go back to 0x0.0001 increments for xp
I foresee the 32K limit being a bigger problem than the math in vertmeter, although I will probably need to go patch vertmeter up too
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@ -485,14 +485,15 @@ function ship_m:die()
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local sz4 = self.size * 4
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local cx, cy, xp, z = self.x + sz4, self.y + sz4, self.xp or 0, 0
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boom(cx, cy, 3*sz4, self.boss)
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if xp > 499 then
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if xp > 0x0.01f3 then -- dec 499
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-- spawn a huge gem with all
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-- overage XP, min 100
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spawn_xp_at(cx, cy, 0, xp-399)
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xp = 399
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spawn_xp_at(cx, cy, 0, xp-0x0.18f)
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xp = 0x0.18f -- dec 399
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z += 1
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end
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for gsz in all{100, 25, 5, 1} do
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-- 100, 25, 5, 1
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for gsz in all{0x0.0064, 0x0.0019, 0x0.0005, 0x0.0001} do
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while xp >= gsz do
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spawn_xp_at(cx, cy, z, gsz)
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xp -= gsz
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@ -950,9 +951,9 @@ player = mknew(ship_m.new{
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shield = 2, -- regenerates
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maxshield = 2,
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-- xp; watch out for 16-bit range limits
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-- xp in increments of 0x0.0001
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xp = 0,
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xptarget = 4,
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xptarget = 0x0.0004,
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level = 1,
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-- gun
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@ -1010,7 +1011,7 @@ frownie = mknew(ship_m.new{
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sparkodds = 8,
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hp = 0.5, -- enemy ships need no max hp
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xp = 1,
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xp = 0x0.0001,
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-- position
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x=60, -- x and y are for upper left corner
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@ -1032,7 +1033,7 @@ frownie = mknew(ship_m.new{
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blocky = mknew(frownie.new{
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sprite = 10,
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hp = 1.5,
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xp = 2,
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xp = 0x0.0002,
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hurt = {
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x_off = 0,
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y_off = 0,
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@ -1052,7 +1053,7 @@ blocky = mknew(frownie.new{
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spewy = mknew(frownie.new{
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sprite=26,
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xp = 3,
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xp = 0x0.0003,
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hurt = {
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x_off=0,
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y_off=1,
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@ -1073,7 +1074,7 @@ spewy = mknew(frownie.new{
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chasey = mknew(ship_m.new{
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sprite = 5,
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xp = 4,
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xp = 0x0.0004,
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size = 1,
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hurt = {
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x_off = 1,
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@ -1108,7 +1109,7 @@ end
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xl_chasey=mknew(chasey.new{
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size=2,
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xp = 10,
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xp = 0x0.000a,
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maxspd=1.25,
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hurt = {
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x_off = 2,
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@ -1606,7 +1607,7 @@ function spawn_xp_at(x, y, off, amt)
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x += rnd(off+off)-off
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y += rnd(off+off)-off
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xp_gem.new{
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qsprite=amt == 1 and 32 or amt == 5 and 33 or amt == 25 and 34 or 35,
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qsprite=amt == 0x0.0001 and 32 or amt == 0x0.0005 and 33 or amt == 0x0.0019 and 34 or 35,
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val = amt,
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}:spawn_at(mid(x, 0, 124),mid(y,-4,125))
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end
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