Splash damage tweaks

This commit is contained in:
Anuken
2021-02-15 18:42:24 -05:00
parent c942331117
commit 957583071d
4 changed files with 5 additions and 5 deletions
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+2 -2
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@@ -1366,8 +1366,8 @@ public class UnitTypes implements ContentList{
collides = false;
healPercent = 15f;
splashDamage = 230f;
splashDamageRadius = 81f;
splashDamage = 220f;
splashDamageRadius = 80f;
}};
}});
}};
+2 -2
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@@ -380,8 +380,8 @@ public class Damage{
//why? because otherwise the building would absorb everything in one cell, which means much less damage than a nearby explosion.
//this needs to be compensated
if(in != null && in.team != team && in.block.size > 1 && in.health > damage){
//deal the damage of an entire side * 2, to be equivalent with the maximum "standard" side damage + 1
in.damage(damage * (in.block.size * 2));
//deal the damage of an entire side + 1, to be equivalent with maximum 'standard' damage
in.damage(damage * (in.block.size + 1));
//no need to continue with the explosion
return;
}
+1 -1
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@@ -1,3 +1,3 @@
org.gradle.daemon=true
org.gradle.jvmargs=-Xms256m -Xmx1024m
archash=477c5e7892e49a8ae1d840feae2379fec15c838c
archash=2f044212b72385c64f4f1a1e488e8c5ee62c5740