update sprite generation + update bullet stats
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@@ -695,12 +695,14 @@ units.processorcontrol = [lightgray]Processor Controlled
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bullet.damage = [stat]{0}[lightgray] damage
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bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
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bullet.incendiary = [stat]incendiary
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bullet.sapping = [stat]sapping
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bullet.homing = [stat]homing
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bullet.shock = [stat]shock
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bullet.frag = [stat]frag
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bullet.knockback = [stat]{0}[lightgray] knockback
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bullet.pierce = [stat]{0}[lightgray]x pierce
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bullet.infinitepierce = [stat]pierce
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bullet.healpercent = [stat]{0}[lightgray]% healing
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bullet.freezing = [stat]freezing
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bullet.tarred = [stat]tarred
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bullet.multiplier = [stat]{0}[lightgray]x ammo multiplier
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@@ -336,6 +336,8 @@ public class UnitTypes implements ContentList{
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lightningLength = 7;
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lightningLengthRand = 7;
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shootEffect = Fx.shootHeal;
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//Does not actually do anything; Just here to make stats work
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healPercent = 2f;
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lightningType = new BulletType(0.0001f, 0f){{
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lifetime = Fx.lightning.lifetime;
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@@ -53,10 +53,15 @@ public class AmmoListValue<T extends UnlockableContent> implements StatValue{
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sep(bt, Core.bundle.format("bullet.knockback", Strings.fixed(type.knockback, 1)));
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}
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if(type.pierce || type.pierceCap != -1){
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//sap bullets don't really have pierce
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if((type.pierce || type.pierceCap != -1) && !(type instanceof SapBulletType)){
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sep(bt, type.pierceCap == -1 ? "@bullet.infinitepierce" : Core.bundle.format("bullet.pierce", type.pierceCap));
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}
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if((type.healPercent > 0f)){
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sep(bt, Core.bundle.format("bullet.healpercent", (int)type.healPercent));
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}
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if((type.status == StatusEffects.burning || type.status == StatusEffects.melting) || type.incendAmount > 0){
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sep(bt, "@bullet.incendiary");
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}
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@@ -69,6 +74,10 @@ public class AmmoListValue<T extends UnlockableContent> implements StatValue{
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sep(bt, "@bullet.tarred");
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}
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if(type.status == StatusEffects.sapped){
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sep(bt, "@bullet.sapping");
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}
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if(type.homingPower > 0.01f){
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sep(bt, "@bullet.homing");
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}
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@@ -34,15 +34,11 @@ public class WeaponListValue implements StatValue{
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Weapon weapon = weapons.get(i);
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if(weapon.flipSprite){
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//fliped weapons are not given stats
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continue;
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}
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if(weapon.outlineRegion.found()){
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table.image(Core.atlas.find(unit.name + "-weapon" + i)).size(15 * 8).right().top();
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}else{
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table.image(unit.icon(Cicon.full)).size(15 * 8).right().top();
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}
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table.image(Core.atlas.find(unit.name + "-weapon" + i)).size(15 * 8).right().top();
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table.table(Tex.underline, w -> {
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w.left().defaults().padRight(3).left();
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