 0, 21, 0, 0, 24, 25}
self.base_hp = 100 + (new_game_plus*10) + (90 + new_game_plus*14)*y[x] self.base_hp = 100 + (new_game_plus*5) + (90 + new_game_plus*10)*y[x]
self.base_dmg = (25 + new_game_plus*10) + (7 + new_game_plus*4)*y[x] self.base_dmg = (12 + new_game_plus*2) + (2 + new_game_plus)*y[x]
self.base_mvspd = 35 + 1.5*y[x] self.base_mvspd = 35 + 1.5*y[x]
else else
local x = self.level local x = self.level
local y = {0, 1, 3, 3, 4, 6, 5, 6, 9, 7, 8, 12, 10, 11, 15, 12, 13, 18, 16, 17, 21, 17, 20, 24, 25} local y = {0, 1, 3, 3, 4, 6, 5, 6, 9, 7, 8, 12, 10, 11, 15, 12, 13, 18, 16, 17, 21, 17, 20, 24, 25}
self.base_hp = 22 + (new_game_plus*3) + (17 + new_game_plus*2.6)*y[x] self.base_hp = 22 + (new_game_plus*3) + (15 + new_game_plus*2.4)*y[x]
self.base_dmg = (4 + new_game_plus*1.5) + (2.2 + new_game_plus)*y[x] self.base_dmg = (4 + new_game_plus*1) + (2 + new_game_plus)*y[x]
self.base_mvspd = 70 + 3*y[x] self.base_mvspd = 70 + 3*y[x]
end end
elseif self:is(Saboteur) then elseif self:is(Saboteur) then

View File

@ -34,7 +34,7 @@ function Player:init(args)
self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies) local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy), {chain = (self.level == 3 and 5 or 0)}) self:shoot(self:angle_to_object(closest_enemy), {chain = (self.level == 3 and 3 or 0)})
end end
end, nil, nil, 'shoot') end, nil, nil, 'shoot')
@ -212,7 +212,7 @@ function Player:init(args)
self.t:cooldown(4, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() self.t:cooldown(4, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies) local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
if closest_enemy then if closest_enemy then
self:shoot(self:angle_to_object(closest_enemy), {chain = (self.level == 3 and 14 or 7), v = 70}) self:shoot(self:angle_to_object(closest_enemy), {chain = (self.level == 3 and 14 or 7), v = 140})
end end
end, nil, nil, 'shoot') end, nil, nil, 'shoot')
@ -326,14 +326,14 @@ function Player:init(args)
end, nil, nil, 'shoot') end, nil, nil, 'shoot')
elseif self.character == 'highlander' then elseif self.character == 'highlander' then
self.attack_sensor = Circle(self.x, self.y, 32) self.attack_sensor = Circle(self.x, self.y, 48)
self.t:cooldown(4, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function() self.t:cooldown(4, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
if self.level == 3 then if self.level == 3 then
self.t:every(0.25, function() self.t:every(0.25, function()
self:attack(48) self:attack(72)
end, 3) end, 3)
else else
self:attack(48) self:attack(72)
end end
end, nil, nil, 'attack') end, nil, nil, 'attack')
@ -536,11 +536,6 @@ function Player:init(args)
self.magnify_area_size_m = 1.25 self.magnify_area_size_m = 1.25
end end
if self.concentrated_fire then
self.concentrated_fire_area_size_m = 0.66
self.concentrated_fire_area_dmg_m = 2
end
if self.unleash then if self.unleash then
self.unleash_area_dmg_m = 1 self.unleash_area_dmg_m = 1
self.unleash_area_size_m = 1 self.unleash_area_size_m = 1
@ -596,7 +591,6 @@ function Player:init(args)
end end
end) end)
end end
end end
@ -677,8 +671,8 @@ function Player:update(dt)
else self.conjurer_buff_m = 1 end else self.conjurer_buff_m = 1 end
if table.any(self.classes, function(v) return v == 'rogue' end) then if table.any(self.classes, function(v) return v == 'rogue' end) then
if main.current.rogue_level == 2 then self.chance_to_crit = 20 if main.current.rogue_level == 2 then self.chance_to_crit = 30
elseif main.current.rogue_level == 1 then self.chance_to_crit = 10 elseif main.current.rogue_level == 1 then self.chance_to_crit = 15
elseif main.current.rogue_level == 0 then self.chance_to_crit = 0 end elseif main.current.rogue_level == 0 then self.chance_to_crit = 0 end
end end
@ -702,11 +696,11 @@ function Player:update(dt)
if class_levels.swarmer >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.swarmer >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if class_levels.voider >= 1 then number_of_active_sets = number_of_active_sets + 1 end if class_levels.voider >= 1 then number_of_active_sets = number_of_active_sets + 1 end
if main.current.psyker_level == 2 then if main.current.psyker_level == 2 then
self.psyker_dmg_m = 1 + 0.1*number_of_active_sets self.psyker_dmg_m = 1 + 0.2*number_of_active_sets
self.psyker_aspd_m = 1 + 0.1*number_of_active_sets self.psyker_aspd_m = 1 + 0.2*number_of_active_sets
elseif main.current.psyker_level == 1 then elseif main.current.psyker_level == 1 then
self.psyker_dmg_m = 1 + 0.05*number_of_active_sets self.psyker_dmg_m = 1 + 0.10*number_of_active_sets
self.psyker_aspd_m = 1 + 0.05*number_of_active_sets self.psyker_aspd_m = 1 + 0.10*number_of_active_sets
else else
self.psyker_dmg_m = 1 self.psyker_dmg_m = 1
self.psyker_aspd_m = 1 self.psyker_aspd_m = 1
@ -746,8 +740,8 @@ function Player:update(dt)
self.buff_aspd_m = (self.chronomancer_aspd_m or 1)*(self.vagrant_aspd_m or 1)*(self.outlaw_aspd_m or 1)*(self.fairy_aspd_m or 1)*(self.psyker_aspd_m or 1)*(self.chronomancy_aspd_m or 1)*(self.awakening_aspd_m or 1)*(self.berserking_aspd_m or 1)*(self.reinforce_aspd_m or 1)*(self.squire_aspd_m or 1) self.buff_aspd_m = (self.chronomancer_aspd_m or 1)*(self.vagrant_aspd_m or 1)*(self.outlaw_aspd_m or 1)*(self.fairy_aspd_m or 1)*(self.psyker_aspd_m or 1)*(self.chronomancy_aspd_m or 1)*(self.awakening_aspd_m or 1)*(self.berserking_aspd_m or 1)*(self.reinforce_aspd_m or 1)*(self.squire_aspd_m or 1)
self.buff_dmg_m = (self.squire_dmg_m or 1)*(self.vagrant_dmg_m or 1)*(self.enchanter_dmg_m or 1)*(self.swordsman_dmg_m or 1)*(self.flagellant_dmg_m or 1)*(self.psyker_dmg_m or 1)*(self.ballista_dmg_m or 1)*(self.ballista_x_dmg_m or 1)*(self.awakening_dmg_m or 1)*(self.reinforce_dmg_m or 1)*(self.payback_dmg_m or 1)*(self.immolation_dmg_m or 1) self.buff_dmg_m = (self.squire_dmg_m or 1)*(self.vagrant_dmg_m or 1)*(self.enchanter_dmg_m or 1)*(self.swordsman_dmg_m or 1)*(self.flagellant_dmg_m or 1)*(self.psyker_dmg_m or 1)*(self.ballista_dmg_m or 1)*(self.ballista_x_dmg_m or 1)*(self.awakening_dmg_m or 1)*(self.reinforce_dmg_m or 1)*(self.payback_dmg_m or 1)*(self.immolation_dmg_m or 1)
self.buff_def_m = (self.squire_def_m or 1)*(self.ouroboros_def_m or 1)*(self.unwavering_stance_def_m or 1)*(self.reinforce_def_m or 1) self.buff_def_m = (self.squire_def_m or 1)*(self.ouroboros_def_m or 1)*(self.unwavering_stance_def_m or 1)*(self.reinforce_def_m or 1)
self.buff_area_size_m = (self.nuker_area_size_m or 1)*(self.magnify_area_size_m or 1)*(self.concentrated_fire_area_size_m or 1)*(self.unleash_area_size_m or 1) self.buff_area_size_m = (self.nuker_area_size_m or 1)*(self.magnify_area_size_m or 1)*(self.unleash_area_size_m or 1)
self.buff_area_dmg_m = (self.nuker_area_dmg_m or 1)*(self.amplify_area_dmg_m or 1)*(self.amplify_x_area_dmg_m or 1)*(self.concentrated_fire_area_dmg_m or 1)*(self.unleash_area_dmg_m or 1) self.buff_area_dmg_m = (self.nuker_area_dmg_m or 1)*(self.amplify_area_dmg_m or 1)*(self.amplify_x_area_dmg_m or 1)*(self.unleash_area_dmg_m or 1)
self.buff_mvspd_m = (self.wall_rider_mvspd_m or 1)*(self.centipede_mvspd_m or 1)*(self.squire_mvspd_m or 1) self.buff_mvspd_m = (self.wall_rider_mvspd_m or 1)*(self.centipede_mvspd_m or 1)*(self.squire_mvspd_m or 1)
self:calculate_stats() self:calculate_stats()
@ -1292,7 +1286,7 @@ function Projectile:init(args)
if self.parent.divine_machine_arrow and table.any(self.parent.classes, function(v) return v == 'ranger' end) then if self.parent.divine_machine_arrow and table.any(self.parent.classes, function(v) return v == 'ranger' end) then
if random:bool(40) then if random:bool(40) then
self.homing = true self.homing = true
self.pierce = 5 self.pierce = 4
end end
end end
@ -1398,17 +1392,20 @@ function Projectile:die(x, y, r, n)
self.dead = true self.dead = true
if self.character == 'wizard' then if self.character == 'wizard' then
Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*32, color = self.color, dmg = self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self} Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*32, color = self.color, dmg = self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self,
void_rift = self.parent.void_rift, echo_barrage = self.parent.echo_barrage}
elseif self.character == 'blade' then elseif self.character == 'blade' then
Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*64, color = self.color, dmg = self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self} Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*64, color = self.color, dmg = self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self,
void_rift = self.parent.void_rift, echo_barrage = self.parent.echo_barrage}
elseif self.character == 'cannoneer' then elseif self.character == 'cannoneer' then
Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*96, color = self.color, dmg = 2*self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self} Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*96, color = self.color, dmg = 2*self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self,
void_rift = self.parent.void_rift, echo_barrage = self.parent.echo_barrage}
if self.level == 3 then if self.level == 3 then
self.parent.t:every(0.2, function() self.parent.t:every(0.3, function()
_G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} _G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
Area{group = main.current.effects, x = self.x + random:float(-32, 32), y = self.y + random:float(-32, 32), r = self.r + random:float(0, 2*math.pi), w = self.parent.area_size_m*48, color = self.color, Area{group = main.current.effects, x = self.x + random:float(-32, 32), y = self.y + random:float(-32, 32), r = self.r + random:float(0, 2*math.pi), w = self.parent.area_size_m*48, color = self.color,
dmg = 0.5*self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self} dmg = 0.5*self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self, void_rift = self.parent.void_rift, echo_barrage = self.parent.echo_barrage}
end, 5) end, 7)
end end
end end
end end
@ -1513,7 +1510,8 @@ function Projectile:on_trigger_enter(other, contact)
other:hit(self.dmg*(self.distance_dmg_m or 1), self) other:hit(self.dmg*(self.distance_dmg_m or 1), self)
if self.character == 'wizard' and self.level == 3 then if self.character == 'wizard' and self.level == 3 then
Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*32, color = self.color, dmg = self.parent.area_dmg_m*self.dmg, character = self.character, parent = self} Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*32, color = self.color, dmg = self.parent.area_dmg_m*self.dmg, character = self.character, parent = self,
void_rift = self.parent.void_rift, echo_barrage = self.parent.echo_barrage}
end end
if self.character == 'hunter' and random:bool(40) then if self.character == 'hunter' and random:bool(40) then
@ -1580,7 +1578,7 @@ function Projectile:on_trigger_enter(other, contact)
if random:bool(30) then if random:bool(30) then
_G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} _G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
Area{group = main.current.effects, x = self.x, y = self.y, r = self.r + random:float(0, 2*math.pi), w = self.parent.area_size_m*32, color = self.color, Area{group = main.current.effects, x = self.x, y = self.y, r = self.r + random:float(0, 2*math.pi), w = self.parent.area_size_m*32, color = self.color,
dmg = 0.2*self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self} dmg = 0.2*self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self, void_rift = self.parent.void_rift, echo_barrage = self.parent.echo_barrage}
end end
end end
@ -1655,9 +1653,38 @@ function Area:init(args)
end end
end end
if self.parent.void_rift and table.any(self.parent.classes, function(v) return v == 'mage' or v == 'nuker' or v == 'voider' end) then if self.parent:is(Projectile) then
if random:bool(20) then local p = self.parent.parent
DotArea{group = main.current.effects, x = self.x, y = self.y, rs = self.parent.area_size_m*24, color = self.color, dmg = self.parent.area_dmg_m*self.dmg*(self.parent.dot_dmg_m or 1), void_rift = true, duration = 1, parent = self.parent} if p.void_rift and table.any(p.classes, function(v) return v == 'mage' or v == 'nuker' or v == 'voider' end) then
if random:bool(20) then
DotArea{group = main.current.effects, x = self.x, y = self.y, rs = p.area_size_m*24, color = self.color, dmg = p.area_dmg_m*self.dmg*(p.dot_dmg_m or 1),
void_rift = true, duration = 1, parent = p}
end
end
if p.echo_barrage and not self.echo_barrage_area then
if random:bool(20) then
p.t:every(0.3, function()
_G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
Area{group = main.current.effects, x = self.x + random:float(-32, 32), y = self.y + random:float(-32, 32), r = self.r + random:float(0, 2*math.pi), w = p.area_size_m*48, color = p.color,
dmg = 0.5*p.area_dmg_m*self.dmg, character = self.character, level = p.level, parent = p, echo_barrage_area = true}
end, 3)
end
end
else
if self.parent.void_rift and table.any(self.parent.classes, function(v) return v == 'mage' or v == 'nuker' or v == 'voider' end) then
if random:bool(20) then
DotArea{group = main.current.effects, x = self.x, y = self.y, rs = self.parent.area_size_m*24, color = self.color, dmg = self.parent.area_dmg_m*self.dmg*(self.parent.dot_dmg_m or 1),
void_rift = true, duration = 1, parent = self.parent}
end
end
if self.parent.echo_barrage and not self.echo_barrage_area then
if random:bool(20) then
self.parent.t:every(0.3, function()
_G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
Area{group = main.current.effects, x = self.x + random:float(-32, 32), y = self.y + random:float(-32, 32), r = self.r + random:float(0, 2*math.pi), w = self.parent.area_size_m*48, color = self.parent.color,
dmg = 0.5*self.parent.area_dmg_m*self.dmg, character = self.character, level = self.parent.level, parent = self.parent, echo_barrage_area = true}
end, 3)
end
end end
end end
@ -2144,6 +2171,9 @@ end
function Saboteur:update(dt) function Saboteur:update(dt)
self:update_game_object(dt) self:update_game_object(dt)
self.buff_area_size_m = self.parent.buff_area_size_m
self.buff_area_dmg_m = self.parent.buff_area_dmg_m
self:calculate_stats() self:calculate_stats()
if not self.target then self.target = random:table(self.group:get_objects_by_classes(main.current.enemies)) end if not self.target then self.target = random:table(self.group:get_objects_by_classes(main.current.enemies)) end

19
todo
View File

@ -1,4 +1,15 @@
Lich buff * Lich buff -> increased projectile speed
Highlander buff * Highlander buff -> increased area size
Concentrated Fire change to "chance to create secondary AoEs on AoE hit" (like Cannoneer's Lv.3) * Change Cannoneer's Lv.3 to 7 repeats, and each repeat should be slightly slower *
Change Cannoneer's Lv.3 to 7 repeats, and each repeat should be slightly slower * Wizard chains 3 times
* Saboteur area fix
* NG+ snake size fix
* Change Divine Machine Arrow to pierce 4 times
* Rogue buff -> chance to crit 15/30
* Psyker buff -> 10% bonus
* Concentrated Fire change to "chance to create secondary AoEs on AoE hit" (like Cannoneer's Lv.3)
* Decreased difficulty slightly for NG+ levels
* Remove repeat passives
* restart button on end game
* fixed interest above 5
* fixed fast passive buy bug