Renamed 'harpoon' to 'Hookgun'

This commit is contained in:
Slava
2023-08-26 22:06:28 +00:00
committed by bacon
parent 4ad32d8be5
commit 0219750615
12 changed files with 24 additions and 21 deletions

1
.gitignore vendored Normal file
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@@ -0,0 +1 @@
.vs/*

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@@ -7,7 +7,7 @@ release_job:
image: registry.gitlab.com/gitlab-org/release-cli:latest
only:
- "data/.*"
- "data/*"
- "modinfo.lua"
- "thumb.png"
- $CI_COMMIT_BRANCH == $CI_DEFAULT_BRANCH
@@ -15,10 +15,6 @@ release_job:
script:
- echo "Release WPE 2.0_$CI_COMMIT_SHORT_SHA"
- rm -rf .vs
- rm .gitlab-ci.yml
- rm CHANGELOG
- rm README.md
release:
tag_name: v2.0.$CI_PIPELINE_IID

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@@ -1,5 +1,5 @@
weaponProbabilities[WeaponType.SmartCannon] = {d = 0.65, p = 2.0}
weaponProbabilities[WeaponType.Hookgun] = {d = 0.65, p = 2.0}
weaponProbabilities[WeaponType.HeavyCannon] = {d = 0.6, p = 1.0}
weaponProbabilities[WeaponType.Diffuser] = {d = 0.6, p = 1.0}
weaponProbabilities[WeaponType.Harpoon] = {d = 0.6, p = 1.0}

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@@ -2,4 +2,4 @@
valueWeights[WeaponType.SmartCannon ] = 2
valueWeights[WeaponType.HeavyCannon ] = 1.7
valueWeights[WeaponType.Diffuser ] = 2.1
valueWeights[WeaponType.Harpoon ] = 2.1
valueWeights[WeaponType.Hookgun ] = 2.1

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@@ -22,7 +22,7 @@ scales[WeaponType.Diffuser] = {
{from = 51, to = 52, size = 3.0, usedSlots = 6},
}
scales[WeaponType.Harpoon] = {
scales[WeaponType.Hookgun] = {
{from = 0, to = 46, size = 1.0, usedSlots = 2},
{from = 47, to = 50, size = 2.0, usedSlots = 4},
--dummy for cooaxial, add 1 to size and level
@@ -82,13 +82,13 @@ else
end
if GameVersion() >= Version(0, 31, 0) then
possibleSpecialties[WeaponType.Harpoon] = {
possibleSpecialties[WeaponType.Hookgun] = {
{specialty = Specialty.HighDamage, probability = 0.3},
{specialty = Specialty.HighRange, probability = 0.3},
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6},
}
else
possibleSpecialties[WeaponType.Harpoon] = {
possibleSpecialties[WeaponType.Hookgun] = {
Specialty.HighDamage,
Specialty.HighRange,
Specialty.FasterRechargeTime,
@@ -196,7 +196,7 @@ end
generatorFunction[WeaponType.Diffuser] = TurretGenerator.generateDiffuserTurret
function TurretGenerator.generateHarpoonTurret(rand, dps, tech, material, rarity)
function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity)
local result = TurretTemplate()
-- generate turret
@@ -208,7 +208,7 @@ function TurretGenerator.generateHarpoonTurret(rand, dps, tech, material, rarity
-- generate weapons
local numWeapons = rand:getInt(1, 2)
local weapon = WeaponGenerator.generateHarpoon(rand, dps, tech, material, rarity)
local weapon = WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
weapon.damage = weapon.damage / numWeapons
-- attach weapons to turret
@@ -219,12 +219,12 @@ function TurretGenerator.generateHarpoonTurret(rand, dps, tech, material, rarity
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime)
TurretGenerator.scale(rand, result, WeaponType.Harpoon, tech, 0.75)
TurretGenerator.addSpecialties(rand, result, WeaponType.Harpoon)
TurretGenerator.scale(rand, result, WeaponType.Hookgun, tech, 0.75)
TurretGenerator.addSpecialties(rand, result, WeaponType.Hookgun)
result:updateStaticStats()
return result
end
generatorFunction[WeaponType.Harpoon] = TurretGenerator.generateHarpoonTurret
generatorFunction[WeaponType.Hookgun] = TurretGenerator.generateHookgunTurret

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@@ -33,7 +33,7 @@ TurretIngredients[WeaponType.Diffuser] =
-- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat},
}
TurretIngredients[WeaponType.Harpoon] =
TurretIngredients[WeaponType.Hookgun] =
{
{name = "Plasma Cell", amount = 10, investable = 10, minimum = 10, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
{name = "High Capacity Lens", amount = 5, investable = 6, minimum = 1, weaponStat = "reach", },

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@@ -148,7 +148,7 @@ generatorFunction[WeaponType.Diffuser] = WeaponGenerator.generateDiffuser
function WeaponGenerator.generateHarpoon(rand, dps, tech, material, rarity)
function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
local weapon = Weapon()
weapon:setBeam()
@@ -161,8 +161,8 @@ function WeaponGenerator.generateHarpoon(rand, dps, tech, material, rarity)
weapon.reach = reach
weapon.continuousBeam = true
weapon.appearance = WeaponAppearance.Cannon
weapon.name = "Harpoon /* Weapon Name*/"%_t
weapon.prefix = "Harpoon /* Weapon Prefix*/"%_t
weapon.name = "Hookgun /* Weapon Name*/"%_t
weapon.prefix = "Hookgun /* Weapon Prefix*/"%_t
weapon.icon = "data/textures/icons/harpoon.png"
weapon.sound = "cannon"
weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
@@ -198,4 +198,4 @@ function WeaponGenerator.generateHarpoon(rand, dps, tech, material, rarity)
return weapon
end
generatorFunction[WeaponType.Harpoon] = WeaponGenerator.generateHarpoon
generatorFunction[WeaponType.Hookgun] = WeaponGenerator.generateHookgun

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@@ -2,4 +2,4 @@
WeaponTypes.addType("SmartCannon", "Smart Сannon /* Weapon Type */"%_t, armed)
WeaponTypes.addType("HeavyCannon", "Heavy Cannon /* Weapon Type */"%_t, armed)
WeaponTypes.addType("Diffuser", "Diffuser /* Weapon Type */"%_t, armed)
WeaponTypes.addType("Harpoon", "Harpoon /* Weapon Type */"%_t, armed)
WeaponTypes.addType("Hookgun", "Hookgun /* Weapon Type */"%_t, armed)

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@@ -31,4 +31,10 @@ category.chapters =
text = "Short range combat weapon. Does not cause damage to the hull, but extremely effectively destroys shields. Requires civil slots.\n\nShield Damage x20"%_t,
},
{
title = "Hookgun"%_t,
picture = "data/textures/slide/1.png",
text = "Short range combat weapon. Does not cause damage to the hull, but extremely effectively destroys shields. Requires civil slots.\n\nShield Damage x20"%_t,
},
}