Merge pull request #2972 from sk7725/patch-20

Add colors to StatusEffects
This commit is contained in:
Anuken
2020-10-25 10:35:42 -04:00
committed by GitHub

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