Better heal FX / Lower wall priority
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@@ -1589,12 +1589,14 @@ public class Blocks{
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requirements(Category.defense, with(Items.beryllium, 6));
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health = 130 * wallHealthMultiplier;
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armor = 2f;
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buildCostMultiplier = 6.5f;
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}};
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berylliumWallLarge = new Wall("beryllium-wall-large"){{
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requirements(Category.defense, ItemStack.mult(berylliumWall.requirements, 4));
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health = 130 * wallHealthMultiplier * 4;
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armor = 2f;
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buildCostMultiplier = 5f;
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size = 2;
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}};
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@@ -1602,12 +1604,14 @@ public class Blocks{
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requirements(Category.defense, with(Items.tungsten, 6));
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health = 180 * wallHealthMultiplier;
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armor = 14f;
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buildCostMultiplier = 6.5f;
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}};
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tungstenWallLarge = new Wall("tungsten-wall-large"){{
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requirements(Category.defense, ItemStack.mult(tungstenWall.requirements, 4));
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health = 180 * wallHealthMultiplier * 4;
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armor = 14f;
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buildCostMultiplier = 5f;
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size = 2;
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}};
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@@ -2192,9 +2192,11 @@ public class Fx{
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}),
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healBlockFull = new Effect(20, e -> {
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color(e.color);
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if(!(e.data instanceof Block block)) return;
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mixcol(e.color, 1f);
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alpha(e.fout());
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Fill.square(e.x, e.y, e.rotation * tilesize / 2f);
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Draw.rect(block.fullIcon, e.x, e.y);
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}),
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rotateBlock = new Effect(30, e -> {
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