Weapons parts for units / No logic on Erekir

This commit is contained in:
Anuken
2022-02-02 20:39:22 -05:00
parent a138b7b9a8
commit eb4d2fc3a3
19 changed files with 390 additions and 168 deletions

View File

@@ -7,6 +7,7 @@ import mindustry.*;
import mindustry.entities.*;
import mindustry.entities.bullet.*;
import mindustry.entities.effect.*;
import mindustry.entities.part.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.type.*;
@@ -3648,7 +3649,7 @@ public class Blocks{
}};
switchBlock = new SwitchBlock("switch"){{
requirements(Category.logic, with(Items.graphite, 5));
requirements(Category.logic, with(Items.graphite, 5, Items.copper, 5));
}};
microProcessor = new LogicBlock("micro-processor"){{
@@ -3683,13 +3684,13 @@ public class Blocks{
}};
memoryCell = new MemoryBlock("memory-cell"){{
requirements(Category.logic, with(Items.graphite, 30, Items.silicon, 30));
requirements(Category.logic, with(Items.graphite, 30, Items.silicon, 30, Items.copper, 30));
memoryCapacity = 64;
}};
memoryBank = new MemoryBlock("memory-bank"){{
requirements(Category.logic, with(Items.graphite, 80, Items.silicon, 80, Items.phaseFabric, 30));
requirements(Category.logic, with(Items.graphite, 80, Items.silicon, 80, Items.phaseFabric, 30, Items.copper, 30));
memoryCapacity = 512;
size = 2;

View File

@@ -11,6 +11,8 @@ import mindustry.entities.*;
import mindustry.entities.abilities.*;
import mindustry.entities.bullet.*;
import mindustry.entities.effect.*;
import mindustry.entities.part.*;
import mindustry.entities.units.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.type.*;
@@ -2432,10 +2434,10 @@ public class UnitTypes{
vanquish = new TankUnitType("vanquish"){{
hitSize = 28f;
treadPullOffset = 4;
speed = 0.6f;
speed = 0.63f;
health = 9000;
armor = 20f;
areaDamage = 12f;
areaDamage = 13f;
treadRects = new Rect[]{new Rect(22, 16, 28, 130)};
weapons.add(new Weapon("vanquish-weapon"){{
@@ -2513,18 +2515,24 @@ public class UnitTypes{
weapons.add(new Weapon("conquer-weapon"){{
layerOffset = 0.0001f;
reload = 120f;
shootY = 71f / 4f;
shootY = 32.5f;
shake = 5f;
recoil = 4f;
rotate = true;
rotateSpeed = 0.6f;
mirror = false;
x = 0f;
shadow = 32f;
y = -8f;
y = -2f;
shadow = 50f;
heatColor = Color.valueOf("f9350f");
cooldownTime = 80f;
parts.add(new RegionPart("-glow"){{
color = Color.red;
blending = Blending.additive;
outline = mirror = false;
}});
bullet = new BasicBulletType(8f, 110){{
sprite = "missile-large";
width = 9.5f;
@@ -2545,9 +2553,9 @@ public class UnitTypes{
}});
//TODO could change color when shooting
//decals.add(new UnitDecal("conquer-glow", Pal.turretHeat.cpy(), Blending.additive){{
// layer = -1f;
//}});
decals.add(new UnitDecal("conquer-glow", Color.red, Blending.additive){{
layer = -1f;
}});
}};
//endregion