AI bugfixes / Balance

This commit is contained in:
Anuken
2020-07-29 21:09:58 -04:00
parent 1e7aaac3d4
commit 9bf3074aee
7 changed files with 42 additions and 49 deletions

View File

@@ -37,10 +37,7 @@ public class Bullets implements ContentList{
waterShot, cryoShot, slagShot, oilShot,
//environment, misc.
damageLightning, damageLightningGround, fireball, basicFlame, pyraFlame, driverBolt, healBullet, healBulletBig, frag,
//bombs
bombExplosive, bombIncendiary, bombOil;
damageLightning, damageLightningGround, fireball, basicFlame, pyraFlame, driverBolt, healBullet, healBulletBig, frag;
@Override
public void load(){
@@ -495,47 +492,5 @@ public class Bullets implements ContentList{
lifetime = 50f;
drag = 0.04f;
}};
bombExplosive = new BombBulletType(18f, 25f, "shell"){{
width = 10f;
height = 14f;
hitEffect = Fx.flakExplosion;
shootEffect = Fx.none;
smokeEffect = Fx.none;
status = StatusEffects.blasted;
statusDuration = 60f;
}};
bombIncendiary = new BombBulletType(7f, 10f, "shell"){{
width = 8f;
height = 12f;
hitEffect = Fx.flakExplosion;
backColor = Pal.lightOrange;
frontColor = Pal.lightishOrange;
incendChance = 1f;
incendAmount = 3;
incendSpread = 10f;
}};
bombOil = new BombBulletType(2f, 3f, "shell"){
{
width = 8f;
height = 12f;
hitEffect = Fx.pulverize;
backColor = new Color(0x4f4f4fff);
frontColor = Color.gray;
}
@Override
public void hit(Bullet b, float x, float y){
super.hit(b, x, y);
for(int i = 0; i < 3; i++){
Tile tile = world.tileWorld(x + Mathf.range(8f), y + Mathf.range(8f));
Puddles.deposit(tile, Liquids.oil, 5f);
}
}
};
}
}

View File

@@ -460,6 +460,7 @@ public class UnitTypes implements ContentList{
armor = 2f;
weapons.add(new Weapon(){{
minShootVelocity = 0.75f;
x = 3f;
shootY = 0f;
reload = 12f;
@@ -467,8 +468,17 @@ public class UnitTypes implements ContentList{
ejectEffect = Fx.none;
inaccuracy = 15f;
ignoreRotation = true;
bullet = Bullets.bombExplosive;
shootSound = Sounds.none;
bullet = new BombBulletType(23f, 25f){{
width = 10f;
height = 14f;
hitEffect = Fx.flakExplosion;
shootEffect = Fx.none;
smokeEffect = Fx.none;
status = StatusEffects.blasted;
statusDuration = 60f;
}};
}});
}};