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Updating building health

main
Jonathan McCaffrey 4 years ago
parent
commit
730bff71ef
  1. 18
      Model/Entity/Data/DATA.cs

18
Model/Entity/Data/DATA.cs

@ -3146,7 +3146,7 @@ public class DATA
.AddPart(new EntityFactionModel { Faction = DataType.FACTION_QRath }) .AddPart(new EntityFactionModel { Faction = DataType.FACTION_QRath })
.AddPart(new EntityProductionModel { Alloy = 100, BuildTime = 30, RequiresWorker = true }) .AddPart(new EntityProductionModel { Alloy = 100, BuildTime = 30, RequiresWorker = true })
.AddPart(new EntityVitalityModel .AddPart(new EntityVitalityModel
{ Health = 250, DefenseLayer = 150, Armor = ArmorType.Heavy, IsStructure = true }) { Health = 300, DefenseLayer = 200, Armor = ArmorType.Heavy, IsStructure = true })
.AddPart(new EntityHarvestModel .AddPart(new EntityHarvestModel
{ {
HarvestedPerInterval = 1.5625f, RequiresWorker = false, Resource = ResourceType.Ether, HarvestedPerInterval = 1.5625f, RequiresWorker = false, Resource = ResourceType.Ether,
@ -3166,7 +3166,7 @@ public class DATA
.AddPart(new EntitySupplyModel { Grants = 16 }) .AddPart(new EntitySupplyModel { Grants = 16 })
.AddPart(new EntityProductionModel { Alloy = 250, BuildTime = 38, RequiresWorker = true }) .AddPart(new EntityProductionModel { Alloy = 250, BuildTime = 38, RequiresWorker = true })
.AddPart(new EntityVitalityModel .AddPart(new EntityVitalityModel
{ Health = 500, DefenseLayer = 500, Armor = ArmorType.Heavy, IsStructure = true }) { Health = 600, DefenseLayer = 600, Armor = ArmorType.Heavy, IsStructure = true })
.AddPart(new EntityIdPassiveModel { Id = DataType.PASSIVE_HallowedGround }) .AddPart(new EntityIdPassiveModel { Id = DataType.PASSIVE_HallowedGround })
}, },
{ {
@ -3207,7 +3207,7 @@ public class DATA
.AddPart(new EntityFactionModel { Faction = DataType.FACTION_QRath }) .AddPart(new EntityFactionModel { Faction = DataType.FACTION_QRath })
.AddPart(new EntityProductionModel { Alloy = 125, BuildTime = 30, RequiresWorker = true }) .AddPart(new EntityProductionModel { Alloy = 125, BuildTime = 30, RequiresWorker = true })
.AddPart(new EntityVitalityModel .AddPart(new EntityVitalityModel
{ Health = 350, DefenseLayer = 450, Armor = ArmorType.Heavy, IsStructure = true }) { Health = 450, DefenseLayer = 450, Armor = ArmorType.Heavy, IsStructure = true })
}, },
{ {
DataType.BUILDING_Reliquary, DataType.BUILDING_Reliquary,
@ -3249,7 +3249,7 @@ public class DATA
Requirement = RequirementType.Production_Building Requirement = RequirementType.Production_Building
}) })
.AddPart(new EntityVitalityModel .AddPart(new EntityVitalityModel
{ Health = 450, DefenseLayer = 450, Armor = ArmorType.Heavy, IsStructure = true }) { Health = 550, DefenseLayer = 550, Armor = ArmorType.Heavy, IsStructure = true })
.AddPart(new EntityIdPassiveModel { Id = DataType.PASSIVE_HallowedGround }) .AddPart(new EntityIdPassiveModel { Id = DataType.PASSIVE_HallowedGround })
}, },
{ {
@ -3312,7 +3312,7 @@ public class DATA
Requirement = RequirementType.Production_Building Requirement = RequirementType.Production_Building
}) })
.AddPart(new EntityVitalityModel .AddPart(new EntityVitalityModel
{ Health = 500, DefenseLayer = 500, Armor = ArmorType.Heavy, IsStructure = true }) { Health = 450, DefenseLayer = 450, Armor = ArmorType.Heavy, IsStructure = true })
}, },
{ {
DataType.BUILDING_BearerOfTheCrown, DataType.BUILDING_BearerOfTheCrown,
@ -3366,7 +3366,7 @@ public class DATA
.AddPart(new EntityHotkeyModel { Hotkey = "Q", HotkeyGroup = "CONTROL" }) .AddPart(new EntityHotkeyModel { Hotkey = "Q", HotkeyGroup = "CONTROL" })
.AddPart(new EntityFactionModel { Faction = DataType.FACTION_Aru }) .AddPart(new EntityFactionModel { Faction = DataType.FACTION_Aru })
.AddPart(new EntityVitalityModel .AddPart(new EntityVitalityModel
{ Health = 2150, DefenseLayer = 450, Armor = ArmorType.Heavy, IsStructure = true }) { Health = 2200, DefenseLayer = 500, Armor = ArmorType.Heavy, IsStructure = true })
.AddPart(new EntityRequirementModel .AddPart(new EntityRequirementModel
{ {
Id = DataType.STARTING_TownHall_Aru, Id = DataType.STARTING_TownHall_Aru,
@ -3457,7 +3457,7 @@ public class DATA
.AddPart(new EntitySupplyModel { Grants = 16 }) .AddPart(new EntitySupplyModel { Grants = 16 })
.AddPart(new EntityProductionModel { Alloy = 250, BuildTime = 36, RequiresWorker = true }) .AddPart(new EntityProductionModel { Alloy = 250, BuildTime = 36, RequiresWorker = true })
.AddPart(new EntityVitalityModel .AddPart(new EntityVitalityModel
{ Health = 900, DefenseLayer = 100, Armor = ArmorType.Heavy, IsStructure = true }) { Health = 900, DefenseLayer = 300, Armor = ArmorType.Heavy, IsStructure = true })
.AddPart(new EntityIdPassiveModel { Id = DataType.PASSIVE_Rootway }) .AddPart(new EntityIdPassiveModel { Id = DataType.PASSIVE_Rootway })
}, },
{ {
@ -3536,7 +3536,7 @@ public class DATA
Requirement = RequirementType.Research_Building Requirement = RequirementType.Research_Building
}) })
.AddPart(new EntityVitalityModel .AddPart(new EntityVitalityModel
{ Health = 1000, DefenseLayer = 250, Armor = ArmorType.Heavy, IsStructure = true }) { Health = 950, DefenseLayer = 300, Armor = ArmorType.Heavy, IsStructure = true })
.AddPart(new EntityIdPassiveModel { Id = DataType.PASSIVE_Rootway }) .AddPart(new EntityIdPassiveModel { Id = DataType.PASSIVE_Rootway })
}, },
{ {
@ -3558,7 +3558,7 @@ public class DATA
Requirement = RequirementType.Research_Building Requirement = RequirementType.Research_Building
}) })
.AddPart(new EntityVitalityModel .AddPart(new EntityVitalityModel
{ Health = 1000, DefenseLayer = 300, Armor = ArmorType.Heavy, IsStructure = true }) { Health = 950, DefenseLayer = 300, Armor = ArmorType.Heavy, IsStructure = true })
.AddPart(new EntityIdPassiveModel { Id = DataType.PASSIVE_Rootway }) .AddPart(new EntityIdPassiveModel { Id = DataType.PASSIVE_Rootway })
}, },
{ {

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