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Buff the Forces and make Needle Force more powerful than Standard Force
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cheeeeeeeeeen committed Nov 10, 2019
1 parent 0326327 commit 1a51b63
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Showing 4 changed files with 14 additions and 4 deletions.
5 changes: 3 additions & 2 deletions Items/Accessories/Forces/NeedleBydo.cs
Original file line number Diff line number Diff line change
Expand Up @@ -9,9 +9,9 @@ public class NeedleBydo : BydoEmbryo
{
public override void SetStaticDefaults()
{
Tooltip.SetDefault("Deploys the Needle Force.\n" +
Tooltip.SetDefault("Slightly increases life regeneration.\n" +
"Deploys the Needle Force.\n" +
"Damage and Knockback are based on the held weapon.\n" +
"Inherited Damage and Knockback are only 3/4 of the actual values.\n" +
"Any enemy projectile that comes in contact are destroyed.\n" +
"Press the Force Action hotkey to launch or pull it!\n" +
"Modified Force to enhance offensive capabilties.");
Expand All @@ -21,6 +21,7 @@ public override void SetStaticDefaults()

public override void UpdateAccessory(Player player, bool hideVisual)
{
player.lifeRegen += 1;
ModPlayer(player).needleForce = true;
DeployForce(player);
}
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7 changes: 5 additions & 2 deletions Projectiles/Forces/ForceBase.cs
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,7 @@ public class ForceBase : ModProjectile
{
public const int Dmg = 1;
public const float Kb = 0.01f;

protected const int KeepAlive = 5;
protected const float AcceptedVerticalThreshold = .24f;

Expand Down Expand Up @@ -198,6 +199,8 @@ public void BattleMode()

protected virtual bool ForceCheck() => ModOwner.forceBase;

protected virtual float BasisMultiplier { get; } = 2f;

protected virtual float TravelSpeed { get; } = 3f;

protected virtual float LaunchSpeed { get; } = 20f;
Expand Down Expand Up @@ -256,8 +259,8 @@ protected virtual void UpdateDamage()
}
else
{
projectile.damage = basis.damage;
projectile.knockBack = basis.knockBack;
projectile.damage = GradiusHelper.RoundOffToWhole(basis.damage * BasisMultiplier);
projectile.knockBack = basis.knockBack * BasisMultiplier;
}
}

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2 changes: 2 additions & 0 deletions Projectiles/Forces/NeedleForce.cs
Original file line number Diff line number Diff line change
Expand Up @@ -48,6 +48,8 @@ public override void SpecialDetachActions()

protected override bool ForceCheck() => ModOwner.needleForce;

protected override float BasisMultiplier => 3f;

protected override void Engage()
{
if (InBattle)
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4 changes: 4 additions & 0 deletions forum.txt
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Expand Up @@ -188,13 +188,17 @@ Here is the link: [URL='https://github.com/cheeeeeeeeeen/Chens-Gradius-Mod/proje

[SPOILER="Changelogs"]
0.9.0
- Optimize general code
- Optimize Option Rule list code execution
- Create Cross Mod Content API for adding Option rules
- Also create API for supporting custom damage types
- By default, support rogue weapons from Calamity Mod
- Fix Ducker desync issue
- Improve Sagna sync code for it to be smoother in multiplayer
- Increase spawn chance of Zalk, Sagna and Ducker
- Buff the Forces and give them more damage
- Change Needle Force to have all benefits of Standard Force
- Allow Needle Force to have more damage than Standard Force

0.8.5
- Implement Ducker
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