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