changed phase radius boost
Split into phase radius boost and phase shield boost.
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@@ -22,7 +22,8 @@ public class ForceProjector extends Block{
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public final int timerUse = timers++;
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public final int timerUse = timers++;
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public float phaseUseTime = 350f;
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public float phaseUseTime = 350f;
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public float phaseBoost = 80f;
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public float phaseRadiusBoost = 80f;
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public float phaseShieldBoost = 400f;
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public float radius = 101.7f;
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public float radius = 101.7f;
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public float breakage = 550f;
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public float breakage = 550f;
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public float cooldownNormal = 1.75f;
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public float cooldownNormal = 1.75f;
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@@ -63,8 +64,8 @@ public class ForceProjector extends Block{
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stats.add(BlockStat.shieldHealth, breakage, StatUnit.none);
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stats.add(BlockStat.shieldHealth, breakage, StatUnit.none);
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stats.add(BlockStat.cooldownTime, (int) (breakage / cooldownBrokenBase / 60f), StatUnit.seconds);
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stats.add(BlockStat.cooldownTime, (int) (breakage / cooldownBrokenBase / 60f), StatUnit.seconds);
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stats.add(BlockStat.powerUse, basePowerDraw * 60f, StatUnit.powerSecond);
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stats.add(BlockStat.powerUse, basePowerDraw * 60f, StatUnit.powerSecond);
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stats.add(BlockStat.boostEffect, phaseBoost / tilesize, StatUnit.blocks);
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stats.add(BlockStat.boostEffect, phaseRadiusBoost / tilesize, StatUnit.blocks);
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stats.add(BlockStat.boostEffect, phaseBoost * 5f, StatUnit.shieldHealth);
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stats.add(BlockStat.boostEffect, phaseShieldBoost * 5f, StatUnit.shieldHealth);
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}
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}
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@Override
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@Override
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@@ -79,7 +80,7 @@ public class ForceProjector extends Block{
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Lines.poly(x * tilesize, y * tilesize, 6, radius);
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Lines.poly(x * tilesize, y * tilesize, 6, radius);
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Draw.color();
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Draw.color();
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float phaseBoostedRadius = radius + phaseBoost;
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float phaseBoostedRadius = radius + phaseRadiusBoost;
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Draw.color(Pal.gray);
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Draw.color(Pal.gray);
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Lines.stroke(3f);
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Lines.stroke(3f);
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Lines.poly(x * tilesize, y * tilesize, 6, phaseBoostedRadius);
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Lines.poly(x * tilesize, y * tilesize, 6, phaseBoostedRadius);
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@@ -130,7 +131,7 @@ public class ForceProjector extends Block{
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broken = false;
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broken = false;
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}
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}
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if(buildup >= breakage + (phaseBoost * 5f) && !broken){
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if(buildup >= breakage + phaseShieldBoost && !broken){
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broken = true;
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broken = true;
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buildup = breakage;
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buildup = breakage;
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Fx.shieldBreak.at(x, y, radius, team.color);
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Fx.shieldBreak.at(x, y, radius, team.color);
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@@ -149,7 +150,7 @@ public class ForceProjector extends Block{
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}
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}
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float realRadius(){
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float realRadius(){
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return (radius + phaseHeat * phaseBoost) * radscl;
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return (radius + phaseHeat * phaseRadiusBoost) * radscl;
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}
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}
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@Override
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@Override
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