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Radar only on Erekir
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712fa95e88
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@ -1705,7 +1705,7 @@ public class Blocks{
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}};
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}};
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radar = new Radar("radar"){{
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radar = new Radar("radar"){{
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requirements(Category.effect, BuildVisibility.fogOnly, with(Items.silicon, 60, Items.graphite, 50));
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requirements(Category.effect, BuildVisibility.fogOnly, with(Items.silicon, 60, Items.graphite, 50, Items.beryllium, 10));
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outlineColor = Color.valueOf("4a4b53");
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outlineColor = Color.valueOf("4a4b53");
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fogRadius = 34;
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fogRadius = 34;
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researchCost = with(Items.silicon, 70, Items.graphite, 70);
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researchCost = with(Items.silicon, 70, Items.graphite, 70);
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@ -78,7 +78,7 @@ public class UnitType extends UnlockableContent{
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public boolean destructibleWreck = true;
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public boolean destructibleWreck = true;
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/** If true, this modded unit always has a -outline region generated for its base. Normally, outlines are ignored if there are no top = false weapons. */
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/** If true, this modded unit always has a -outline region generated for its base. Normally, outlines are ignored if there are no top = false weapons. */
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public boolean alwaysCreateOutline = false;
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public boolean alwaysCreateOutline = false;
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/** If true, this unit has a square shadow. TODO physics? */
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/** If true, this unit has a square shadow. */
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public boolean squareShape = false;
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public boolean squareShape = false;
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public float groundLayer = Layer.groundUnit;
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public float groundLayer = Layer.groundUnit;
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public float payloadCapacity = 8;
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public float payloadCapacity = 8;
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@ -82,7 +82,6 @@ public class Stat implements Comparable<Stat>{
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inaccuracy = new Stat("inaccuracy", StatCat.function),
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inaccuracy = new Stat("inaccuracy", StatCat.function),
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shots = new Stat("shots", StatCat.function),
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shots = new Stat("shots", StatCat.function),
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reload = new Stat("reload", StatCat.function),
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reload = new Stat("reload", StatCat.function),
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powerShot = new Stat("powerShot", StatCat.function),
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targetsAir = new Stat("targetsAir", StatCat.function),
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targetsAir = new Stat("targetsAir", StatCat.function),
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targetsGround = new Stat("targetsGround", StatCat.function),
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targetsGround = new Stat("targetsGround", StatCat.function),
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damage = new Stat("damage", StatCat.function),
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damage = new Stat("damage", StatCat.function),
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