Balancing
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@@ -44,7 +44,7 @@ public class Bullets implements ContentList{
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@Override
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public void load(){
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artilleryDense = new ArtilleryBulletType(3f, 0, "shell"){{
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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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@@ -64,7 +64,7 @@ public class Bullets implements ContentList{
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despawnEffect = Fx.none;
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}};
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artilleryPlastic = new ArtilleryBulletType(3.4f, 0, "shell"){{
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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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@@ -78,7 +78,7 @@ public class Bullets implements ContentList{
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frontColor = Pal.plastaniumFront;
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}};
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artilleryHoming = new ArtilleryBulletType(3f, 0, "shell"){{
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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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@@ -90,7 +90,7 @@ public class Bullets implements ContentList{
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homingRange = 50f;
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}};
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artilleryIncendiary = new ArtilleryBulletType(3f, 0, "shell"){{
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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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@@ -104,7 +104,7 @@ public class Bullets implements ContentList{
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trailEffect = Fx.incendTrail;
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}};
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artilleryExplosive = new ArtilleryBulletType(2f, 0, "shell"){{
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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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@@ -115,6 +115,9 @@ public class Bullets implements ContentList{
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splashDamage = 50f;
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backColor = Pal.missileYellowBack;
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frontColor = Pal.missileYellow;
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status = StatusEffects.blasted;
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statusDuration = 60f;
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}};
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artilleryUnit = new ArtilleryBulletType(2f, 8, "shell"){{
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@@ -192,6 +195,9 @@ public class Bullets implements ContentList{
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//default bullet type, no changes
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shootEffect = Fx.shootBig;
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ammoMultiplier = 4f;
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status = StatusEffects.blasted;
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statusDuration = 60f;
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}};
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flakSurge = new FlakBulletType(4f, 7){{
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@@ -212,6 +218,9 @@ public class Bullets implements ContentList{
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lifetime = 150f;
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hitEffect = Fx.blastExplosion;
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despawnEffect = Fx.blastExplosion;
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status = StatusEffects.blasted;
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statusDuration = 60f;
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}};
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missileIncendiary = new MissileBulletType(2.9f, 12, "missile"){{
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@@ -361,19 +370,19 @@ public class Bullets implements ContentList{
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despawnEffect = Fx.hitBulletSmall;
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}};
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standardDenseBig = new BasicBulletType(7f, 42, "bullet"){{
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standardDenseBig = new BasicBulletType(7f, 44, "bullet"){{
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bulletWidth = 15f;
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bulletHeight = 21f;
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shootEffect = Fx.shootBig;
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}};
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standardThoriumBig = new BasicBulletType(8f, 65, "bullet"){{
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standardThoriumBig = new BasicBulletType(8f, 67, "bullet"){{
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bulletWidth = 16f;
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bulletHeight = 23f;
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shootEffect = Fx.shootBig;
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}};
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standardIncendiaryBig = new BasicBulletType(7f, 38, "bullet"){{
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standardIncendiaryBig = new BasicBulletType(7f, 44, "bullet"){{
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bulletWidth = 16f;
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bulletHeight = 21f;
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frontColor = Pal.lightishOrange;
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@@ -591,8 +600,7 @@ public class Bullets implements ContentList{
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@Override
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public void init(Bulletc b){
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//TODO owners are never players...
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Lightning.create(b.team(), Pal.lancerLaser, damage * (b.owner() instanceof Playerc ? state.rules.playerDamageMultiplier : 1f), b.x(), b.y(), b.rotation(), 30);
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Lightning.create(b.team(), Pal.lancerLaser, damage * (b.owner().isLocal() ? state.rules.playerDamageMultiplier : 1f), b.x(), b.y(), b.rotation(), 30);
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}
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};
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@@ -617,6 +625,9 @@ public class Bullets implements ContentList{
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hitEffect = Fx.flakExplosion;
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shootEffect = Fx.none;
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smokeEffect = Fx.none;
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status = StatusEffects.blasted;
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statusDuration = 60f;
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}};
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bombIncendiary = new BombBulletType(7f, 10f, "shell"){{
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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, tarred, overdrive, shielded, shocked, corroded, boss;
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public static StatusEffect none, burning, freezing, wet, melting, tarred, overdrive, shielded, shocked, blasted, corroded, boss;
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@Override
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public void load(){
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@@ -17,13 +17,13 @@ public class StatusEffects implements ContentList{
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none = new StatusEffect("none");
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burning = new StatusEffect("burning"){{
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damage = 0.06f;
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damage = 0.075f;
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effect = Fx.burning;
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init(() -> {
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opposite(wet,freezing);
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trans(tarred, ((unit, time, newTime, result) -> {
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unit.damage(1f);
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unit.damage(8f);
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Fx.burning.at(unit.x() + Mathf.range(unit.bounds() / 2f), unit.y() + Mathf.range(unit.bounds() / 2f));
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result.set(this, Math.min(time + newTime, 300f));
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}));
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@@ -37,6 +37,11 @@ public class StatusEffects implements ContentList{
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init(() -> {
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opposite(melting, burning);
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trans(blasted, ((unit, time, newTime, result) -> {
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unit.damage(18f);
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result.set(this, time);
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}));
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});
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}};
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@@ -98,6 +103,8 @@ public class StatusEffects implements ContentList{
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shocked = new StatusEffect("shocked");
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blasted = new StatusEffect("blasted");
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//no effects, just small amounts of damage.
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corroded = new StatusEffect("corroded"){{
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damage = 0.1f;
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@@ -299,7 +299,6 @@ public class UnitTypes implements ContentList{
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}};
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/*
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chaosArray = new UnitType("chaos-array", GroundUnit::new){{
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maxVelocity = 0.68f;
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speed = 0.12f;
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