Added new recipes, fixed some bugs, changed names
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@@ -6,11 +6,11 @@ import io.anuke.ucore.util.Mathf;
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public class UpgradeRecipes {
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private static final ObjectMap<Upgrade, ItemStack[]> recipes = Mathf.map(
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Weapon.triblaster, list(stack(Item.iron, 40)),
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Weapon.clustergun, list(stack(Item.iron, 60), stack(Item.steel, 20)),
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Weapon.beam, list(stack(Item.steel, 60), stack(Item.iron, 120)),
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Weapon.railgun, list(stack(Item.iron, 60), stack(Item.steel, 60)),
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Weapon.mortar, list(stack(Item.titanium, 40), stack(Item.steel, 60))
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Weapon.triblaster, list(stack(Item.iron, 40), stack(Item.steel, 40)),
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Weapon.clustergun, list(stack(Item.iron, 60), stack(Item.steel, 80)),
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Weapon.vulcan, list(stack(Item.iron, 60), stack(Item.steel, 120), stack(Item.titanium, 60)),
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Weapon.beam, list(stack(Item.steel, 240), stack(Item.titanium, 120), stack(Item.dirium, 80)),
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Weapon.shockgun, list(stack(Item.steel, 120), stack(Item.titanium, 120), stack(Item.dirium, 120))
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);
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private static final ItemStack[] empty = {};
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@@ -45,21 +45,20 @@ public class Weapon extends Upgrade{
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shake = 2f;
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}
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},
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railgun = new Weapon("railgun", 5, BulletType.rail){
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vulcan = new Weapon("vulcan", 5, BulletType.vulcan){
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{
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shootsound = "railgun";
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effect = Fx.railShoot;
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shootsound = "vulcan";
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effect = Fx.vulcanShoot;
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inaccuracy = 5;
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roundrobin = true;
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shake = 1f;
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inaccuracy = 4f;
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}
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},
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//TODO rename!
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mortar = new Weapon("mortar", 36, BulletType.shotgun){
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shockgun = new Weapon("shockgun", 36, BulletType.shockshell){
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{
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shootsound = "bigshot";
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effect = Fx.mortarShoot;
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effect = Fx.shockShoot;
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shake = 2f;
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roundrobin = true;
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shots = 7;
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