Cleanup
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@@ -785,8 +785,6 @@ rules.unitdrops = Unit Drops
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rules.unitbuildspeedmultiplier = Unit Production Speed Multiplier
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rules.unitbuildspeedmultiplier = Unit Production Speed Multiplier
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rules.unithealthmultiplier = Unit Health Multiplier
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rules.unithealthmultiplier = Unit Health Multiplier
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rules.blockhealthmultiplier = Block Health Multiplier
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rules.blockhealthmultiplier = Block Health Multiplier
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rules.playerhealthmultiplier = Player Health Multiplier
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rules.playerdamagemultiplier = Player Damage Multiplier
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rules.unitdamagemultiplier = Unit Damage Multiplier
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rules.unitdamagemultiplier = Unit Damage Multiplier
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rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
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rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
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rules.wavespacing = Wave Spacing:[lightgray] (sec)
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rules.wavespacing = Wave Spacing:[lightgray] (sec)
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@@ -796,12 +794,11 @@ rules.deconstructrefundmultiplier = Deconstruct Refund Multiplier
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rules.waitForWaveToEnd = Waves Wait for Enemies
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rules.waitForWaveToEnd = Waves Wait for Enemies
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rules.dropzoneradius = Drop Zone Radius:[lightgray] (tiles)
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rules.dropzoneradius = Drop Zone Radius:[lightgray] (tiles)
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rules.title.waves = Waves
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rules.title.waves = Waves
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rules.title.respawns = Respawns
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rules.title.resourcesbuilding = Resources & Building
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rules.title.resourcesbuilding = Resources & Building
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rules.title.player = Players
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rules.title.enemy = Enemies
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rules.title.enemy = Enemies
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rules.title.unit = Units
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rules.title.unit = Units
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rules.title.experimental = Experimental
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rules.title.experimental = Experimental
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rules.title.environment = Environment
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rules.lighting = Lighting
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rules.lighting = Lighting
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rules.ambientlight = Ambient Light
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rules.ambientlight = Ambient Light
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rules.solarpowermultiplier = Solar Power Multiplier
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rules.solarpowermultiplier = Solar Power Multiplier
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@@ -82,6 +82,8 @@ public abstract class BulletType extends Content{
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public int lightning;
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public int lightning;
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public int lightningLength = 5;
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public int lightningLength = 5;
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/** Use a negative value to use default bullet damage. */
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public float lightningDamage = -1;
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public float weaveScale = 1f;
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public float weaveScale = 1f;
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public float weaveMag = -1f;
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public float weaveMag = -1f;
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@@ -136,7 +138,7 @@ public abstract class BulletType extends Content{
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}
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}
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for(int i = 0; i < lightning; i++){
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for(int i = 0; i < lightning; i++){
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Lightning.create(b.team(), Pal.surge, damage, b.getX(), b.getY(), Mathf.random(360f), lightningLength);
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Lightning.create(b.team(), Pal.surge, lightningDamage < 0 ? damage : lightningDamage, b.getX(), b.getY(), Mathf.random(360f), lightningLength);
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}
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}
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}
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}
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@@ -163,7 +163,7 @@ public class CustomRulesDialog extends BaseDialog{
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check("$rules.enemyCheat", b -> rules.enemyCheat = b, () -> rules.enemyCheat);
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check("$rules.enemyCheat", b -> rules.enemyCheat = b, () -> rules.enemyCheat);
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number("$rules.enemycorebuildradius", f -> rules.enemyCoreBuildRadius = f * tilesize, () -> Math.min(rules.enemyCoreBuildRadius / tilesize, 200));
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number("$rules.enemycorebuildradius", f -> rules.enemyCoreBuildRadius = f * tilesize, () -> Math.min(rules.enemyCoreBuildRadius / tilesize, 200));
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title("$rules.title.experimental");
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title("$rules.title.environment");
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number("$rules.solarpowermultiplier", f -> rules.solarPowerMultiplier = f, () -> rules.solarPowerMultiplier);
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number("$rules.solarpowermultiplier", f -> rules.solarPowerMultiplier = f, () -> rules.solarPowerMultiplier);
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check("$rules.lighting", b -> rules.lighting = b, () -> rules.lighting);
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check("$rules.lighting", b -> rules.lighting = b, () -> rules.lighting);
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