WIP scathe phase ammo / Shield ability fixes
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@@ -4112,7 +4112,7 @@ public class Blocks{
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hitEffect = despawnEffect = Fx.hitSquaresColor;
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buildingDamageMultiplier = 0.2f;
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}},
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Items.oxide, new BasicBulletType(8f, 90){{
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Items.oxide, new BasicBulletType(8f, 95){{
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knockback = 3f;
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width = 25f;
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hitSize = 7f;
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@@ -4127,8 +4127,8 @@ public class Blocks{
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hitEffect = despawnEffect = Fx.hitSquaresColor;
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buildingDamageMultiplier = 0.2f;
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}},
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Items.silicon, new BasicBulletType(8f, 33){{
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knockback = 2f;
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Items.silicon, new BasicBulletType(8f, 34){{
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knockback = 3f;
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width = 25f;
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hitSize = 7f;
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height = 20f;
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@@ -4478,10 +4478,10 @@ public class Blocks{
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}},
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Items.silicon, new BasicBulletType(){{
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damage = 35;
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homingPower = 0.03f;
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homingPower = 0.045f;
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reloadMultiplier = 0.9f;
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speed = 8.5f;
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speed = 9f;
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width = height = 16;
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shrinkY = 0.3f;
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backSprite = "large-bomb-back";
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@@ -4750,7 +4750,7 @@ public class Blocks{
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requirements(Category.turret, with(Items.silicon, 450, Items.graphite, 400, Items.tungsten, 500, Items.oxide, 100, Items.carbide, 200));
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ammo(
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Items.carbide, new BasicBulletType(0f, 1){{
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Items.carbide, new BulletType(){{
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shootEffect = Fx.shootBig;
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smokeEffect = Fx.shootSmokeMissile;
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ammoMultiplier = 1f;
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@@ -4833,6 +4833,96 @@ public class Blocks{
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interval = 7f;
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}});
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}};
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}},
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//TODO - needs balancing
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Items.phaseFabric, new BulletType(){{
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shootEffect = Fx.shootBig;
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smokeEffect = Fx.shootSmokeMissile;
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ammoMultiplier = 1f;
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reloadMultiplier = 0.8f;
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spawnUnit = new MissileUnitType("scathe-missile-phase"){{
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speed = 4.4f;
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maxRange = 6f;
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lifetime = 60f * 5.7f;
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outlineColor = Pal.darkOutline;
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engineColor = trailColor = Color.valueOf("ffd37f");
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engineLayer = Layer.effect;
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engineSize = 3.1f;
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engineOffset = 10f;
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rotateSpeed = 0.2f;
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trailLength = 18;
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missileAccelTime = 50f;
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lowAltitude = true;
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loopSound = Sounds.missileTrail;
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loopSoundVolume = 0.6f;
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deathSound = Sounds.largeExplosion;
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targetAir = false;
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targetUnderBlocks = false;
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fogRadius = 6f;
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health = 250;
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weapons.add(new Weapon(){{
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shootCone = 360f;
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mirror = false;
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reload = 1f;
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deathExplosionEffect = Fx.massiveExplosion;
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shootOnDeath = true;
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shake = 10f;
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bullet = new ExplosionBulletType(1500f, 50f){{
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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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lifetime = 10f;
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strokeFrom = 4f;
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sizeTo = 130f;
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}});
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collidesAir = false;
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buildingDamageMultiplier = 0.2f;
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ammoMultiplier = 1f;
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fragLifeMin = 0.1f;
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fragBullets = 7;
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fragBullet = new ArtilleryBulletType(3.4f, 32){{
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buildingDamageMultiplier = 0.2f;
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drag = 0.02f;
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hitEffect = Fx.massiveExplosion;
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despawnEffect = Fx.scatheSlash;
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knockback = 0.8f;
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lifetime = 23f;
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width = height = 18f;
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collidesTiles = false;
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splashDamageRadius = 40f;
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splashDamage = 160f;
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backColor = trailColor = hitColor = engineColor;
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frontColor = Color.white;
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smokeEffect = Fx.shootBigSmoke2;
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despawnShake = 7f;
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lightRadius = 30f;
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lightColor = engineColor;
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lightOpacity = 0.5f;
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trailLength = 20;
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trailWidth = 3.5f;
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trailEffect = Fx.none;
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}};
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}};
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}});
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abilities.add(new MoveEffectAbility(){{
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effect = Fx.missileTrailSmoke;
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rotation = 180f;
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y = -9f;
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color = Color.grays(0.6f).lerp(Pal.redLight, 0.5f).a(0.4f);
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interval = 7f;
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}});
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abilities.add(new ForceFieldAbility(30f, 0f, 160f, 999999999f));
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}};
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}}
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);
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