feat: adding a god mode
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2 changed files with 11 additions and 0 deletions
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@ -53,6 +53,7 @@
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<a onclick="window.parent.Lester(4,null)" class="button red" width="50%">KILL EVERYONE</a>
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<a onclick="window.parent.Lester(4,null)" class="button red" width="50%">KILL EVERYONE</a>
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<a onclick="window.parent.Lester(5,null)" class="button blue" width="50%">COLLISIONS</a>
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<a onclick="window.parent.Lester(5,null)" class="button blue" width="50%">COLLISIONS</a>
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<a onclick="window.parent.Lester(2,null)" class="button yellow">FULL LIFE</a>
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<a onclick="window.parent.Lester(2,null)" class="button yellow">FULL LIFE</a>
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<a onclick="window.parent.Lester(6,null)" class="button yellow">GOD MOD</a>
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<a onclick="window.parent.Lester(1,[363,282,5])" class="button green">SAFE ZONE</a>
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<a onclick="window.parent.Lester(1,[363,282,5])" class="button green">SAFE ZONE</a>
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<a onclick="window.parent.Lester(1,[200,100,0])" class="button green">MAP 0</a>
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<a onclick="window.parent.Lester(1,[200,100,0])" class="button green">MAP 0</a>
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<a onclick="window.parent.Lester(1,[516,789,1])" class="button green">MAP 1</a>
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<a onclick="window.parent.Lester(1,[516,789,1])" class="button green">MAP 1</a>
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@ -197,6 +197,13 @@ function Donjon() {
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}
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}
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}
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}
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god_mode = false;
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setInterval(() => {
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if(god_mode) {
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player.health = 10;
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}
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}, 20);
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function Lester(type, data) {
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function Lester(type, data) {
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switch(type) {
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switch(type) {
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case 1:
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case 1:
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@ -228,5 +235,8 @@ function Lester(type, data) {
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drawCollisions=true;
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drawCollisions=true;
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}
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}
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break;
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break;
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case 6:
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if(god_mode) { god_mode = false; } else { god_mode = true; }
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break;
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}
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}
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}
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}
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