Naval unit tweaks
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@@ -48,7 +48,7 @@ public class Bullets implements ContentList{
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artilleryDense = new ArtilleryBulletType(3f, 12, "shell"){{
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hitEffect = Fx.flakExplosion;
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knockback = 0.8f;
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lifetime = 50f;
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lifetime = 80f;
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width = height = 11f;
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collidesTiles = false;
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splashDamageRadius = 25f;
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@@ -69,7 +69,7 @@ public class Bullets implements ContentList{
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artilleryPlastic = new ArtilleryBulletType(3.4f, 12, "shell"){{
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hitEffect = Fx.plasticExplosion;
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knockback = 1f;
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lifetime = 55f;
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lifetime = 80f;
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width = height = 13f;
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collidesTiles = false;
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splashDamageRadius = 35f;
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@@ -83,7 +83,7 @@ public class Bullets implements ContentList{
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artilleryHoming = new ArtilleryBulletType(3f, 12, "shell"){{
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hitEffect = Fx.flakExplosion;
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knockback = 0.8f;
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lifetime = 45f;
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lifetime = 80f;
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width = height = 11f;
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collidesTiles = false;
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splashDamageRadius = 25f;
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@@ -97,7 +97,7 @@ public class Bullets implements ContentList{
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artilleryIncendiary = new ArtilleryBulletType(3f, 12, "shell"){{
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hitEffect = Fx.blastExplosion;
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knockback = 0.8f;
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lifetime = 60f;
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lifetime = 80f;
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width = height = 13f;
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collidesTiles = false;
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splashDamageRadius = 25f;
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@@ -111,7 +111,7 @@ public class Bullets implements ContentList{
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artilleryExplosive = new ArtilleryBulletType(2f, 12, "shell"){{
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hitEffect = Fx.blastExplosion;
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knockback = 0.8f;
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lifetime = 70f;
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lifetime = 80f;
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width = height = 14f;
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collidesTiles = false;
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ammoMultiplier = 4f;
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@@ -659,6 +659,12 @@ public class Fx{
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}),
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overclocked = new Effect(50f, e -> {
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color(Pal.accent);
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Fill.square(e.x, e.y, e.fslope() * 2f, 45f);
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}),
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dropItem = new Effect(20f, e -> {
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float length = 20f * e.finpow();
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float size = 7f * e.fout();
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@@ -9,7 +9,7 @@ import mindustry.type.StatusEffect;
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import static mindustry.Vars.*;
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public class StatusEffects implements ContentList{
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public static StatusEffect none, burning, freezing, wet, melting, sapped, tarred, overdrive, shielded, shocked, blasted, corroded, boss;
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public static StatusEffect none, burning, freezing, wet, melting, sapped, tarred, overdrive, overclock, shielded, shocked, blasted, corroded, boss;
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@Override
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public void load(){
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@@ -100,6 +100,14 @@ public class StatusEffects implements ContentList{
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permanent = true;
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}};
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overclock = new StatusEffect("overclock"){{
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speedMultiplier = 1.15f;
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damageMultiplier = 1.15f;
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reloadMultiplier = 1.25f;
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effectChance = 0.07f;
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effect = Fx.overclocked;
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}};
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shielded = new StatusEffect("shielded"){{
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armorMultiplier = 3f;
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}};
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@@ -674,6 +674,8 @@ public class UnitTypes implements ContentList{
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hitsize = 9f;
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health = 220;
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immunities = ObjectSet.with(StatusEffects.wet);
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trailLength = 20;
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weapons.add(new Weapon("mount-weapon"){{
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reload = 12f;
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x = 4f;
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@@ -700,7 +702,7 @@ public class UnitTypes implements ContentList{
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keepVelocity = false;
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splashDamageRadius = 25f;
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splashDamage = 10f;
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lifetime = 120f;
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lifetime = 80f;
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trailColor = Color.gray;
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backColor = Pal.bulletYellowBack;
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frontColor = Pal.bulletYellow;
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@@ -713,17 +715,40 @@ public class UnitTypes implements ContentList{
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}};
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minke = new UnitType("minke"){{
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speed = 1.3f;
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drag = 0.1f;
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hitsize = 8f;
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health = 400;
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speed = 0.9f;
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drag = 0.15f;
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hitsize = 11f;
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health = 430;
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armor = 4f;
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immunities = ObjectSet.with(StatusEffects.wet);
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trailLength = 20;
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trailX = 5.5f;
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trailY = -4f;
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trailScl = 2f;
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abilities.add(new StatusFieldAbility(StatusEffects.overclock, 60f * 10, 60f * 10f, 60f));
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weapons.add(new Weapon("mount-weapon"){{
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reload = 10f;
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x = 1.25f;
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reload = 15f;
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x = 5f;
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y = 3.5f;
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rotate = true;
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rotateSpeed = 5f;
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inaccuracy = 10f;
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ejectEffect = Fx.shellEjectSmall;
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bullet = Bullets.standardCopper;
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bullet = Bullets.flakLead;
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}});
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weapons.add(new Weapon("artillery-mount"){{
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reload = 30f;
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x = 5f;
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y = -5f;
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rotate = true;
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inaccuracy = 2f;
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rotateSpeed = 2f;
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shake = 1.5f;
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ejectEffect = Fx.shellEjectMedium;
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bullet = Bullets.artilleryIncendiary;
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}});
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}};
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