Erekir rebalance v5 (#11511)
* werwe * phase scathe + minor tweak to surge scathe * bs changes * yay * scathe bs * 45t * applied correctly now * 343rfe * whatever * a * Idk what I m doing * idk * bs * tecta + titan balance changes * tiny fix * some reverts + cyanosub nerf * oop * better * boring vanq buffs * no, stop * now * -100% build mult * revert tecta nerf * better tecta bvb but -15% dps * armor rend effect * some reverts * more * more * more * avert changes * avert shenanigans * more balance ig * PLEASE FREE ME * more vanq changes * more stuff * flux buff * conquer buff and stuff * I m starting to like this * finally fragOnLastHit fixed * more tecta shield buffs * done * shieldarc json support just in case * revert reflect convex spread * fixes, dont override bullet.type * cleanup + more tecta shield changes * screw it, 0.5 * fix chance to deflect db entry
This commit is contained in:
@@ -1617,7 +1617,7 @@ public class Blocks{
|
||||
}};
|
||||
|
||||
cyanogenSynthesizer = new HeatCrafter("cyanogen-synthesizer"){{
|
||||
requirements(Category.crafting, with(Items.carbide, 50, Items.silicon, 80, Items.beryllium, 90));
|
||||
requirements(Category.crafting, with(Items.carbide, 80, Items.silicon, 120, Items.beryllium, 140, Items.oxide, 40));
|
||||
|
||||
heatRequirement = 20f;
|
||||
maxEfficiency = 1f;
|
||||
@@ -2770,8 +2770,8 @@ public class Blocks{
|
||||
}};
|
||||
|
||||
fluxReactor = new VariableReactor("flux-reactor"){{
|
||||
requirements(Category.power, with(Items.graphite, 300, Items.carbide, 100, Items.oxide, 100, Items.silicon, 600, Items.surgeAlloy, 200));
|
||||
powerProduction = 265f;
|
||||
requirements(Category.power, with(Items.graphite, 240, Items.carbide, 60, Items.oxide, 80, Items.silicon, 480, Items.surgeAlloy, 120));
|
||||
powerProduction = 18000f / 60f;
|
||||
maxHeat = 150f;
|
||||
|
||||
consumeLiquid(Liquids.cyanogen, 9f / 60f);
|
||||
@@ -4510,8 +4510,8 @@ public class Blocks{
|
||||
shootEffect = Fx.shootBigColor;
|
||||
smokeEffect = Fx.shootSmokeSquareSparse;
|
||||
ammoMultiplier = 1;
|
||||
hitColor = backColor = trailColor = Pal.graphiteAmmoBack;
|
||||
frontColor = Pal.graphiteAmmoFront;
|
||||
hitColor = backColor = trailColor = Pal.siliconAmmoBack;
|
||||
frontColor = Color.valueOf("dae1ee");
|
||||
trailWidth = 6f;
|
||||
trailLength = 6;
|
||||
hitEffect = despawnEffect = Fx.hitSquaresColor;
|
||||
@@ -4597,7 +4597,7 @@ public class Blocks{
|
||||
outlineColor = Pal.darkOutline;
|
||||
|
||||
liquidCapacity = 50f;
|
||||
liquidConsumed = 15f / 60f;
|
||||
liquidConsumed = 18f / 60f;
|
||||
targetInterval = 5f;
|
||||
newTargetInterval = 30f;
|
||||
targetUnderBlocks = false;
|
||||
@@ -4613,6 +4613,7 @@ public class Blocks{
|
||||
Liquids.ozone, new ContinuousFlameBulletType(){{
|
||||
damage = 60f;
|
||||
length = r;
|
||||
ammoMultiplier = 1.2f;
|
||||
knockback = 1f;
|
||||
pierceCap = 2;
|
||||
buildingDamageMultiplier = 0.3f;
|
||||
@@ -4623,7 +4624,6 @@ public class Blocks{
|
||||
Liquids.cyanogen, new ContinuousFlameBulletType(){{
|
||||
damage = 130f;
|
||||
rangeChange = 70f;
|
||||
ammoMultiplier = 1.5f;
|
||||
length = r + rangeChange;
|
||||
knockback = 2f;
|
||||
pierceCap = 3;
|
||||
@@ -4746,10 +4746,10 @@ public class Blocks{
|
||||
lifetime = 190f;
|
||||
height = 19f;
|
||||
width = 17f;
|
||||
reloadMultiplier = 0.65f;
|
||||
reloadMultiplier = 0.7f;
|
||||
splashDamageRadius = 110f;
|
||||
rangeChange = 8f;
|
||||
splashDamage = 150f;
|
||||
splashDamage = 180f;
|
||||
scaledSplashDamage = true;
|
||||
hitColor = backColor = trailColor = Color.valueOf("a0b380");
|
||||
frontColor = Color.valueOf("e4ffd6");
|
||||
@@ -4772,7 +4772,26 @@ public class Blocks{
|
||||
shrinkY = 0.1f;
|
||||
buildingDamageMultiplier = 0.25f;
|
||||
status = StatusEffects.corroded;
|
||||
statusDuration = 300f;
|
||||
statusDuration = 60f * 8f;
|
||||
|
||||
fragBullets = 1;
|
||||
fragBullet = new EmptyBulletType(){{
|
||||
damage = 0f;
|
||||
lifetime = 60f * 2.5f;
|
||||
bulletInterval = 20f;
|
||||
hitEffect = despawnEffect = Fx.none;
|
||||
intervalBullet = new EmptyBulletType(){{
|
||||
splashDamage = 15f;
|
||||
collidesGround = true;
|
||||
collidesAir = false;
|
||||
collides = false;
|
||||
hitEffect = despawnEffect = Fx.none;
|
||||
pierce = true;
|
||||
instantDisappear = true;
|
||||
splashDamageRadius = 90f;
|
||||
buildingDamageMultiplier = 0f;
|
||||
}};
|
||||
}};
|
||||
}}
|
||||
);
|
||||
|
||||
@@ -4894,8 +4913,8 @@ public class Blocks{
|
||||
collidesTiles = false;
|
||||
shootEffect = Fx.shootBig2;
|
||||
smokeEffect = Fx.shootSmokeDisperse;
|
||||
frontColor = Pal.graphiteAmmoFront;
|
||||
backColor = trailColor = hitColor = Pal.graphiteAmmoBack;
|
||||
frontColor = Color.valueOf("dae1ee");
|
||||
backColor = trailColor = hitColor = Pal.siliconAmmoBack;
|
||||
ammoMultiplier = 4f;
|
||||
|
||||
lifetime = 34f;
|
||||
@@ -5213,6 +5232,7 @@ public class Blocks{
|
||||
speed = 4.6f;
|
||||
maxRange = 6f;
|
||||
lifetime = 60f * 5.5f;
|
||||
hitSize = 10f;
|
||||
outlineColor = Pal.darkOutline;
|
||||
engineColor = trailColor = Pal.redLight;
|
||||
engineLayer = Layer.effect;
|
||||
@@ -5293,13 +5313,14 @@ public class Blocks{
|
||||
shootEffect = Fx.shootBig;
|
||||
smokeEffect = Fx.shootSmokeMissileColor;
|
||||
hitColor = Color.valueOf("ffd37f");
|
||||
ammoMultiplier = 3f;
|
||||
ammoMultiplier = 5f;
|
||||
reloadMultiplier = 0.8f;
|
||||
|
||||
spawnUnit = new MissileUnitType("scathe-missile-phase"){{
|
||||
speed = 4f;
|
||||
speed = 2.5f;
|
||||
maxRange = 6f;
|
||||
lifetime = 60f * 6.1f;
|
||||
lifetime = 60f * 9.77f;
|
||||
hitSize = 10f;
|
||||
outlineColor = Pal.darkOutline;
|
||||
engineColor = trailColor = Color.valueOf("ffd37f");
|
||||
engineLayer = Layer.effect;
|
||||
@@ -5337,10 +5358,9 @@ public class Blocks{
|
||||
deathExplosionEffect = Fx.massiveExplosion;
|
||||
shootOnDeath = true;
|
||||
shake = 10f;
|
||||
bullet = new ExplosionBulletType(400f, 120f){{
|
||||
//stats must be mirrored to the bullet that the unit uses
|
||||
bullet = new ExplosionBulletType(320f, 120f){{
|
||||
reloadMultiplier = 0.8f;
|
||||
ammoMultiplier = 3f;
|
||||
ammoMultiplier = 5f;
|
||||
|
||||
hitColor = engineColor;
|
||||
shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosion, Fx.scatheLight, new WaveEffect(){{
|
||||
@@ -5364,7 +5384,7 @@ public class Blocks{
|
||||
width = height = 18f;
|
||||
collidesTiles = false;
|
||||
splashDamageRadius = 56f;
|
||||
splashDamage = 164f;
|
||||
splashDamage = 120f;
|
||||
backColor = trailColor = hitColor = engineColor;
|
||||
frontColor = Color.white;
|
||||
smokeEffect = Fx.shootBigSmoke2;
|
||||
@@ -5385,10 +5405,10 @@ public class Blocks{
|
||||
rotation = 180f;
|
||||
y = -9f;
|
||||
color = Color.grays(0.6f).lerp(Pal.redLight, 0.5f).a(0.4f);
|
||||
interval = 7f;
|
||||
interval = 15f;
|
||||
}});
|
||||
|
||||
abilities.add(new ForceFieldAbility(90f, 0f, 2000f, 999999999f));
|
||||
abilities.add(new ForceFieldAbility(120f, 0f, 3000f, 999999999f));
|
||||
|
||||
}};
|
||||
}},
|
||||
@@ -5399,13 +5419,13 @@ public class Blocks{
|
||||
hitColor = Color.valueOf("f7e97e");
|
||||
|
||||
ammoMultiplier = 1f;
|
||||
rangeChange = -8f*9f;
|
||||
reloadMultiplier = 0.9f;
|
||||
|
||||
spawnUnit = new MissileUnitType("scathe-missile-surge"){{
|
||||
speed = 4.4f;
|
||||
maxRange = 6f;
|
||||
lifetime = 60f * 1.4f;
|
||||
hitSize = 10f;
|
||||
outlineColor = Pal.darkOutline;
|
||||
engineColor = trailColor = Color.valueOf("f7e97e");
|
||||
engineLayer = Layer.effect;
|
||||
@@ -5436,7 +5456,6 @@ public class Blocks{
|
||||
bullet = new ExplosionBulletType(1800f, 40f){{
|
||||
//mirror stats
|
||||
ammoMultiplier = 1f;
|
||||
rangeChange = -8f*9f;
|
||||
reloadMultiplier = 0.9f;
|
||||
lightning = 10;
|
||||
lightningDamage = 45f;
|
||||
@@ -5461,7 +5480,7 @@ public class Blocks{
|
||||
spawnUnit = new MissileUnitType("scathe-missile-surge-split"){{
|
||||
speed = 4.8f;
|
||||
maxRange = 6f;
|
||||
lifetime = 60f * 3.5f;
|
||||
lifetime = 60f * 3.7f;
|
||||
outlineColor = Pal.darkOutline;
|
||||
engineColor = trailColor = Color.valueOf("f7e97e");
|
||||
engineLayer = Layer.effect;
|
||||
|
||||
@@ -905,6 +905,16 @@ public class Fx{
|
||||
Drawf.light(e.x, e.y, 20f, e.color, 0.6f * e.fout());
|
||||
}),
|
||||
|
||||
squareWaveEffect = new Effect(14, 40f, e -> {
|
||||
rand.setSeed(e.id);
|
||||
color(Color.white, e.color, rand.random(0.8f, 1.5f) * e.fin());
|
||||
stroke(rand.random(0.4f, 0.8f) + e.fout() * 2);
|
||||
float rot = rand.random(45f, 180f) * e.fin();
|
||||
float rotation = rand.random(0, 1) > 0.5f ? rot : -rot;
|
||||
Lines.square(e.x, e.y, e.fin() * rand.random(4f, 11f) + 4f, e.rotation + rand.random(360f) + rotation);
|
||||
Drawf.light(e.x, e.y, 23f, e.color, e.fout() * 0.7f);
|
||||
}),
|
||||
|
||||
hitFuse = new Effect(14, e -> {
|
||||
color(Color.white, Pal.surge, e.fin());
|
||||
|
||||
|
||||
@@ -192,8 +192,8 @@ public class StatusEffects{
|
||||
|
||||
corroded = new StatusEffect("corroded"){{
|
||||
color = Color.valueOf("e4ffd6");
|
||||
intervalDamage = 25f;
|
||||
intervalDamageTime = 30f;
|
||||
intervalDamage = 20f;
|
||||
intervalDamageTime = 15f;
|
||||
|
||||
effectChance = 0.1f;
|
||||
effect = Fx.corrosionVapor;
|
||||
|
||||
@@ -2826,7 +2826,7 @@ public class UnitTypes{
|
||||
y = -1f;
|
||||
heatColor = Color.valueOf("f9350f");
|
||||
cooldownTime = 30f;
|
||||
bullet = new BasicBulletType(7f, 120){{
|
||||
bullet = new BasicBulletType(7f, 10){{
|
||||
sprite = "missile-large";
|
||||
width = 7.5f;
|
||||
height = 13f;
|
||||
@@ -2891,7 +2891,7 @@ public class UnitTypes{
|
||||
weapons.add(new Weapon("vanquish-weapon"){{
|
||||
shootSound = Sounds.shootTank;
|
||||
layerOffset = 0.0001f;
|
||||
reload = 70f;
|
||||
reload = 80f;
|
||||
shootY = 71f / 4f;
|
||||
shake = 5f;
|
||||
recoil = 4f;
|
||||
@@ -2904,17 +2904,18 @@ public class UnitTypes{
|
||||
heatColor = Color.valueOf("f9350f");
|
||||
cooldownTime = 80f;
|
||||
|
||||
bullet = new BasicBulletType(8f, 190){{
|
||||
bullet = new BasicBulletType(8f, 150f){{
|
||||
sprite = "missile-large";
|
||||
width = 9.5f;
|
||||
height = 13f;
|
||||
lifetime = 18f;
|
||||
height = 18f;
|
||||
lifetime = 16f;
|
||||
hitSize = 6f;
|
||||
shootEffect = Fx.shootTitan;
|
||||
smokeEffect = Fx.shootSmokeTitan;
|
||||
pierceCap = 2;
|
||||
pierce = true;
|
||||
pierceBuilding = true;
|
||||
|
||||
hitColor = backColor = trailColor = Color.valueOf("feb380");
|
||||
frontColor = Color.white;
|
||||
trailWidth = 3.1f;
|
||||
@@ -2922,19 +2923,21 @@ public class UnitTypes{
|
||||
hitEffect = despawnEffect = Fx.blastExplosion;
|
||||
splashDamageRadius = 20f;
|
||||
splashDamage = 50f;
|
||||
maxRange = 190f;
|
||||
|
||||
fragOnHit = false;
|
||||
pierceFragCap = 1;
|
||||
fragRandomSpread = 0f;
|
||||
fragSpread = 10f;
|
||||
fragBullets = 5;
|
||||
fragVelocityMin = 1f;
|
||||
despawnSound = Sounds.explosionDull;
|
||||
|
||||
fragBullet = new BasicBulletType(8f, 35){{
|
||||
fragBullet = new BasicBulletType(8f, 35f){{
|
||||
sprite = "missile-large";
|
||||
width = 8f;
|
||||
height = 12f;
|
||||
lifetime = 15f;
|
||||
height = 16f;
|
||||
lifetime = 10f;
|
||||
hitSize = 4f;
|
||||
hitColor = backColor = trailColor = Color.valueOf("feb380");
|
||||
frontColor = Color.white;
|
||||
@@ -2951,7 +2954,7 @@ public class UnitTypes{
|
||||
for(float f : new float[]{34f / 4f, -36f / 4f}){
|
||||
int fi = i ++;
|
||||
weapons.add(new Weapon("vanquish-point-weapon"){{
|
||||
reload = 35f + fi * 5;
|
||||
reload = 22 + fi * 5;
|
||||
x = 48f / 4f;
|
||||
y = f;
|
||||
shootY = 5.5f;
|
||||
@@ -2960,16 +2963,21 @@ public class UnitTypes{
|
||||
rotateSpeed = 2f;
|
||||
shootSound = Sounds.shootStell;
|
||||
|
||||
bullet = new BasicBulletType(4.5f, 25){{
|
||||
bullet = new BasicBulletType(12f, 50f){{
|
||||
sprite = "missile-large";
|
||||
width = 6.5f;
|
||||
height = 11f;
|
||||
shrinkY = 0f;
|
||||
shrinkX = 0.2f;
|
||||
lifetime = 15f;
|
||||
shootEffect = Fx.sparkShoot;
|
||||
smokeEffect = Fx.shootBigSmoke;
|
||||
hitColor = backColor = trailColor = Color.valueOf("feb380");
|
||||
frontColor = Color.white;
|
||||
trailWidth = 1.5f;
|
||||
trailLength = 4;
|
||||
hitEffect = despawnEffect = Fx.hitBulletColor;
|
||||
trailWidth = 2.5f;
|
||||
trailLength = 5;
|
||||
hitEffect = Fx.blastExplosion;
|
||||
despawnEffect = Fx.hitBulletColor;
|
||||
}};
|
||||
}});
|
||||
}
|
||||
@@ -3358,7 +3366,7 @@ public class UnitTypes{
|
||||
drag = 0.1f;
|
||||
hitSize = 21f;
|
||||
rotateSpeed = 3f;
|
||||
health = 2900;
|
||||
health = 2700;
|
||||
armor = 7f;
|
||||
fogRadius = 40f;
|
||||
stepShake = 0f;
|
||||
@@ -3473,9 +3481,9 @@ public class UnitTypes{
|
||||
trailColor = engineColor = Pal.techBlue;
|
||||
engineSize = 1.75f;
|
||||
engineLayer = Layer.effect;
|
||||
speed = 3.7f;
|
||||
speed = 3.35f;
|
||||
maxRange = 6f;
|
||||
lifetime = 60f * 1.5f;
|
||||
lifetime = 60f * 1.66f;
|
||||
outlineColor = Pal.darkOutline;
|
||||
health = 55;
|
||||
lowAltitude = true;
|
||||
@@ -3533,9 +3541,9 @@ public class UnitTypes{
|
||||
region = "tecta-shield";
|
||||
radius = 45f;
|
||||
angle = 82f;
|
||||
regen = 40f / 60f;
|
||||
regen = 45f / 60f;
|
||||
cooldown = 60f * 8f;
|
||||
max = 2200f;
|
||||
max = 2500f;
|
||||
y = -20f;
|
||||
width = 8f;
|
||||
whenShooting = false;
|
||||
@@ -3581,14 +3589,14 @@ public class UnitTypes{
|
||||
velocityRnd = 0.33f;
|
||||
heatColor = Color.red;
|
||||
|
||||
bullet = new MissileBulletType(4.2f, 60){{
|
||||
bullet = new MissileBulletType(4.2f, 51){{
|
||||
homingPower = 0.2f;
|
||||
weaveMag = 4;
|
||||
weaveScale = 4;
|
||||
lifetime = 55f;
|
||||
shootEffect = Fx.shootBig2;
|
||||
smokeEffect = Fx.shootSmokeTitan;
|
||||
splashDamage = 70f;
|
||||
splashDamage = 60f;
|
||||
splashDamageRadius = 30f;
|
||||
frontColor = Color.white;
|
||||
hitSound = Sounds.none;
|
||||
@@ -3679,7 +3687,7 @@ public class UnitTypes{
|
||||
shadow = 10f;
|
||||
|
||||
shootStatus = StatusEffects.slow;
|
||||
shootStatusDuration = reload + 1f;
|
||||
shootStatusDuration = reload + 170f;
|
||||
|
||||
shoot.shots = 1;
|
||||
heatColor = Color.red;
|
||||
@@ -3901,13 +3909,31 @@ public class UnitTypes{
|
||||
width = 7f;
|
||||
height = 12f;
|
||||
lifetime = 18f;
|
||||
//floating point inaccuracy makes 0.6f show as -39%
|
||||
buildingDamageMultiplier = 0.599999f;
|
||||
shootEffect = Fx.sparkShoot;
|
||||
smokeEffect = Fx.shootBigSmoke;
|
||||
hitColor = backColor = trailColor = Pal.suppress;
|
||||
frontColor = Color.white;
|
||||
trailWidth = 1.5f;
|
||||
trailLength = 5;
|
||||
hitEffect = despawnEffect = Fx.hitBulletColor;
|
||||
hitEffect = despawnEffect = new MultiEffect(Fx.hitSquaresColor, Fx.squareWaveEffect);
|
||||
|
||||
fragOnDespawn = false;
|
||||
fragBullets = 2;
|
||||
fragBullet = new BasicBulletType(3f, 15){{
|
||||
width = 5f;
|
||||
height = 8f;
|
||||
lifetime = 14f;
|
||||
fragVelocityMax = 1f;
|
||||
fragVelocityMin = 0.7f;
|
||||
buildingDamageMultiplier = 0.5f;
|
||||
hitColor = backColor = trailColor = Pal.suppress;
|
||||
frontColor = Color.white;
|
||||
trailWidth = 1.2f;
|
||||
trailLength = 4;
|
||||
hitEffect = despawnEffect = Fx.hitBulletColor;
|
||||
}};
|
||||
}};
|
||||
}});
|
||||
}};
|
||||
@@ -4046,7 +4072,7 @@ public class UnitTypes{
|
||||
health = 6000f;
|
||||
armor = 4f;
|
||||
hitSize = 36f;
|
||||
payloadCapacity = Mathf.sqr(3f) * tilePayload;
|
||||
payloadCapacity = Mathf.sqr(4f) * tilePayload;
|
||||
researchCostMultiplier = 0f;
|
||||
targetAir = false;
|
||||
|
||||
|
||||
@@ -38,13 +38,18 @@ public class ShieldArcAbility extends Ability{
|
||||
|
||||
if(penX > penY){
|
||||
b.vel.x *= -1;
|
||||
b.vel.y *= paramField.reflectVel;
|
||||
}else{
|
||||
b.vel.y *= -1;
|
||||
b.vel.x *= paramField.reflectVel;
|
||||
}
|
||||
|
||||
b.owner = paramUnit;
|
||||
b.team = paramUnit.team;
|
||||
b.time += 1f;
|
||||
b.time = b.lifetime * paramField.reflectTime;
|
||||
if(paramField.reflectBuildingDamage > 0f){
|
||||
b.buildingDamageMultiplier = paramField.reflectBuildingDamage;
|
||||
}
|
||||
|
||||
}else{
|
||||
b.absorb();
|
||||
@@ -124,6 +129,12 @@ public class ShieldArcAbility extends Ability{
|
||||
public float width = 6f;
|
||||
/** Bullet deflection chance. -1 to disable */
|
||||
public float chanceDeflect = -1f;
|
||||
/** Multiplier for reflected bullet building damage. -1 to disable */
|
||||
public float reflectBuildingDamage = 1f;
|
||||
/** Velocity multiplier for reflected bullets on the opposite axis. Negative values = concave, positive values = convex */
|
||||
public float reflectVel = 1f;
|
||||
/** Time multiplier for reflected bullets. */
|
||||
public float reflectTime = 1f - 0.5f;
|
||||
/** Deflection sound. */
|
||||
public Sound deflectSound = Sounds.none;
|
||||
public Sound breakSound = Sounds.shieldBreakSmall;
|
||||
@@ -154,8 +165,10 @@ public class ShieldArcAbility extends Ability{
|
||||
t.add(abilityStat("repairspeed", Strings.autoFixed(regen * 60f, 2)));
|
||||
t.row();
|
||||
t.add(abilityStat("cooldown", Strings.autoFixed(cooldown / 60f, 2)));
|
||||
t.row();
|
||||
t.add(abilityStat("deflectchance", Strings.autoFixed(chanceDeflect *100f, 2)));
|
||||
if(chanceDeflect > 0f){
|
||||
t.row();
|
||||
t.add(abilityStat("deflectchance", Strings.autoFixed(chanceDeflect *100f, 2)));
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -157,7 +157,7 @@ public class BulletType extends Content implements Cloneable{
|
||||
public float extraRangeMargin = 0f;
|
||||
/** Range initialized in init(). */
|
||||
public float range = 0f;
|
||||
/** When used in a turret with multiple ammoo types, this can be set to a non-zero value to influence minRange */
|
||||
/** When used in a turret with multiple ammo types, this can be set to a non-zero value to influence minRange */
|
||||
public float minRangeChange = 0f;
|
||||
/** % of block health healed **/
|
||||
public float healPercent = 0f;
|
||||
@@ -173,11 +173,13 @@ public class BulletType extends Content implements Cloneable{
|
||||
public boolean makeFire = false;
|
||||
/** Whether this bullet will always hit blocks under it. */
|
||||
public boolean hitUnder = false;
|
||||
/** Whether to create hit effects on despawn. Forced to true if this bullet has any special effects like splash damage. */
|
||||
/** Whether to create hit effects on despawn. Forced to true if this bullet has any special effects like splash damage. Disable setDefaults to avoid override */
|
||||
public boolean despawnHit = false;
|
||||
/** If true, this bullet will create bullets when it hits anything, not just when it despawns. */
|
||||
/** If true, this bullet will create bullets when it hits anything */
|
||||
public boolean fragOnHit = true;
|
||||
/** If false, this bullet will not create fraags when absorbed by a shield. */
|
||||
/** If true, this bullet will create bullets when it despawns */
|
||||
public boolean fragOnDespawn = true;
|
||||
/** If false, this bullet will not create frags when absorbed by a shield. */
|
||||
public boolean fragOnAbsorb = true;
|
||||
/** If true, unit armor is ignored in damage calculations. */
|
||||
public boolean pierceArmor = false;
|
||||
@@ -269,7 +271,7 @@ public class BulletType extends Content implements Cloneable{
|
||||
/** Random offset of trail effect. */
|
||||
public float trailSpread = 0f;
|
||||
/** Rotation/size parameter that is passed to trail. Usually, this controls size. */
|
||||
public float trailParam = 2f;
|
||||
public float trailParam = 2f;
|
||||
/** Whether the parameter passed to the trail is the bullet rotation, instead of a flat value. */
|
||||
public boolean trailRotation = false;
|
||||
/** Interpolation for trail width as function of bullet lifetime */
|
||||
@@ -527,16 +529,20 @@ public class BulletType extends Content implements Cloneable{
|
||||
}
|
||||
|
||||
public void hit(Bullet b){
|
||||
hit(b, b.x, b.y);
|
||||
hit(b, b.x, b.y, true);
|
||||
}
|
||||
|
||||
public void hit(Bullet b, float x, float y){
|
||||
hit(b, b.x, b.y, true);
|
||||
}
|
||||
|
||||
public void hit(Bullet b, float x, float y, boolean createFrags){
|
||||
hitEffect.at(x, y, b.rotation(), hitColor);
|
||||
hitSound.at(x, y, hitSoundPitch + Mathf.range(hitSoundPitchRange), hitSoundVolume);
|
||||
|
||||
Effect.shake(hitShake, hitShake, b);
|
||||
|
||||
if(fragOnHit){
|
||||
if(createFrags && fragOnHit){
|
||||
if(delayFrags && fragBullet != null && fragBullet.delayFrags){
|
||||
Time.run(0f, () -> createFrags(b, x, y));
|
||||
}else{
|
||||
@@ -596,7 +602,7 @@ public class BulletType extends Content implements Cloneable{
|
||||
}
|
||||
|
||||
public void createFrags(Bullet b, float x, float y){
|
||||
if(fragBullet != null && (fragOnAbsorb || !b.absorbed) && !(b.frags >= pierceFragCap && pierceFragCap > 0)){
|
||||
if(fragBullet != null && (fragOnAbsorb || !b.absorbed) && (pierceFragCap < 0 || b.frags < pierceFragCap)){
|
||||
for(int i = 0; i < fragBullets; i++){
|
||||
float len = Mathf.random(fragOffsetMin, fragOffsetMax);
|
||||
float a = b.rotation() + Mathf.range(fragRandomSpread / 2) + fragAngle + fragSpread * i - (fragBullets - 1) * fragSpread / 2f;
|
||||
@@ -620,15 +626,11 @@ public class BulletType extends Content implements Cloneable{
|
||||
/** Called when the bullet reaches the end of its lifetime or is destroyed by something external. */
|
||||
public void despawned(Bullet b){
|
||||
if(despawnHit){
|
||||
hit(b);
|
||||
hit(b, b.x, b.y, false);
|
||||
}else{
|
||||
createUnits(b, b.x, b.y);
|
||||
}
|
||||
|
||||
if(!fragOnHit){
|
||||
createFrags(b, b.x, b.y);
|
||||
}
|
||||
|
||||
despawnEffect.at(b.x, b.y, b.rotation(), hitColor);
|
||||
despawnSound.at(b, 1f + Mathf.range(hitSoundPitchRange));
|
||||
|
||||
@@ -641,15 +643,13 @@ public class BulletType extends Content implements Cloneable{
|
||||
Fx.trailFade.at(b.x, b.y, trailWidth, trailColor, b.trail.copy());
|
||||
}
|
||||
|
||||
//if the bullet never created any frags and is removed (probably by hitting something), it needs to spawn those
|
||||
//TODO: disabled for now as this makes vanquish significantly more powerful
|
||||
if(b.frags == 0 && !fragOnHit && fragBullet != null){
|
||||
// createFrags(b, b.x, b.y);
|
||||
if(b.frags == 0 && fragOnDespawn && fragBullet != null){
|
||||
createFrags(b, b.x, b.y);
|
||||
}
|
||||
}
|
||||
|
||||
public float buildingDamage(Bullet b){
|
||||
return b.damage() * buildingDamageMultiplier;
|
||||
return b.damage() * b.buildingDamageMultiplier;
|
||||
}
|
||||
|
||||
public float shieldDamage(Bullet b){
|
||||
@@ -960,6 +960,7 @@ public class BulletType extends Content implements Cloneable{
|
||||
bullet.hitSize = hitSize;
|
||||
bullet.mover = mover;
|
||||
bullet.damage = (damage < 0 ? this.damage : damage) * bullet.damageMultiplier();
|
||||
bullet.buildingDamageMultiplier = buildingDamageMultiplier;
|
||||
//reset trail
|
||||
if(bullet.trail != null){
|
||||
bullet.trail.clear();
|
||||
|
||||
@@ -45,6 +45,7 @@ abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Draw
|
||||
transient @Nullable Tile aimTile;
|
||||
transient float aimX, aimY;
|
||||
transient float originX, originY;
|
||||
transient float buildingDamageMultiplier;
|
||||
transient @Nullable Mover mover;
|
||||
transient boolean absorbed, hit;
|
||||
transient @Nullable Trail trail;
|
||||
|
||||
Reference in New Issue
Block a user