Aegires Nerf (#8899)

* Update EnergyFieldAbility.java

Nerfs aegires. hard. 3x less healing (3% to 1%)

* Update UnitTypes.java

segments better.
reload 6 frames to 4 frames
damage 25 to 30

* Update EnergyFieldAbility.java

Ty balam

* Update UnitTypes.java

Ty balam! :D

* Update UnitTypes.java

Thanks balam :D

* Add EnergyFieldAbility.sameTypeHealMult

* Apply to aegires

Repair amount to other units is now 1.5% (50% of pre nerf)
Repair amount to aegires is now 0.75% (25% of pre nerf)

---------

Co-authored-by: BalaM314 <71201189+BalaM314@users.noreply.github.com>
This commit is contained in:
Zerenta 2023-08-09 12:36:43 -04:00 committed by GitHub
parent 1656d788d3
commit 87e79913c5
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 8 additions and 3 deletions

View File

@ -2153,13 +2153,15 @@ public class UnitTypes{
abilities.add(new EnergyFieldAbility(40f, 65f, 180f){{
statusDuration = 60f * 6f;
maxTargets = 25;
healPercent = 1.5f;
sameTypeHealMult = 0.5f;
}});
for(float mountY : new float[]{-18f, 14}){
weapons.add(new PointDefenseWeapon("point-defense-mount"){{
x = 12.5f;
y = mountY;
reload = 6f;
reload = 4f;
targetInterval = 8f;
targetSwitchInterval = 8f;
@ -2167,7 +2169,7 @@ public class UnitTypes{
shootEffect = Fx.sparkShoot;
hitEffect = Fx.pointHit;
maxRange = 180f;
damage = 25f;
damage = 30f;
}};
}});
}

View File

@ -29,6 +29,8 @@ public class EnergyFieldAbility extends Ability{
public boolean targetGround = true, targetAir = true, hitBuildings = true, hitUnits = true;
public int maxTargets = 25;
public float healPercent = 3f;
/** Multiplies healing to units of the same type by this amount. */
public float sameTypeHealMult = 1f;
public float layer = Layer.bullet - 0.001f, blinkScl = 20f, blinkSize = 0.1f;
public float effectRadius = 5f, sectorRad = 0.14f, rotateSpeed = 0.5f;
@ -129,7 +131,8 @@ public class EnergyFieldAbility extends Ability{
if(((Teamc)other).team() == unit.team){
if(other.damaged()){
anyNearby = true;
other.heal(healPercent / 100f * other.maxHealth());
float healMult = (other instanceof Unit u && u.type == unit.type) ? sameTypeHealMult : 1f;
other.heal(healPercent / 100f * other.maxHealth() * healMult);
healEffect.at(other);
damageEffect.at(rx, ry, 0f, color, other);
hitEffect.at(rx, ry, unit.angleTo(other), color);