Initial toxopid sprites, WIP
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core/assets-raw/sprites/units/toxopid-cell.png
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core/assets-raw/sprites/units/toxopid-foot.png
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core/assets-raw/sprites/units/toxopid-leg-base.png
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core/assets-raw/sprites/units/toxopid-leg.png
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core/assets-raw/sprites/units/toxopid.png
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@@ -880,6 +880,7 @@ unit.crawler.name = Crawler
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unit.atrax.name = Atrax
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unit.spiroct.name = Spiroct
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unit.arkyid.name = Arkyid
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unit.toxopid.name = Toxopid
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unit.flare.name = Flare
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unit.horizon.name = Horizon
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unit.zenith.name = Zenith
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@@ -287,3 +287,4 @@
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63457=memory-cell|block-memory-cell-medium
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63456=payload-conveyor|block-payload-conveyor-medium
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63455=hyper-processor|block-hyper-processor-medium
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63454=toxopid|unit-toxopid-medium
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@@ -381,6 +381,8 @@ public class UnitTypes implements ContentList{
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health = 8000;
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armor = 6f;
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rotateSpeed = 2.9f;
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legCount = 6;
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legMoveSpace = 1f;
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legPairOffset = 3;
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@@ -470,6 +472,105 @@ public class UnitTypes implements ContentList{
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}});
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}};
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toxopid = new UnitType("toxopid"){{
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drag = 0.1f;
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speed = 0.6f;
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hitsize = 21f;
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health = 18000;
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armor = 9f;
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rotateSpeed = 2.2f;
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legCount = 8;
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legMoveSpace = 0.8f;
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legPairOffset = 3;
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legLength = 75f;
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legExtension = -20;
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legBaseOffset = 8f;
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landShake = 1f;
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legSpeed = 0.1f;
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legLengthScl = 1f;
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rippleScale = 3f;
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legSpeed = 0.19f;
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legSplashDamage = 80;
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legSplashRange = 60;
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hovering = true;
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allowLegStep = true;
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visualElevation = 0.43f;
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groundLayer = Layer.legUnit;
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BulletType sapper = new SapBulletType(){{
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sapStrength = 0.8f;
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length = 55f;
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damage = 34;
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shootEffect = Fx.shootSmall;
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hitColor = color = Color.valueOf("bf92f9");
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despawnEffect = Fx.none;
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width = 0.55f;
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lifetime = 30f;
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knockback = -1f;
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}};
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if(false)
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weapons.add(
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new Weapon("spiroct-weapon"){{
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reload = 9f;
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x = 4f;
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y = 8f;
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rotate = true;
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bullet = sapper;
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}},
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new Weapon("spiroct-weapon"){{
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reload = 15f;
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x = 9f;
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y = 6f;
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rotate = true;
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bullet = sapper;
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}},
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new Weapon("spiroct-weapon"){{
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reload = 23f;
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x = 14f;
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y = 0f;
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rotate = true;
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bullet = sapper;
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}},
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new Weapon("large-purple-mount"){{
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y = -7f;
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x = 9f;
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shootY = 7f;
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reload = 45;
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shake = 3f;
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rotateSpeed = 2f;
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ejectEffect = Fx.shellEjectSmall;
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shootSound = Sounds.shootBig;
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rotate = true;
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occlusion = 8f;
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recoil = 3f;
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bullet = new ArtilleryBulletType(2f, 12){{
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hitEffect = Fx.sapExplosion;
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knockback = 0.8f;
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lifetime = 70f;
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width = height = 19f;
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collidesTiles = false;
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ammoMultiplier = 4f;
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splashDamageRadius = 95f;
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splashDamage = 55f;
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backColor = Pal.sapBulletBack;
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frontColor = lightningColor = Pal.sapBullet;
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lightning = 3;
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lightningLength = 10;
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smokeEffect = Fx.shootBigSmoke2;
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shake = 5f;
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status = StatusEffects.sapped;
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statusDuration = 60f * 10;
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}};
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}});
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}};
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//endregion
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//region air attack
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