tinker with blip colors, go back to level+1
with the current testing level, level + 1 is necessary to comfortably get a weapon before the Wall O' Block shows up
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@ -618,7 +618,7 @@ function ship_m:hitsomething(dmg)
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blip(self,12)
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else
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self.shield = 0
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blip(self,8)
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blip(self,7)
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end
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return false
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end
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@ -627,7 +627,7 @@ function ship_m:hitsomething(dmg)
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self:die()
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return true
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end
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blip(self, 7)
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blip(self, self.friendly and 8 or 7)
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return false
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end
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@ -998,6 +998,7 @@ firespark = split"9, 8, 2, 5, 1"
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smokespark = split"13, 13, 5, 5"
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player = mknew(ship_m.new{
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friendly=true,
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--shape
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sprite = 1, --index of ship sprite
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size = 1, --all ships are square; how many 8x8 sprites?
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@ -1868,7 +1869,7 @@ function rearm_mode:shuffle()
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-- these will be placeholders
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-- until the upgrade deck
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-- is a thing that exists
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local lev = primary_ship.level
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local lev = primary_ship.level + 1
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if lev == 4 or lev == 12 then
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self.options = spec_gun_opts()
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elseif lev % 4 == 0 then
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