Slight balancing of turrets/ammo
This commit is contained in:
@@ -1518,11 +1518,11 @@ public class Blocks implements ContentList{
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Items.pyratite, Bullets.missileIncendiary,
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Items.pyratite, Bullets.missileIncendiary,
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Items.surgealloy, Bullets.missileSurge
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Items.surgealloy, Bullets.missileSurge
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);
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);
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reloadTime = 40f;
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reloadTime = 30f;
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shots = 4;
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shots = 4;
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burstSpacing = 5;
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burstSpacing = 5;
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inaccuracy = 10f;
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inaccuracy = 10f;
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range = 185f;
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range = 190f;
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xRand = 6f;
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xRand = 6f;
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size = 2;
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size = 2;
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health = 300 * size * size;
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health = 300 * size * size;
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@@ -1692,7 +1692,7 @@ public class Blocks implements ContentList{
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size = 4;
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size = 4;
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shootShake = 2f;
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shootShake = 2f;
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range = 190f;
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range = 190f;
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reloadTime = 80f;
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reloadTime = 90f;
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firingMoveFract = 0.5f;
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firingMoveFract = 0.5f;
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shootDuration = 220f;
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shootDuration = 220f;
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powerUse = 14f;
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powerUse = 14f;
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@@ -86,6 +86,8 @@ public class Bullets implements ContentList{
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collidesTiles = false;
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collidesTiles = false;
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splashDamageRadius = 25f;
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splashDamageRadius = 25f;
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splashDamage = 33f;
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splashDamage = 33f;
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reloadMultiplier = 1.2f;
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ammoMultiplier = 3f;
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homingPower = 0.08f;
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homingPower = 0.08f;
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homingRange = 50f;
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homingRange = 50f;
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}};
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}};
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@@ -97,7 +99,7 @@ public class Bullets implements ContentList{
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bulletWidth = bulletHeight = 13f;
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bulletWidth = bulletHeight = 13f;
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collidesTiles = false;
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collidesTiles = false;
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splashDamageRadius = 25f;
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splashDamageRadius = 25f;
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splashDamage = 30f;
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splashDamage = 35f;
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status = StatusEffects.burning;
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status = StatusEffects.burning;
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frontColor = Pal.lightishOrange;
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frontColor = Pal.lightishOrange;
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backColor = Pal.lightOrange;
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backColor = Pal.lightOrange;
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@@ -220,20 +222,20 @@ public class Bullets implements ContentList{
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bulletShrink = 0f;
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bulletShrink = 0f;
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drag = -0.01f;
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drag = -0.01f;
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homingPower = 0.08f;
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homingPower = 0.08f;
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splashDamageRadius = 10f;
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splashDamageRadius = 20f;
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splashDamage = 10f;
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splashDamage = 20f;
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lifetime = 160f;
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lifetime = 160f;
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hitEffect = Fx.blastExplosion;
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hitEffect = Fx.blastExplosion;
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status = StatusEffects.burning;
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status = StatusEffects.burning;
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}};
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}};
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missileSurge = new MissileBulletType(4.4f, 15, "bullet"){{
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missileSurge = new MissileBulletType(4.4f, 20, "bullet"){{
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bulletWidth = 8f;
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bulletWidth = 8f;
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bulletHeight = 8f;
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bulletHeight = 8f;
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bulletShrink = 0f;
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bulletShrink = 0f;
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drag = -0.01f;
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drag = -0.01f;
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splashDamageRadius = 30f;
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splashDamageRadius = 28f;
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splashDamage = 22f;
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splashDamage = 40f;
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lifetime = 150f;
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lifetime = 150f;
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hitEffect = Fx.blastExplosion;
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hitEffect = Fx.blastExplosion;
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despawnEffect = Fx.blastExplosion;
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despawnEffect = Fx.blastExplosion;
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@@ -304,11 +306,11 @@ public class Bullets implements ContentList{
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lifetime = 60f;
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lifetime = 60f;
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}};
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}};
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standardHoming = new BasicBulletType(3f, 9, "bullet"){{
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standardHoming = new BasicBulletType(3f, 12, "bullet"){{
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bulletWidth = 7f;
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bulletWidth = 7f;
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bulletHeight = 9f;
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bulletHeight = 9f;
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homingPower = 0.08f;
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homingPower = 0.08f;
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reloadMultiplier = 1.4f;
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reloadMultiplier = 1.5f;
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ammoMultiplier = 5;
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ammoMultiplier = 5;
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lifetime = 60f;
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lifetime = 60f;
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}};
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}};
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@@ -340,19 +342,19 @@ public class Bullets implements ContentList{
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despawnEffect = Fx.hitBulletSmall;
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despawnEffect = Fx.hitBulletSmall;
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}};
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}};
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standardDenseBig = new BasicBulletType(7f, 44, "bullet"){{
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standardDenseBig = new BasicBulletType(7f, 55, "bullet"){{
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bulletWidth = 15f;
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bulletWidth = 15f;
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bulletHeight = 21f;
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bulletHeight = 21f;
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shootEffect = Fx.shootBig;
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shootEffect = Fx.shootBig;
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}};
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}};
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standardThoriumBig = new BasicBulletType(8f, 67, "bullet"){{
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standardThoriumBig = new BasicBulletType(8f, 80, "bullet"){{
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bulletWidth = 16f;
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bulletWidth = 16f;
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bulletHeight = 23f;
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bulletHeight = 23f;
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shootEffect = Fx.shootBig;
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shootEffect = Fx.shootBig;
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}};
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}};
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standardIncendiaryBig = new BasicBulletType(7f, 44, "bullet"){{
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standardIncendiaryBig = new BasicBulletType(7f, 60, "bullet"){{
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bulletWidth = 16f;
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bulletWidth = 16f;
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bulletHeight = 21f;
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bulletHeight = 21f;
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frontColor = Pal.lightishOrange;
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frontColor = Pal.lightishOrange;
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