# reverse v2 and artillary ranges, so that V2 now shoots futher than artillary
155mm:
	Range: 10c0
SCUD:
	Range: 12c0



LaserCannon:
	ReloadDelay: 200
	Range: 14c0
	Report: bits/audio/obelray1.aud
	ValidTargets: Ground, Water, GroundActor, WaterActor
	Projectile: LaserZap
		Width: 150
		HitAnim: explosion2
		HitAnimSequence: bigboom4
		HitAnimPalette: invred
		Color: FE1108
		Duration: 15
		ZOffset: 2047
		Blockable: true
	Warhead@1Dam: SpreadDamage
		Spread: 600
		Damage: 23000
		Falloff: 100, 55, 20, 5
		ValidTargets: Ground, Water, GroundActor, WaterActor, Trees
		Versus:
			None: 110
			Wood: 220
			Tree: 100
			Light: 100
			Heavy: 100
			Concrete: 100
		DamageTypes: Prone50Percent, TriggerProne, FireDeath
	Warhead@2Smu: LeaveSmudge
		SmudgeType: Scorch
		ValidTargets: Ground, GroundActor, Infantry
	Warhead@3Eff: CreateEffect
		ExplosionPalette: invred
		Explosion: napalm
		ImpactSound: firebl3.aud
		ValidTargets: Ground, Water, GroundActor, WaterActor, Trees
	Warhead@3WatterEff: CreateEffect
		ExplosionPalette: invred
		Explosion: smoke_m
		ImpactSound: firebl3.aud
		ValidTargets: Water, WaterActor, Underwater
		InvalidTargets: Bridge



# Buffed medic heals to heal for the same amount of damage that flame soldiers do
Heal:
	ReloadDelay: 50
	Range: 5c0
	Warhead@1Dam: SpreadDamage
		Spread: 341
		Damage: -10000



# Fake medium tank weapon (does no damage)
90mm.decoy:
	Inherits: ^Cannon
	Warhead@1Dam: SpreadDamage
		Damage: 0




THLauncher:
	ReloadDelay: 120
	Range: 300c0
	MinRange: 3c0
	Report: bits/audio/icbm1.aud
	Projectile: Bullet
		Blockable: false
		Shadow: true
		Inaccuracy: 0
		Image: thawk
		Palette: player
		IsPlayerPalette: true
		TrailImage: smokey2
		TrailPalette: tseffect-ignore-lighting-alpha75
		TrailDelay: 3
		Speed: 500
		LaunchAngle: 45
	Warhead@2Dam_impact: SpreadDamage
		Range: 1c0
		Damage: 4500
		Falloff: 1000
		DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
		Versus:
			None: 80
			Wood: 60
			Light: 60
			Heavy: 40
			Concrete: 60
			Brick: 50
	Warhead@1Dam_impact: SpreadDamage
		Range: 0, 1c1, 2c1, 3c1, 3c512, 4c1, 4c512
		Damage: 4500
		Falloff: 1000, 368, 135, 90, 68, 37, 10
		DamageTypes: Prone50Percent, TriggerProne, ElectricityDeath
		Versus:
			None: 20
			Wood: 20
			Light: 20
			Heavy: 20
			Concrete: 20
			Brick: 20
	Warhead@2Eff: CreateEffect
		ExplosionPalette: tseffect-ignore-lighting-alpha75
		Explosions: pulse_explosion
		ImpactSounds: bits/audio/empexpl.aud
	Warhead@emp1: GrantExternalCondition
		Range: 6c0
		Duration: 600
		Condition: empdisable
		ValidTargets: Ground, GroundActor, Vehicle, Air, AirborneActor
	Warhead@2Smu_impact: LeaveSmudge
		SmudgeType: Crater
	Warhead@3Smu_area: LeaveSmudge
		SmudgeType: Scorch
		InvalidTargets: Vehicle, Structure, Wall, Husk, Trees
		Size: 1
		Delay: 3
	Warhead@4Smu_area2: LeaveSmudge
		SmudgeType: Scorch
		InvalidTargets: Vehicle, Structure, Wall, Husk, Trees
		Size: 2,1
		Delay: 6


# increase yak attack range by 3 cells
ChainGun.Yak:
	Range: 8c0



# So oil derricks explode for more damage since you can build things around them now
BurnFX:
	ValidTargets: Ground, Water, GroundActor, WaterActor, Trees
	InvalidTargets: Air
	ReloadDelay: 20
	Range: 0c128
	Projectile: Bullet
		Speed: 85
		Blockable: false
	Warhead@3Eff: CreateEffect
		Image: fire
		Explosions: 3, 6, 7, 8
OilExplode:
	Inherits: ^Explosion
	Warhead@1Dam: SpreadDamage
		Damage: 6000
		Falloff: 1000, 368, 135, 50, 18, 7, 0
		Delay: 2
		ValidTargets: Ground, GroundActor, Trees
		Versus:
			None: 10000
			Wood: 10000
			Light: 10000
			Heavy: 10000
			Concrete: 10000
		DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
	Warhead@2Eff: CreateEffect
		Explosions: large_napalm
		ImpactSounds: firebl3.aud
		Delay: 2
	Warhead@3EffWater: CreateEffect
		Explosions: large_napalm
		ImpactSounds: firebl3.aud
	Warhead@Smu: LeaveSmudge
		SmudgeType: Scorch
		Size: 2
		Delay: 2
	Warhead@Flames: FireCluster
		Weapon: BurnFx
		RandomClusterCount: 3
		Dimensions: 2,2
		Footprint: xx xx


# Tanya colt 45 weapon adapted for the ranger
Colt45-Ranger:
	Inherits: Colt45
	Range: 6c0 # 1 cell behind ranger LOS (which is 7c0)


# Since concrete walls have double HP, I doubled genedier damage to them
Grenade:
	Warhead@1Dam: SpreadDamage
		Concrete: 200



# ANTI-RAGL BALANCE CHANGES 

# for longbows
HellfireAG:
	ReloadDelay: 30 # from 34
	BurstDelays: 7  # from 10


# When/if basegame decides to implement new parabomb changes (where only one squad of bombs from; then simply uncomment this)
#ParaBomb:
#	Range: 3c0 # from 6c0
#	Projectile:
#		Velocity: 0, 0, -40 # from 50
#	Warhead@1Dam: SpreadDamage
#		Spread: 768 # from 1000
#		Versus:
#			None: 30 # from 40
#			Wood: 30 # from 60
