* 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
---------
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
* Percentage modifier stat for status effects
* Merge true by default
Make percentage symbol inherit the color as well
* Multipliers instead of percentages
* Fix armor plate multiplier + change Math.round to Strings.autoFixed
* Missing ability name bundles
* Center ability name
* SuppressionFieldAbility stats
* Is two per row is acceptable?
I can revert this commit if not.
* LiquidExplodeAbility stat display
* MoveLightningAbility stat display
* Better SpawnDeathAbility display
* Fix multiplier coloring inconsistencies
Some had [lightgray] before %/x, some had it after
* Consistent content name display
Match with bullet status effects
* Consistent stat formatting
Convert from some being "stat: #" and some being "# stat" to all being "# stat"
* Re-order stats
* Optimize Imports
* Add ability descriptions
* Apparently I forgot LiquidRegenAbility
* Mention healing allies if displayHeal = true