Temporarily Invincible Missiles Quell (#10674)
* quell changes version 1 (draft) * Quell Homing Workaround and Stat Display Working * Quell, 16 close range instead of 19 * final color adjustment * quell description attempt 1 * quell desc attempt 2 * e * oop * Added Homing to Quell Plasma Shielding --------- Co-authored-by: EggleEgg <125359838+EggleEgg@users.noreply.github.com>
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@@ -3829,8 +3829,10 @@ public class UnitTypes{
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engineSize = 4.8f;
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engineOffset = 61 / 4f;
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range = 4.3f * 60f * 1.4f;
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abilities.add(new SuppressionFieldAbility(){{
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reload = 60f * 8f;
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orbRadius = 5.3f;
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y = 1f;
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}});
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@@ -3846,36 +3848,59 @@ public class UnitTypes{
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recoil = 1f;
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rotationLimit = 60f;
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bullet = new BulletType(){{
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bullet = new BasicBulletType(4.3f, 70f, "missile-large"){{
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shootEffect = Fx.shootBig;
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smokeEffect = Fx.shootBigSmoke2;
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shake = 1f;
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speed = 0f;
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lifetime = 60 * 0.496f;
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rangeOverride = 361.2f;
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followAimSpeed = 5f;
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width = 12f;
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height = 22f;
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hitSize = 7f;
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hitColor = backColor = trailColor = Pal.sapBulletBack;
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trailWidth = 3f;
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trailLength = 12;
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hitEffect = despawnEffect = Fx.hitBulletColor;
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keepVelocity = false;
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collidesGround = true;
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collidesAir = false;
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spawnUnit = new MissileUnitType("quell-missile"){{
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targetAir = false;
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speed = 4.3f;
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maxRange = 6f;
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lifetime = 60f * 1.4f;
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outlineColor = Pal.darkOutline;
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engineColor = trailColor = Pal.sapBulletBack;
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engineLayer = Layer.effect;
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health = 45;
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loopSoundVolume = 0.1f;
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//workaround to get the missile to behave like in spawnUnit while still spawning on death
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fragRandomSpread = 0;
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fragBullets = 1;
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fragVelocityMin = 1f;
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fragOffsetMax = 1f;
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weapons.add(new Weapon(){{
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shootSound = Sounds.none;
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shootCone = 360f;
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mirror = false;
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reload = 1f;
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shootOnDeath = true;
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bullet = new ExplosionBulletType(110f, 25f){{
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shootEffect = Fx.massiveExplosion;
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collidesAir = false;
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}};
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}});
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fragBullet = new BulletType(){{
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speed = 0f;
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keepVelocity = false;
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collidesAir = false;
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spawnUnit = new MissileUnitType("quell-missile"){{
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targetAir = false;
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speed = 4.3f;
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maxRange = 6f;
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lifetime = 60f * (1.4f - 0.496f);
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outlineColor = Pal.darkOutline;
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engineColor = trailColor = Pal.sapBulletBack;
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engineLayer = Layer.effect;
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health = 45;
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loopSoundVolume = 0.1f;
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weapons.add(new Weapon() {{
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shootSound = Sounds.none;
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shootCone = 360f;
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mirror = false;
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reload = 1f;
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shootOnDeath = true;
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bullet = new ExplosionBulletType(110f, 25f) {{
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shootEffect = Fx.massiveExplosion;
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collidesAir = false;
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}};
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}});
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}};
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}};
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}};
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}});
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@@ -3909,6 +3934,8 @@ public class UnitTypes{
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int parts = 10;
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abilities.add(new SuppressionFieldAbility(){{
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reload = 60 * 15f;
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range = 320f;
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orbRadius = orbRad;
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particleSize = partRad;
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y = 10f;
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