Merge pull request #2972 from sk7725/patch-20
Add colors to StatusEffects
This commit is contained in:
@@ -6,6 +6,8 @@ import arc.math.*;
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import mindustry.ctype.*;
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import mindustry.ctype.*;
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import mindustry.game.EventType.*;
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import mindustry.game.EventType.*;
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import mindustry.type.*;
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import mindustry.type.*;
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import mindustry.graphics.*;
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import static mindustry.Vars.*;
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import static mindustry.Vars.*;
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@@ -18,6 +20,7 @@ public class StatusEffects implements ContentList{
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none = new StatusEffect("none");
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none = new StatusEffect("none");
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burning = new StatusEffect("burning"){{
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burning = new StatusEffect("burning"){{
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color = Pal.lightFlame;
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damage = 0.12f; //over 8 seconds, this would be 60 damage
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damage = 0.12f; //over 8 seconds, this would be 60 damage
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effect = Fx.burning;
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effect = Fx.burning;
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@@ -32,6 +35,7 @@ public class StatusEffects implements ContentList{
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}};
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}};
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freezing = new StatusEffect("freezing"){{
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freezing = new StatusEffect("freezing"){{
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color = Color.valueOf("6ecdec");
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speedMultiplier = 0.6f;
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speedMultiplier = 0.6f;
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healthMultiplier = 0.8f;
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healthMultiplier = 0.8f;
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effect = Fx.freezing;
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effect = Fx.freezing;
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@@ -47,10 +51,12 @@ public class StatusEffects implements ContentList{
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}};
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}};
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unmoving = new StatusEffect("unmoving"){{
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unmoving = new StatusEffect("unmoving"){{
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color = Pal.gray;
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speedMultiplier = 0.001f;
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speedMultiplier = 0.001f;
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}};
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}};
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slow = new StatusEffect("slow"){{
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slow = new StatusEffect("slow"){{
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color = Pal.lightishGray;
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speedMultiplier = 0.4f;
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speedMultiplier = 0.4f;
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}};
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}};
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@@ -80,6 +86,7 @@ public class StatusEffects implements ContentList{
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}};
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}};
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melting = new StatusEffect("melting"){{
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melting = new StatusEffect("melting"){{
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color = Color.valueOf("ffa166");
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speedMultiplier = 0.8f;
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speedMultiplier = 0.8f;
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healthMultiplier = 0.8f;
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healthMultiplier = 0.8f;
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damage = 0.3f;
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damage = 0.3f;
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@@ -92,6 +99,7 @@ public class StatusEffects implements ContentList{
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}};
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}};
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sapped = new StatusEffect("sapped"){{
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sapped = new StatusEffect("sapped"){{
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color = Pal.sap;
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speedMultiplier = 0.7f;
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speedMultiplier = 0.7f;
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healthMultiplier = 0.8f;
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healthMultiplier = 0.8f;
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effect = Fx.sapped;
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effect = Fx.sapped;
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@@ -99,12 +107,14 @@ public class StatusEffects implements ContentList{
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}};
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}};
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sporeSlowed = new StatusEffect("spore-slowed"){{
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sporeSlowed = new StatusEffect("spore-slowed"){{
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color = Pal.spore;
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speedMultiplier = 0.8f;
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speedMultiplier = 0.8f;
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effect = Fx.sapped;
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effect = Fx.sapped;
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effectChance = 0.04f;
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effectChance = 0.04f;
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}};
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}};
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tarred = new StatusEffect("tarred"){{
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tarred = new StatusEffect("tarred"){{
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color = Color.valueOf("313131");
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speedMultiplier = 0.6f;
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speedMultiplier = 0.6f;
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effect = Fx.oily;
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effect = Fx.oily;
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@@ -115,6 +125,7 @@ public class StatusEffects implements ContentList{
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}};
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}};
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overdrive = new StatusEffect("overdrive"){{
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overdrive = new StatusEffect("overdrive"){{
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color = Pal.accent;
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healthMultiplier = 0.95f;
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healthMultiplier = 0.95f;
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speedMultiplier = 1.15f;
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speedMultiplier = 1.15f;
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damageMultiplier = 1.4f;
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damageMultiplier = 1.4f;
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@@ -124,6 +135,7 @@ public class StatusEffects implements ContentList{
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}};
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}};
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overclock = new StatusEffect("overclock"){{
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overclock = new StatusEffect("overclock"){{
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color = Pal.accent;
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speedMultiplier = 1.15f;
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speedMultiplier = 1.15f;
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damageMultiplier = 1.15f;
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damageMultiplier = 1.15f;
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reloadMultiplier = 1.25f;
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reloadMultiplier = 1.25f;
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@@ -132,20 +144,27 @@ public class StatusEffects implements ContentList{
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}};
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}};
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shielded = new StatusEffect("shielded"){{
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shielded = new StatusEffect("shielded"){{
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color = Pal.accent;
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healthMultiplier = 3f;
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healthMultiplier = 3f;
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}};
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}};
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boss = new StatusEffect("boss"){{
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boss = new StatusEffect("boss"){{
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color = Pal.health;
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permanent = true;
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permanent = true;
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damageMultiplier = 2f;
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damageMultiplier = 2f;
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healthMultiplier = 2f;
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healthMultiplier = 2f;
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}};
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}};
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shocked = new StatusEffect("shocked");
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shocked = new StatusEffect("shocked"){{
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color = Pal.lancerLaser;
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}};
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blasted = new StatusEffect("blasted");
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blasted = new StatusEffect("blasted"){{
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color = Color.valueOf("ff795e");
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}};
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corroded = new StatusEffect("corroded"){{
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corroded = new StatusEffect("corroded"){{
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color = Pal.plastanium;
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damage = 0.1f;
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damage = 0.1f;
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}};
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}};
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}
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}
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