Aegires Nerf (#8899)
* Update EnergyFieldAbility.java Nerfs aegires. hard. 3x less healing (3% to 1%) * Update UnitTypes.java segments better. reload 6 frames to 4 frames damage 25 to 30 * Update EnergyFieldAbility.java Ty balam * Update UnitTypes.java Ty balam! :D * Update UnitTypes.java Thanks balam :D * Add EnergyFieldAbility.sameTypeHealMult * Apply to aegires Repair amount to other units is now 1.5% (50% of pre nerf) Repair amount to aegires is now 0.75% (25% of pre nerf) --------- Co-authored-by: BalaM314 <71201189+BalaM314@users.noreply.github.com>
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@@ -2153,13 +2153,15 @@ public class UnitTypes{
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abilities.add(new EnergyFieldAbility(40f, 65f, 180f){{
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abilities.add(new EnergyFieldAbility(40f, 65f, 180f){{
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statusDuration = 60f * 6f;
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statusDuration = 60f * 6f;
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maxTargets = 25;
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maxTargets = 25;
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healPercent = 1.5f;
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sameTypeHealMult = 0.5f;
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}});
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}});
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for(float mountY : new float[]{-18f, 14}){
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for(float mountY : new float[]{-18f, 14}){
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weapons.add(new PointDefenseWeapon("point-defense-mount"){{
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weapons.add(new PointDefenseWeapon("point-defense-mount"){{
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x = 12.5f;
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x = 12.5f;
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y = mountY;
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y = mountY;
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reload = 6f;
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reload = 4f;
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targetInterval = 8f;
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targetInterval = 8f;
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targetSwitchInterval = 8f;
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targetSwitchInterval = 8f;
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@@ -2167,7 +2169,7 @@ public class UnitTypes{
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shootEffect = Fx.sparkShoot;
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shootEffect = Fx.sparkShoot;
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hitEffect = Fx.pointHit;
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hitEffect = Fx.pointHit;
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maxRange = 180f;
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maxRange = 180f;
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damage = 25f;
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damage = 30f;
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}};
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}};
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}});
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}});
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}
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}
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@@ -29,6 +29,8 @@ public class EnergyFieldAbility extends Ability{
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public boolean targetGround = true, targetAir = true, hitBuildings = true, hitUnits = true;
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public boolean targetGround = true, targetAir = true, hitBuildings = true, hitUnits = true;
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public int maxTargets = 25;
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public int maxTargets = 25;
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public float healPercent = 3f;
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public float healPercent = 3f;
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/** Multiplies healing to units of the same type by this amount. */
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public float sameTypeHealMult = 1f;
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public float layer = Layer.bullet - 0.001f, blinkScl = 20f, blinkSize = 0.1f;
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public float layer = Layer.bullet - 0.001f, blinkScl = 20f, blinkSize = 0.1f;
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public float effectRadius = 5f, sectorRad = 0.14f, rotateSpeed = 0.5f;
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public float effectRadius = 5f, sectorRad = 0.14f, rotateSpeed = 0.5f;
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@@ -129,7 +131,8 @@ public class EnergyFieldAbility extends Ability{
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if(((Teamc)other).team() == unit.team){
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if(((Teamc)other).team() == unit.team){
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if(other.damaged()){
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if(other.damaged()){
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anyNearby = true;
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anyNearby = true;
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other.heal(healPercent / 100f * other.maxHealth());
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float healMult = (other instanceof Unit u && u.type == unit.type) ? sameTypeHealMult : 1f;
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other.heal(healPercent / 100f * other.maxHealth() * healMult);
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healEffect.at(other);
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healEffect.at(other);
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damageEffect.at(rx, ry, 0f, color, other);
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damageEffect.at(rx, ry, 0f, color, other);
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hitEffect.at(rx, ry, unit.angleTo(other), color);
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hitEffect.at(rx, ry, unit.angleTo(other), color);
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