Splash damage tweaks
This commit is contained in:
@@ -1366,8 +1366,8 @@ public class UnitTypes implements ContentList{
|
||||
collides = false;
|
||||
|
||||
healPercent = 15f;
|
||||
splashDamage = 230f;
|
||||
splashDamageRadius = 81f;
|
||||
splashDamage = 220f;
|
||||
splashDamageRadius = 80f;
|
||||
}};
|
||||
}});
|
||||
}};
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user