Final mech boss unit (unfinished)

This commit is contained in:
Anuken
2020-09-04 22:05:15 -04:00
parent 3127bb54b2
commit 739c4f2de2
31 changed files with 4314 additions and 4126 deletions

View File

@@ -199,7 +199,7 @@ public class Bullets implements ContentList{
hitEffect = Fx.flakExplosion;
splashDamage = 18f;
splashDamageRadius = 16f;
fragBullet = flakGlassFrag;
fragBullet = fragGlassFrag;
fragBullets = 3;
explodeRange = 20f;
collidesGround = true;

View File

@@ -121,13 +121,14 @@ public class StatusEffects implements ContentList{
boss = new StatusEffect("boss"){{
permanent = true;
damageMultiplier = 1.5f;
armorMultiplier = 1.5f;
}};
shocked = new StatusEffect("shocked");
blasted = new StatusEffect("blasted");
//no effects, just small amounts of damage.
corroded = new StatusEffect("corroded"){{
damage = 0.1f;
}};

View File

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