Made incend bullets apply status instead of creating fire

This commit is contained in:
Anuken
2019-10-17 17:00:38 -04:00
parent 41284ac3bc
commit a0c93ea7d3
3 changed files with 7 additions and 15 deletions

View File

@@ -99,8 +99,7 @@ public class Bullets implements ContentList{
collidesTiles = false; collidesTiles = false;
splashDamageRadius = 25f; splashDamageRadius = 25f;
splashDamage = 30f; splashDamage = 30f;
incendAmount = 4; status = StatusEffects.burning;
incendSpread = 11f;
frontColor = Pal.lightishOrange; frontColor = Pal.lightishOrange;
backColor = Pal.lightOrange; backColor = Pal.lightOrange;
trailEffect = Fx.incendTrail; trailEffect = Fx.incendTrail;
@@ -228,8 +227,7 @@ public class Bullets implements ContentList{
splashDamage = 10f; splashDamage = 10f;
lifetime = 160f; lifetime = 160f;
hitEffect = Fx.blastExplosion; hitEffect = Fx.blastExplosion;
incendSpread = 10f; status = StatusEffects.burning;
incendAmount = 3;
}}; }};
missileSurge = new MissileBulletType(4.4f, 15, "bullet"){{ missileSurge = new MissileBulletType(4.4f, 15, "bullet"){{
@@ -342,9 +340,7 @@ public class Bullets implements ContentList{
bulletHeight = 12f; bulletHeight = 12f;
frontColor = Pal.lightishOrange; frontColor = Pal.lightishOrange;
backColor = Pal.lightOrange; backColor = Pal.lightOrange;
incendSpread = 3f; status = StatusEffects.burning;
incendAmount = 1;
incendChance = 0.3f;
inaccuracy = 3f; inaccuracy = 3f;
lifetime = 60f; lifetime = 60f;
}}; }};
@@ -354,9 +350,7 @@ public class Bullets implements ContentList{
bulletHeight = 12f; bulletHeight = 12f;
frontColor = Color.valueOf("feb380"); frontColor = Color.valueOf("feb380");
backColor = Color.valueOf("ea8878"); backColor = Color.valueOf("ea8878");
incendSpread = 3f; status = StatusEffects.burning;
incendAmount = 1;
incendChance = 0.3f;
lifetime = 60f; lifetime = 60f;
}}; }};
@@ -385,9 +379,7 @@ public class Bullets implements ContentList{
bulletHeight = 21f; bulletHeight = 21f;
frontColor = Pal.lightishOrange; frontColor = Pal.lightishOrange;
backColor = Pal.lightOrange; backColor = Pal.lightOrange;
incendSpread = 3f; status = StatusEffects.burning;
incendAmount = 2;
incendChance = 0.3f;
shootEffect = Fx.shootBig; shootEffect = Fx.shootBig;
}}; }};

View File

@@ -18,7 +18,7 @@ public class StatusEffects implements ContentList{
none = new StatusEffect(); none = new StatusEffect();
burning = new StatusEffect(){{ burning = new StatusEffect(){{
damage = 0.04f; damage = 0.06f;
effect = Fx.burning; effect = Fx.burning;
opposite(() -> wet, () -> freezing); opposite(() -> wet, () -> freezing);

View File

@@ -47,7 +47,7 @@ public abstract class BulletType extends Content{
/** Status effect applied on hit. */ /** Status effect applied on hit. */
public StatusEffect status = StatusEffects.none; public StatusEffect status = StatusEffects.none;
/** Intensity of applied status effect in terms of duration. */ /** Intensity of applied status effect in terms of duration. */
public float statusDuration = 60 * 1f; public float statusDuration = 60 * 10f;
/** Whether this bullet type collides with tiles. */ /** Whether this bullet type collides with tiles. */
public boolean collidesTiles = true; public boolean collidesTiles = true;
/** Whether this bullet type collides with tiles that are of the same team. */ /** Whether this bullet type collides with tiles that are of the same team. */