* Implemented turretDepositCooldown (1)
* Implemented activationTime for Turrets (1)
* activationTime for Turrets Fixes (2)
readSync() line isn't needed,
Overdrive should not make the cooldown go faster, it stays as is unless there is a good argument against it.
* activationTime (3): Descriptions and SetBars()
Updated arc and lancer descriptions.
Added setBars() stuff for clearness.
* turretDepositCooldown (2):
now depositCooldown and is now on a per turret basis if needed... will potentially need further iteration
* turretDepositCooldown (3): made it opt in
added an internal gamerule (long name, need to reduce it later) to enable the balance (oriented for pvp)
depositCooldown = 0 by def
added depositCooldown entries in Blocks.java
* activationTime (4): Minor Adjustments to UI
* activitationTime (5): Implemented drawInactive() and inactiveColo, and arc/lancer sprite
Thinking if I should set the sprites to be white, then use Color.gray...
* turretDepositCooldown (4): Made the cooldown only affect turrets
* Reload Turret Coolant Fixes (1)
Made coolant and overdrive effects not get chopped off from Math.min when its too high
* activationTime (6): activationTime is now at the Base Turret Level
Also implemented the code for TractorBeamTurret thanks to the code changes
Parallax can have the feature if needed for future balancing.
Hopefully nothing was screwed up in the transition...
* Counterbalance (1): Swarmer 8 -> 7 firerate nerf, and Cyclone 7.5 -> 6 firerate nerf [First Attempt]
* Reload Turret Coolant Fixes (2): added a buffer if the excessReload exceeds more than 2 reloads.
* Reload Turret Coolant Fixes (3): hotfix, the buffer actually works this time
* turretDepositCooldown (5): Made the cooldown seperate from itemDepositCooldown
* Implemented armorMultiplier (1)
* fixing a merge
* (AT:7a) Reverted Saving Capability
* (AT:7b) Removed activation timer from lancer and arc as well as sprites
* (AT:7c) Removed visuals for activation timer
will be reimplemented via a greyscale effect if returned rather than via sprites
* (AT:7aa) oops
* Made the default value 0 when placed - Activation Timer (8)
* (depositCooldown : 6) Moved depositCooldown to Blocks.java, cleaned up canDepositItem(), removed enableTurretDepositCooldown
* armorMultiplier (2) - oops, made armorMultipler = 0 correspond to 100% armorPiercing
* Update core/src/mindustry/input/InputHandler.java
* Reload Turret Coolant Fixes (4): A bit too high
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Co-authored-by: Anuken <arnukren@gmail.com>
* wip
* wipp
* real
* aaa
* ae
* oh yeah
* fixx
* wip
* afflict stuff
* this should work ig
* wip
* real
* a
* maybe?
* a
* holy shit
* what the fuck am I doing
* I have children in my basement
* 9
* o
* a
* good enough
* more thor disperse overrange
* no
* fix this
* a
* restore
* ohno
* oh nice
* aaa
* some changes
* FREEDOM
* nvm
* perhaps
* h
* aio
* ya
* should be all
* ig
* almost
* well this works
* more surge scathe hp nerfs
* wip
* drowntime changes
* last tweaks
* last change probs
* quick locus hotfix
* sadedwerwfw
* targetable fix
* Added ability to read content of messages and sensing the length of the content.
Also some bundle changes for read/write
* this commit will make mindustry unable to compile trust
* oop missed a space
* quell changes version 1 (draft)
* Quell Homing Workaround and Stat Display Working
* Quell, 16 close range instead of 19
* final color adjustment
* quell description attempt 1
* quell desc attempt 2
* e
* oop
* Added Homing to Quell Plasma Shielding
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Co-authored-by: EggleEgg <125359838+EggleEgg@users.noreply.github.com>