Merged current Anuke master into branch

This commit is contained in:
Timmeey86
2018-11-26 23:25:24 +01:00
159 changed files with 2844 additions and 3027 deletions

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@@ -43,43 +43,46 @@ public class Recipes implements ContentList{
new Recipe(defense, DefenseBlocks.surgeWallLarge, new ItemStack(Items.surgealloy, 12 * 4));
//projectors
new Recipe(defense, DefenseBlocks.mendProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 50), new ItemStack(Items.silicon, 180));
new Recipe(defense, DefenseBlocks.overdriveProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 150), new ItemStack(Items.silicon, 250));
new Recipe(defense, DefenseBlocks.forceProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 150), new ItemStack(Items.silicon, 250));
new Recipe(effect, DefenseBlocks.mendProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 50), new ItemStack(Items.silicon, 180));
new Recipe(effect, DefenseBlocks.overdriveProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 150), new ItemStack(Items.silicon, 250));
new Recipe(effect, DefenseBlocks.forceProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 150), new ItemStack(Items.silicon, 250));
//extra blocks
new Recipe(defense, DefenseBlocks.shockMine, new ItemStack(Items.lead, 50), new ItemStack(Items.silicon, 25))
new Recipe(effect, StorageBlocks.unloader, new ItemStack(Items.densealloy, 50), new ItemStack(Items.silicon, 60));
new Recipe(effect, StorageBlocks.container, new ItemStack(Items.densealloy, 200));
new Recipe(effect, StorageBlocks.vault, new ItemStack(Items.densealloy, 500), new ItemStack(Items.thorium, 250));
new Recipe(effect, DefenseBlocks.shockMine, new ItemStack(Items.lead, 50), new ItemStack(Items.silicon, 25))
.setDependencies(Items.blastCompound);
//TURRETS
new Recipe(weapon, TurretBlocks.duo, new ItemStack(Items.copper, 40)).setAlwaysUnlocked(true);
new Recipe(weapon, TurretBlocks.arc, new ItemStack(Items.copper, 50), new ItemStack(Items.lead, 30), new ItemStack(Items.silicon, 20));
new Recipe(weapon, TurretBlocks.hail, new ItemStack(Items.copper, 60), new ItemStack(Items.densealloy, 35));
new Recipe(weapon, TurretBlocks.lancer, new ItemStack(Items.copper, 50), new ItemStack(Items.lead, 100), new ItemStack(Items.silicon, 90));
new Recipe(weapon, TurretBlocks.wave, new ItemStack(Items.densealloy, 60), new ItemStack(Items.titanium, 70), new ItemStack(Items.lead, 150));
new Recipe(weapon, TurretBlocks.salvo, new ItemStack(Items.copper, 210), new ItemStack(Items.densealloy, 190), new ItemStack(Items.thorium, 130));
new Recipe(weapon, TurretBlocks.swarmer, new ItemStack(Items.densealloy, 70), new ItemStack(Items.titanium, 70), new ItemStack(Items.plastanium, 90), new ItemStack(Items.silicon, 60));
new Recipe(weapon, TurretBlocks.ripple, new ItemStack(Items.copper, 300), new ItemStack(Items.densealloy, 220), new ItemStack(Items.thorium, 120));
new Recipe(weapon, TurretBlocks.cyclone, new ItemStack(Items.copper, 400), new ItemStack(Items.densealloy, 400), new ItemStack(Items.surgealloy, 200), new ItemStack(Items.plastanium, 150));
new Recipe(weapon, TurretBlocks.fuse, new ItemStack(Items.copper, 450), new ItemStack(Items.densealloy, 450), new ItemStack(Items.surgealloy, 250));
new Recipe(weapon, TurretBlocks.spectre, new ItemStack(Items.copper, 700), new ItemStack(Items.densealloy, 600), new ItemStack(Items.surgealloy, 500), new ItemStack(Items.plastanium, 350), new ItemStack(Items.thorium, 500));
new Recipe(weapon, TurretBlocks.meltdown, new ItemStack(Items.copper, 500), new ItemStack(Items.lead, 700), new ItemStack(Items.densealloy, 600), new ItemStack(Items.surgealloy, 650), new ItemStack(Items.silicon, 650));
new Recipe(turret, TurretBlocks.duo, new ItemStack(Items.copper, 40)).setAlwaysUnlocked(true);
new Recipe(turret, TurretBlocks.arc, new ItemStack(Items.copper, 50), new ItemStack(Items.lead, 30), new ItemStack(Items.silicon, 20));
new Recipe(turret, TurretBlocks.hail, new ItemStack(Items.copper, 60), new ItemStack(Items.densealloy, 35));
new Recipe(turret, TurretBlocks.lancer, new ItemStack(Items.copper, 50), new ItemStack(Items.lead, 100), new ItemStack(Items.silicon, 90));
new Recipe(turret, TurretBlocks.wave, new ItemStack(Items.densealloy, 60), new ItemStack(Items.titanium, 70), new ItemStack(Items.lead, 150));
new Recipe(turret, TurretBlocks.salvo, new ItemStack(Items.copper, 210), new ItemStack(Items.densealloy, 190), new ItemStack(Items.thorium, 130));
new Recipe(turret, TurretBlocks.swarmer, new ItemStack(Items.densealloy, 70), new ItemStack(Items.titanium, 70), new ItemStack(Items.plastanium, 90), new ItemStack(Items.silicon, 60));
new Recipe(turret, TurretBlocks.ripple, new ItemStack(Items.copper, 300), new ItemStack(Items.densealloy, 220), new ItemStack(Items.thorium, 120));
new Recipe(turret, TurretBlocks.cyclone, new ItemStack(Items.copper, 400), new ItemStack(Items.densealloy, 400), new ItemStack(Items.surgealloy, 200), new ItemStack(Items.plastanium, 150));
new Recipe(turret, TurretBlocks.fuse, new ItemStack(Items.copper, 450), new ItemStack(Items.densealloy, 450), new ItemStack(Items.surgealloy, 250));
new Recipe(turret, TurretBlocks.spectre, new ItemStack(Items.copper, 700), new ItemStack(Items.densealloy, 600), new ItemStack(Items.surgealloy, 500), new ItemStack(Items.plastanium, 350), new ItemStack(Items.thorium, 500));
new Recipe(turret, TurretBlocks.meltdown, new ItemStack(Items.copper, 500), new ItemStack(Items.lead, 700), new ItemStack(Items.densealloy, 600), new ItemStack(Items.surgealloy, 650), new ItemStack(Items.silicon, 650));
//DISTRIBUTION
new Recipe(distribution, DistributionBlocks.conveyor, new ItemStack(Items.copper, 1)).setAlwaysUnlocked(true);
new Recipe(distribution, DistributionBlocks.titaniumconveyor, new ItemStack(Items.copper, 2), new ItemStack(Items.titanium, 1));
new Recipe(distribution, DistributionBlocks.phaseConveyor, new ItemStack(Items.phasefabric, 10), new ItemStack(Items.silicon, 15), new ItemStack(Items.lead, 20), new ItemStack(Items.densealloy, 20));
//starter lead transportation
//starter transport
new Recipe(distribution, DistributionBlocks.junction, new ItemStack(Items.copper, 2)).setAlwaysUnlocked(true);
new Recipe(distribution, DistributionBlocks.router, new ItemStack(Items.copper, 6)).setAlwaysUnlocked(true);
//advanced densealloy transporation
//advanced densealloy transporat
new Recipe(distribution, DistributionBlocks.distributor, new ItemStack(Items.densealloy, 8), new ItemStack(Items.copper, 8));
new Recipe(distribution, DistributionBlocks.sorter, new ItemStack(Items.densealloy, 4), new ItemStack(Items.copper, 4));
new Recipe(distribution, DistributionBlocks.overflowGate, new ItemStack(Items.densealloy, 4), new ItemStack(Items.copper, 8));
new Recipe(distribution, DistributionBlocks.itemBridge, new ItemStack(Items.densealloy, 8), new ItemStack(Items.copper, 8));
new Recipe(distribution, DistributionBlocks.massDriver, new ItemStack(Items.densealloy, 400), new ItemStack(Items.silicon, 300), new ItemStack(Items.lead, 400), new ItemStack(Items.thorium, 250));
new Recipe(distribution, DistributionBlocks.massDriver, new ItemStack(Items.densealloy, 250), new ItemStack(Items.silicon, 150), new ItemStack(Items.lead, 250), new ItemStack(Items.thorium, 100));
//CRAFTING
@@ -131,9 +134,6 @@ public class Recipes implements ContentList{
new Recipe(power, PowerBlocks.thoriumReactor, new ItemStack(Items.lead, 600), new ItemStack(Items.silicon, 400), new ItemStack(Items.densealloy, 300), new ItemStack(Items.thorium, 300));
new Recipe(power, PowerBlocks.rtgGenerator, new ItemStack(Items.lead, 200), new ItemStack(Items.silicon, 150), new ItemStack(Items.phasefabric, 50), new ItemStack(Items.plastanium, 150), new ItemStack(Items.thorium, 100));
new Recipe(distribution, StorageBlocks.unloader, new ItemStack(Items.densealloy, 50), new ItemStack(Items.silicon, 60));
new Recipe(distribution, StorageBlocks.container, new ItemStack(Items.densealloy, 200));
new Recipe(distribution, StorageBlocks.vault, new ItemStack(Items.densealloy, 500), new ItemStack(Items.thorium, 250));
//core disabled due to being broken
/*new Recipe(distribution, StorageBlocks.core,
new ItemStack(Items.copper, 2000), new ItemStack(Items.densealloy, 1500),
@@ -153,16 +153,16 @@ public class Recipes implements ContentList{
//UNITS
//bodies
new Recipe(units, UpgradeBlocks.dartPad, new ItemStack(Items.lead, 150), new ItemStack(Items.copper, 150), new ItemStack(Items.silicon, 200), new ItemStack(Items.titanium, 240)).setVisible(RecipeVisibility.desktopOnly);
new Recipe(units, UpgradeBlocks.tridentPad, new ItemStack(Items.lead, 250), new ItemStack(Items.copper, 250), new ItemStack(Items.silicon, 250), new ItemStack(Items.titanium, 300), new ItemStack(Items.plastanium, 200));
new Recipe(units, UpgradeBlocks.javelinPad, new ItemStack(Items.lead, 350), new ItemStack(Items.silicon, 450), new ItemStack(Items.titanium, 500), new ItemStack(Items.plastanium, 400), new ItemStack(Items.phasefabric, 200));
new Recipe(units, UpgradeBlocks.glaivePad, new ItemStack(Items.lead, 450), new ItemStack(Items.silicon, 650), new ItemStack(Items.titanium, 700), new ItemStack(Items.plastanium, 600), new ItemStack(Items.surgealloy, 200));
//upgrades
new Recipe(upgrade, UpgradeBlocks.dartPad, new ItemStack(Items.lead, 150), new ItemStack(Items.copper, 150), new ItemStack(Items.silicon, 200), new ItemStack(Items.titanium, 240)).setVisible(RecipeVisibility.desktopOnly);
new Recipe(upgrade, UpgradeBlocks.tridentPad, new ItemStack(Items.lead, 250), new ItemStack(Items.copper, 250), new ItemStack(Items.silicon, 250), new ItemStack(Items.titanium, 300), new ItemStack(Items.plastanium, 200));
new Recipe(upgrade, UpgradeBlocks.javelinPad, new ItemStack(Items.lead, 350), new ItemStack(Items.silicon, 450), new ItemStack(Items.titanium, 500), new ItemStack(Items.plastanium, 400), new ItemStack(Items.phasefabric, 200));
new Recipe(upgrade, UpgradeBlocks.glaivePad, new ItemStack(Items.lead, 450), new ItemStack(Items.silicon, 650), new ItemStack(Items.titanium, 700), new ItemStack(Items.plastanium, 600), new ItemStack(Items.surgealloy, 200));
new Recipe(units, UpgradeBlocks.alphaPad, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 100), new ItemStack(Items.copper, 150)).setVisible(RecipeVisibility.mobileOnly);
new Recipe(units, UpgradeBlocks.tauPad, new ItemStack(Items.lead, 250), new ItemStack(Items.densealloy, 250), new ItemStack(Items.copper, 250), new ItemStack(Items.silicon, 250));
new Recipe(units, UpgradeBlocks.deltaPad, new ItemStack(Items.lead, 350), new ItemStack(Items.densealloy, 350), new ItemStack(Items.copper, 400), new ItemStack(Items.silicon, 450), new ItemStack(Items.thorium, 300));
new Recipe(units, UpgradeBlocks.omegaPad, new ItemStack(Items.lead, 450), new ItemStack(Items.densealloy, 550), new ItemStack(Items.silicon, 650), new ItemStack(Items.thorium, 600), new ItemStack(Items.surgealloy, 240));
new Recipe(upgrade, UpgradeBlocks.alphaPad, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 100), new ItemStack(Items.copper, 150)).setVisible(RecipeVisibility.mobileOnly);
new Recipe(upgrade, UpgradeBlocks.tauPad, new ItemStack(Items.lead, 250), new ItemStack(Items.densealloy, 250), new ItemStack(Items.copper, 250), new ItemStack(Items.silicon, 250));
new Recipe(upgrade, UpgradeBlocks.deltaPad, new ItemStack(Items.lead, 350), new ItemStack(Items.densealloy, 350), new ItemStack(Items.copper, 400), new ItemStack(Items.silicon, 450), new ItemStack(Items.thorium, 300));
new Recipe(upgrade, UpgradeBlocks.omegaPad, new ItemStack(Items.lead, 450), new ItemStack(Items.densealloy, 550), new ItemStack(Items.silicon, 650), new ItemStack(Items.thorium, 600), new ItemStack(Items.surgealloy, 240));
//actual unit related stuff
new Recipe(units, UnitBlocks.spiritFactory, new ItemStack(Items.copper, 70), new ItemStack(Items.lead, 110), new ItemStack(Items.silicon, 130));

View File

@@ -37,6 +37,7 @@ public class UnitTypes implements ContentList{
};
spirit = new UnitType("spirit", Spirit.class, Spirit::new){{
weapon = Weapons.healBlasterDrone;
isFlying = true;
drag = 0.01f;
speed = 0.2f;

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@@ -7,7 +7,7 @@ import io.anuke.mindustry.type.ContentType;
import io.anuke.mindustry.type.Weapon;
public class Weapons implements ContentList{
public static Weapon blaster, blasterSmall, glaiveBlaster, droneBlaster, healBlaster, chainBlaster, shockgun,
public static Weapon blaster, blasterSmall, glaiveBlaster, droneBlaster, healBlaster, healBlasterDrone, chainBlaster, shockgun,
sapper, swarmer, bomber, bomberTrident, flakgun, flamethrower, missiles, artillery, laserBurster;
@Override
@@ -169,6 +169,16 @@ public class Weapons implements ContentList{
ejectEffect = Fx.none;
ammo = AmmoTypes.lancerLaser;
}};
healBlasterDrone = new Weapon("heal-blaster"){{
length = 1.5f;
reload = 40f;
width = 0.5f;
roundrobin = true;
ejectEffect = Fx.none;
recoil = 2f;
ammo = AmmoTypes.healBlaster;
}};
}
@Override

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@@ -33,9 +33,9 @@ public class DistributionBlocks extends BlockList implements ContentList{
}};
phaseConveyor = new ItemBridge("phase-conveyor"){{
range = 11;
range = 12;
hasPower = true;
consumes.powerDirect(0.05f);
consumes.powerDirect(0.03f);
}};
sorter = new Sorter("sorter");
@@ -50,8 +50,8 @@ public class DistributionBlocks extends BlockList implements ContentList{
massDriver = new MassDriver("mass-driver"){{
size = 3;
itemCapacity = 80;
range = 340f;
itemCapacity = 60;
range = 440f;
}};
}
}

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@@ -69,9 +69,9 @@ public class LiquidBlocks extends BlockList implements ContentList{
}};
phaseConduit = new LiquidBridge("phase-conduit"){{
range = 11;
range = 12;
hasPower = true;
consumes.powerDirect(0.05f);
consumes.powerDirect(0.03f);
}};
}
}

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@@ -32,24 +32,13 @@ public class TurretBlocks extends BlockList implements ContentList{
hail = new ArtilleryTurret("hail"){{
ammoTypes = new AmmoType[]{AmmoTypes.artilleryDense, AmmoTypes.artilleryHoming, AmmoTypes.artilleryIncindiary};
reload = 70f;
reload = 60f;
recoil = 2f;
range = 230f;
inaccuracy = 1f;
shootCone = 10f;
health = 120;
}};
/*
scatter = new BurstTurret("scatter"){{
ammoTypes = new AmmoType[]{AmmoTypes.flakCopper};
reload = 70f;
recoil = 2f;
shots = 3;
range = 220f;
inaccuracy = 2f;
shootCone = 40f;
health = 120;
}};*/
scorch = new LiquidTurret("scorch"){
protected TextureRegion shootRegion;
@@ -117,11 +106,11 @@ public class TurretBlocks extends BlockList implements ContentList{
arc = new PowerTurret("arc"){{
shootType = AmmoTypes.arc;
reload = 55f;
reload = 85f;
shootShake = 1f;
shootCone = 40f;
rotatespeed = 8f;
powerUsed = 7 / 30f;
powerUsed = 10f;
consumes.powerBuffered(30f);
range = 150f;
shootEffect = ShootFx.lightningShoot;
@@ -132,7 +121,7 @@ public class TurretBlocks extends BlockList implements ContentList{
swarmer = new BurstTurret("swarmer"){{
ammoTypes = new AmmoType[]{AmmoTypes.missileExplosive, AmmoTypes.missileIncindiary, AmmoTypes.missileSurge};
reload = 60f;
reload = 50f;
shots = 4;
burstSpacing = 5;
inaccuracy = 10f;
@@ -156,7 +145,7 @@ public class TurretBlocks extends BlockList implements ContentList{
size = 2;
range = 120f;
ammoTypes = new AmmoType[]{AmmoTypes.bulletCopper, AmmoTypes.bulletDense, AmmoTypes.bulletPyratite, AmmoTypes.bulletThorium, AmmoTypes.bulletSilicon};
reload = 40f;
reload = 35f;
restitution = 0.03f;
ammoEjectBack = 3f;
cooldown = 0.03f;
@@ -216,7 +205,6 @@ public class TurretBlocks extends BlockList implements ContentList{
}};
fuse = new ItemTurret("fuse"){{
//TODO make it use power
ammoTypes = new AmmoType[]{AmmoTypes.fuseShotgun};
reload = 50f;
shootShake = 4f;

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@@ -21,7 +21,7 @@ public class UnitBlocks extends BlockList implements ContentList{
produceTime = 5700;
size = 2;
consumes.powerDirect(0.08f);
consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 30), new ItemStack(Items.lead, 30)});
consumes.items(new ItemStack(Items.silicon, 30), new ItemStack(Items.lead, 30));
}};
phantomFactory = new UnitFactory("phantom-factory"){{
@@ -29,7 +29,7 @@ public class UnitBlocks extends BlockList implements ContentList{
produceTime = 7300;
size = 2;
consumes.powerDirect(0.2f);
consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 70), new ItemStack(Items.lead, 80), new ItemStack(Items.titanium, 80)});
consumes.items(new ItemStack(Items.silicon, 70), new ItemStack(Items.lead, 80), new ItemStack(Items.titanium, 80));
}};
wraithFactory = new UnitFactory("wraith-factory"){{
@@ -37,7 +37,7 @@ public class UnitBlocks extends BlockList implements ContentList{
produceTime = 1800;
size = 2;
consumes.powerDirect(0.1f);
consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 10), new ItemStack(Items.titanium, 10)});
consumes.items(new ItemStack(Items.silicon, 10), new ItemStack(Items.titanium, 10));
}};
ghoulFactory = new UnitFactory("ghoul-factory"){{
@@ -46,7 +46,7 @@ public class UnitBlocks extends BlockList implements ContentList{
size = 3;
consumes.powerDirect(0.2f);
shadow = "shadow-round-3";
consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 30), new ItemStack(Items.titanium, 30), new ItemStack(Items.plastanium, 20)});
consumes.items(new ItemStack(Items.silicon, 30), new ItemStack(Items.titanium, 30), new ItemStack(Items.plastanium, 20));
}};
revenantFactory = new UnitFactory("revenant-factory"){{
@@ -55,7 +55,7 @@ public class UnitBlocks extends BlockList implements ContentList{
size = 4;
consumes.powerDirect(0.3f);
shadow = "shadow-round-4";
consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 80), new ItemStack(Items.titanium, 80), new ItemStack(Items.plastanium, 50)});
consumes.items(new ItemStack(Items.silicon, 80), new ItemStack(Items.titanium, 80), new ItemStack(Items.plastanium, 50));
}};
daggerFactory = new UnitFactory("dagger-factory"){{
@@ -63,7 +63,7 @@ public class UnitBlocks extends BlockList implements ContentList{
produceTime = 1700;
size = 2;
consumes.powerDirect(0.05f);
consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 10)});
consumes.items(new ItemStack(Items.silicon, 10));
}};
titanFactory = new UnitFactory("titan-factory"){{
@@ -72,7 +72,7 @@ public class UnitBlocks extends BlockList implements ContentList{
size = 3;
consumes.powerDirect(0.15f);
shadow = "shadow-round-3";
consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 20), new ItemStack(Items.thorium, 30)});
consumes.items(new ItemStack(Items.silicon, 20), new ItemStack(Items.thorium, 30));
}};
fortressFactory = new UnitFactory("fortress-factory"){{
@@ -81,7 +81,7 @@ public class UnitBlocks extends BlockList implements ContentList{
size = 3;
consumes.powerDirect(0.2f);
shadow = "shadow-round-3";
consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 40), new ItemStack(Items.thorium, 50)});
consumes.items(new ItemStack(Items.silicon, 40), new ItemStack(Items.thorium, 50));
}};
repairPoint = new RepairPoint("repair-point"){{

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@@ -43,7 +43,7 @@ public class TurretBullets extends BulletList implements ContentList{
};
healBullet = new BulletType(5.2f, 13){
float healAmount = 21f;
float healPercent = 3f;
{
hiteffect = BulletFx.hitLaser;
@@ -51,6 +51,11 @@ public class TurretBullets extends BulletList implements ContentList{
collidesTeam = true;
}
@Override
public boolean collides(Bullet b, Tile tile){
return tile.getTeam() != b.getTeam() || tile.entity.healthf() < 1f;
}
@Override
public void draw(Bullet b){
Draw.color(Palette.heal);
@@ -67,8 +72,8 @@ public class TurretBullets extends BulletList implements ContentList{
tile = tile.target();
if(tile.getTeam() == b.getTeam() && !(tile.block() instanceof BuildBlock)){
Effects.effect(BlockFx.healBlock, tile.drawx(), tile.drawy(), tile.block().size);
tile.entity.healBy(healAmount);
Effects.effect(BlockFx.healBlockFull, Palette.heal, tile.drawx(), tile.drawy(), tile.block().size);
tile.entity.healBy(healPercent / 100f * tile.entity.maxHealth());
}
}
};
@@ -304,7 +309,7 @@ public class TurretBullets extends BulletList implements ContentList{
}
};
arc = new BulletType(0.001f, 30){
arc = new BulletType(0.001f, 26){
{
lifetime = 1;
despawneffect = Fx.none;