This commit is contained in:
Anuken
2020-05-29 13:52:42 -04:00
parent 5275599baf
commit d851a09944
3 changed files with 5 additions and 6 deletions

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@@ -785,8 +785,6 @@ rules.unitdrops = Unit Drops
rules.unitbuildspeedmultiplier = Unit Production Speed Multiplier rules.unitbuildspeedmultiplier = Unit Production Speed Multiplier
rules.unithealthmultiplier = Unit Health Multiplier rules.unithealthmultiplier = Unit Health Multiplier
rules.blockhealthmultiplier = Block Health Multiplier rules.blockhealthmultiplier = Block Health Multiplier
rules.playerhealthmultiplier = Player Health Multiplier
rules.playerdamagemultiplier = Player Damage Multiplier
rules.unitdamagemultiplier = Unit Damage Multiplier rules.unitdamagemultiplier = Unit Damage Multiplier
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles) rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Wave Spacing:[lightgray] (sec) rules.wavespacing = Wave Spacing:[lightgray] (sec)
@@ -796,12 +794,11 @@ rules.deconstructrefundmultiplier = Deconstruct Refund Multiplier
rules.waitForWaveToEnd = Waves Wait for Enemies rules.waitForWaveToEnd = Waves Wait for Enemies
rules.dropzoneradius = Drop Zone Radius:[lightgray] (tiles) rules.dropzoneradius = Drop Zone Radius:[lightgray] (tiles)
rules.title.waves = Waves rules.title.waves = Waves
rules.title.respawns = Respawns
rules.title.resourcesbuilding = Resources & Building rules.title.resourcesbuilding = Resources & Building
rules.title.player = Players
rules.title.enemy = Enemies rules.title.enemy = Enemies
rules.title.unit = Units rules.title.unit = Units
rules.title.experimental = Experimental rules.title.experimental = Experimental
rules.title.environment = Environment
rules.lighting = Lighting rules.lighting = Lighting
rules.ambientlight = Ambient Light rules.ambientlight = Ambient Light
rules.solarpowermultiplier = Solar Power Multiplier rules.solarpowermultiplier = Solar Power Multiplier

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@@ -82,6 +82,8 @@ public abstract class BulletType extends Content{
public int lightning; public int lightning;
public int lightningLength = 5; public int lightningLength = 5;
/** Use a negative value to use default bullet damage. */
public float lightningDamage = -1;
public float weaveScale = 1f; public float weaveScale = 1f;
public float weaveMag = -1f; public float weaveMag = -1f;
@@ -136,7 +138,7 @@ public abstract class BulletType extends Content{
} }
for(int i = 0; i < lightning; i++){ for(int i = 0; i < lightning; i++){
Lightning.create(b.team(), Pal.surge, damage, b.getX(), b.getY(), Mathf.random(360f), lightningLength); Lightning.create(b.team(), Pal.surge, lightningDamage < 0 ? damage : lightningDamage, b.getX(), b.getY(), Mathf.random(360f), lightningLength);
} }
} }

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@@ -163,7 +163,7 @@ public class CustomRulesDialog extends BaseDialog{
check("$rules.enemyCheat", b -> rules.enemyCheat = b, () -> rules.enemyCheat); check("$rules.enemyCheat", b -> rules.enemyCheat = b, () -> rules.enemyCheat);
number("$rules.enemycorebuildradius", f -> rules.enemyCoreBuildRadius = f * tilesize, () -> Math.min(rules.enemyCoreBuildRadius / tilesize, 200)); number("$rules.enemycorebuildradius", f -> rules.enemyCoreBuildRadius = f * tilesize, () -> Math.min(rules.enemyCoreBuildRadius / tilesize, 200));
title("$rules.title.experimental"); title("$rules.title.environment");
number("$rules.solarpowermultiplier", f -> rules.solarPowerMultiplier = f, () -> rules.solarPowerMultiplier); number("$rules.solarpowermultiplier", f -> rules.solarPowerMultiplier = f, () -> rules.solarPowerMultiplier);
check("$rules.lighting", b -> rules.lighting = b, () -> rules.lighting); check("$rules.lighting", b -> rules.lighting = b, () -> rules.lighting);