Small bug fix
parent
bbe9c9f7af
commit
5ccdfea184
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@ -398,7 +398,9 @@ function Arena:update(dt)
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end
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self:update_game_object(dt*slow_amount)
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if not self.slow_transitioning then
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main_song_instance.pitch = math.clamp(slow_amount*self.main_slow_amount, 0.05, 1)
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end
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star_group:update(dt*slow_amount)
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self.floor:update(dt*slow_amount)
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@ -645,6 +647,7 @@ function Arena:quit()
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if not self.arena_clear_text then self.arena_clear_text = Text2{group = self.ui, x = gw/2, y = gh/2 - 48, lines = {{text = '[wavy_mid, cbyc]arena clear!', font = fat_font, alignment = 'center'}}} end
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self:gain_gold()
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self.t:after(2, function()
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self.slow_transitioning = true
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self.t:tween(0.7, self, {main_slow_amount = 0}, math.linear, function() self.main_slow_amount = 0 end)
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end)
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self.t:after(3, function()
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@ -163,7 +163,7 @@ function BuyScreen:on_enter(from, level, units, passives, shop_level, shop_xp)
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b.info_text = nil
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end}
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trigger:tween(1, main_song_instance, {volume = 0.2}, math.linear)
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trigger:tween(1, main_song_instance, {volume = 0.2, pitch = 1}, math.linear)
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--[[
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if self.level == 1 then
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@ -1439,7 +1439,7 @@ function ItemCard:update(dt)
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_G[random:table{'coins1', 'coins2', 'coins3'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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self.parent:gain_gold((self.level == 1 and 10) or (self.level == 2 and 20) or (self.level == 3 and 30))
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table.remove(self.parent.passives, self.i)
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self:die()
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input.m2.pressed = false
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self.parent:set_items()
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system.save_run(self.parent.level, gold, self.parent.units, self.parent.passives, self.parent.shop_level, self.parent.shop_xp, run_passive_pool, locked_state)
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end
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8
main.lua
8
main.lua
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@ -1542,8 +1542,8 @@ function init()
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--[[
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main:add(BuyScreen'buy_screen')
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main:go_to('buy_screen', run.level or 1, run.units or {}, passives, run.shop_level or 1, run.shop_xp or 0)
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]]--
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-- main:go_to('buy_screen', 7, run.units or {}, {'unleash'})
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]]--
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--[[
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gold = 10
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@ -1555,10 +1555,10 @@ function init()
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'insurance', 'dividends', 'berserking', 'unwavering_stance', 'unrelenting_stance', 'blessing', 'haste', 'divine_barrage', 'orbitism', 'psyker_orbs', 'psychosense', 'rearm', 'taunt', 'summon_instability',
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}
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main:add(Arena'arena')
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main:go_to('arena', 3, {
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{character = 'illusionist', level = 2},
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main:go_to('arena', 1, {
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{character = 'vagrant', level = 3},
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-- {character = 'carver', level = 2},
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{character = 'engineer', level = 2},
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{character = 'dual_gunner', level = 3},
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-- {character = 'saboteur', level = 2},
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-- {character = 'hunter', level = 2},
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}, {
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2
todo
2
todo
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@ -17,6 +17,8 @@ Loop Update
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Warping Shots - X/Y/Z% chance for projectiles to ignore wall collisions and warp around the screen 1/2/3 times
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Culling Strike - instantly kill elites below 10/20/30% max HP
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Lightning Strike - X/Y/Z% chance for attacks to create chain lightning, dealing 60/80/100% damage and hitting 2/3/4 enemies
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Psycholeak - Position X generates 1 additional orb every Y seconds
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Divine Blessing - generate 1 healing orb every X seconds
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Psyker
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Additional orbs will prefer to be assigned to psykers, if there are no psykers then they will be assigned randomly
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Orb speed scales with the unit's attack speed
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