Final mech boss unit (unfinished)
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@@ -199,7 +199,7 @@ public class Bullets implements ContentList{
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hitEffect = Fx.flakExplosion;
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splashDamage = 18f;
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splashDamageRadius = 16f;
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fragBullet = flakGlassFrag;
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fragBullet = fragGlassFrag;
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fragBullets = 3;
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explodeRange = 20f;
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collidesGround = true;
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@@ -121,13 +121,14 @@ public class StatusEffects implements ContentList{
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boss = new StatusEffect("boss"){{
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permanent = true;
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damageMultiplier = 1.5f;
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armorMultiplier = 1.5f;
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}};
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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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}};
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@@ -15,7 +15,7 @@ public class UnitTypes implements ContentList{
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//region definitions
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//ground
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public static @EntityDef({Unitc.class, Mechc.class}) UnitType mace, dagger, crawler, fortress, vestige, cataclyst;
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public static @EntityDef({Unitc.class, Mechc.class}) UnitType mace, dagger, crawler, fortress, scepter, reign;
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//ground + builder
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public static @EntityDef({Unitc.class, Mechc.class, Builderc.class}) UnitType nova;
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@@ -130,16 +130,17 @@ public class UnitTypes implements ContentList{
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}});
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}};
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vestige = new UnitType("vestige"){{
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scepter = new UnitType("scepter"){{
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speed = 0.35f;
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hitsize = 20f;
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rotateSpeed = 1.9f;
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rotateSpeed = 2.1f;
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targetAir = false;
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health = 9000;
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armor = 14f;
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armor = 11f;
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mechLegMoveScl = 1.3f;
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weapons.add(
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new Weapon("chaos"){{
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new Weapon("scepter-weapon"){{
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y = 1f;
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x = 16f;
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shootY = 8f;
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@@ -185,6 +186,58 @@ public class UnitTypes implements ContentList{
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);
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}};
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reign = new UnitType("reign"){{
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speed = 0.35f;
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hitsize = 26f;
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rotateSpeed = 1.65f;
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targetAir = false;
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health = 24000;
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armor = 14f;
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mechLegMoveScl = 1.75f;
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weapons.add(
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new Weapon("reign-weapon"){{
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y = 1f;
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x = 21.5f;
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shootY = 11f;
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reload = 18f;
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recoil = 5f;
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shake = 4f;
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ejectEffect = Fx.shellEjectBig;
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shootSound = Sounds.artillery;
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bullet = new BasicBulletType(13f, 80){{
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pierce = true;
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width = 11f;
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height = 30f;
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lifetime = 15f;
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shootEffect = Fx.shootBig;
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fragVelocityMin = 0.4f;
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hitEffect = Fx.blastExplosion;
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splashDamage = 25f;
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splashDamageRadius = 30f;
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fragBullets = 2;
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fragLifeMin = 0f;
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fragCone = 30f;
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fragBullet = new BasicBulletType(9f, 10){{
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width = 10f;
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height = 10f;
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pierce = true;
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lifetime = 20f;
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hitEffect = Fx.flakExplosion;
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splashDamage = 23f;
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splashDamageRadius = 15f;
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}};
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}};
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}}
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);
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}};
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//endregion
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//region ground support
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