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Balancing
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@ -151,6 +151,7 @@ public class AmmoTypes implements ContentList{
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missileSurge = new AmmoType(Items.surgealloy, MissileBullets.surge, 1){{
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shootEffect = ShootFx.shootBig2;
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smokeEffect = ShootFx.shootBigSmoke2;
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reloadMultiplier = 1.1f;
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}};
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//artillery
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@ -47,8 +47,8 @@ public class Recipes implements ContentList{
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new Recipe(weapon, TurretBlocks.salvo, new ItemStack(Items.copper, 210), new ItemStack(Items.densealloy, 190), new ItemStack(Items.thorium, 130));
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new Recipe(weapon, TurretBlocks.swarmer, new ItemStack(Items.densealloy, 70), new ItemStack(Items.titanium, 70), new ItemStack(Items.plastanium, 90), new ItemStack(Items.silicon, 60));
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new Recipe(weapon, TurretBlocks.ripple, new ItemStack(Items.copper, 300), new ItemStack(Items.densealloy, 220), new ItemStack(Items.thorium, 120));
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new Recipe(weapon, TurretBlocks.cyclone, new ItemStack(Items.copper, 210), new ItemStack(Items.densealloy, 190), new ItemStack(Items.thorium, 130));
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new Recipe(weapon, TurretBlocks.fuse, new ItemStack(Items.copper, 300), new ItemStack(Items.densealloy, 220), new ItemStack(Items.thorium, 120));
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new Recipe(weapon, TurretBlocks.cyclone, new ItemStack(Items.copper, 400), new ItemStack(Items.densealloy, 400), new ItemStack(Items.surgealloy, 200), new ItemStack(Items.plastanium, 150));
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new Recipe(weapon, TurretBlocks.fuse, new ItemStack(Items.copper, 450), new ItemStack(Items.densealloy, 450), new ItemStack(Items.surgealloy, 250));
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//DISTRIBUTION
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new Recipe(distribution, DistributionBlocks.conveyor, new ItemStack(Items.copper, 1));
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@ -130,7 +130,7 @@ public class TurretBlocks extends BlockList implements ContentList{
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}};
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swarmer = new BurstTurret("swarmer"){{
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ammoTypes = new AmmoType[]{AmmoTypes.missileExplosive, AmmoTypes.missileIncindiary/*, AmmoTypes.missileSurge*/};
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ammoTypes = new AmmoType[]{AmmoTypes.missileExplosive, AmmoTypes.missileIncindiary, AmmoTypes.missileSurge};
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reload = 60f;
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shots = 4;
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burstSpacing = 5;
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@ -5,6 +5,7 @@ import io.anuke.mindustry.content.fx.BulletFx;
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import io.anuke.mindustry.entities.bullet.Bullet;
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import io.anuke.mindustry.entities.bullet.BulletType;
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import io.anuke.mindustry.entities.bullet.MissileBulletType;
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import io.anuke.mindustry.entities.effect.Lightning;
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import io.anuke.mindustry.graphics.Palette;
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import io.anuke.mindustry.type.ContentList;
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import io.anuke.ucore.core.Timers;
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@ -48,10 +49,26 @@ public class MissileBullets extends BulletList implements ContentList{
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}
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};
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surge = new MissileBulletType(3f, 5, "bullet"){
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surge = new MissileBulletType(3.5f, 15, "bullet"){
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{
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bulletWidth = 7f;
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bulletHeight = 9f;
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bulletWidth = 8f;
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bulletHeight = 8f;
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bulletShrink = 0f;
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drag = -0.01f;
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splashDamageRadius = 30f;
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splashDamage = 22f;
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lifetime = 150f;
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hiteffect = BulletFx.blastExplosion;
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despawneffect = BulletFx.blastExplosion;
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}
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@Override
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public void hit(Bullet b) {
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super.hit(b);
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for (int i = 0; i < 2; i++) {
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Lightning.create(b.getTeam(), BulletFx.hitLancer, Palette.surge, damage, b.x, b.y, Mathf.random(360f), 14);
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}
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}
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};
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@ -160,7 +160,7 @@ public class TurretBullets extends BulletList implements ContentList{
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}
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};
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fuseShot = new BulletType(0.01f, 60){
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fuseShot = new BulletType(0.01f, 70){
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int rays = 3;
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float raySpace = 2f;
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float rayLength = 80f;
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