Merge remote-tracking branch 'origin/master'

This commit is contained in:
Anuken
2025-04-16 00:19:09 -04:00

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@@ -5008,13 +5008,13 @@ public class Blocks{
}}); }});
collidesAir = false; collidesAir = false;
buildingDamageMultiplier = 0.25f; buildingDamageMultiplier = 0.1f;
ammoMultiplier = 1f; ammoMultiplier = 1f;
fragLifeMin = 0.1f; fragLifeMin = 0.1f;
fragBullets = 7; fragBullets = 7;
fragBullet = new ArtilleryBulletType(3.4f, 32){{ fragBullet = new ArtilleryBulletType(3.4f, 32){{
buildingDamageMultiplier = 0.3f; buildingDamageMultiplier = 0.1f;
drag = 0.02f; drag = 0.02f;
hitEffect = Fx.massiveExplosion; hitEffect = Fx.massiveExplosion;
despawnEffect = Fx.scatheSlash; despawnEffect = Fx.scatheSlash;
@@ -5053,7 +5053,7 @@ public class Blocks{
shootEffect = Fx.shootBig; shootEffect = Fx.shootBig;
smokeEffect = Fx.shootSmokeMissileColor; smokeEffect = Fx.shootSmokeMissileColor;
hitColor = Color.valueOf("ffd37f"); hitColor = Color.valueOf("ffd37f");
ammoMultiplier = 5f; ammoMultiplier = 3f;
reloadMultiplier = 0.8f; reloadMultiplier = 0.8f;
spawnUnit = new MissileUnitType("scathe-missile-phase"){{ spawnUnit = new MissileUnitType("scathe-missile-phase"){{
@@ -5100,7 +5100,7 @@ public class Blocks{
bullet = new ExplosionBulletType(400f, 120f){{ bullet = new ExplosionBulletType(400f, 120f){{
//stats must be mirrored to the bullet that the unit uses //stats must be mirrored to the bullet that the unit uses
reloadMultiplier = 0.8f; reloadMultiplier = 0.8f;
ammoMultiplier = 5f; ammoMultiplier = 3f;
hitColor = engineColor; hitColor = engineColor;
shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosion, Fx.scatheLight, new WaveEffect(){{ shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosion, Fx.scatheLight, new WaveEffect(){{
@@ -5193,11 +5193,14 @@ public class Blocks{
deathExplosionEffect = Fx.massiveExplosion; deathExplosionEffect = Fx.massiveExplosion;
shootOnDeath = true; shootOnDeath = true;
shake = 10f; shake = 10f;
bullet = new ExplosionBulletType(300f, 40f){{ bullet = new ExplosionBulletType(1800f, 40f){{
//mirror stats //mirror stats
ammoMultiplier = 1f; ammoMultiplier = 1f;
rangeChange = -8f*9f; rangeChange = -8f*9f;
reloadMultiplier = 0.9f; reloadMultiplier = 0.9f;
lightning = 10;
lightningDamage = 45f;
lightningLength = 12;
hitColor = engineColor; hitColor = engineColor;
shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosionSmall); shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosionSmall);
@@ -5208,7 +5211,7 @@ public class Blocks{
fragLifeMin = 0.1f; fragLifeMin = 0.1f;
fragBullets = 5; fragBullets = 5;
fragRandomSpread = 0f; fragRandomSpread = 0f;
fragSpread = 30f; fragSpread = 20f;
fragBullet = new BulletType(){{ fragBullet = new BulletType(){{
shootEffect = Fx.shootBig; shootEffect = Fx.shootBig;
smokeEffect = Fx.shootSmokeMissileColor; smokeEffect = Fx.shootSmokeMissileColor;
@@ -5244,10 +5247,10 @@ public class Blocks{
deathExplosionEffect = Fx.massiveExplosion; deathExplosionEffect = Fx.massiveExplosion;
shootOnDeath = true; shootOnDeath = true;
shake = 10f; shake = 10f;
bullet = new ExplosionBulletType(360f, 35f){{ bullet = new ExplosionBulletType(180f, 35f){{
lightning = 6; lightning = 4;
lightningDamage = 35f; lightningDamage = 25f;
lightningLength = 8; lightningLength = 6;
hitColor = engineColor; hitColor = engineColor;
shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosionSmall, Fx.scatheLightSmall, new WaveEffect(){{ shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosionSmall, Fx.scatheLightSmall, new WaveEffect(){{