Renamed 'harpoon' to 'Hookgun'
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.gitignore
vendored
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@@ -0,0 +1 @@
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.vs/*
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@@ -7,7 +7,7 @@ release_job:
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image: registry.gitlab.com/gitlab-org/release-cli:latest
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only:
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- "data/.*"
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- "data/*"
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- "modinfo.lua"
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- "thumb.png"
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- $CI_COMMIT_BRANCH == $CI_DEFAULT_BRANCH
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@@ -15,10 +15,6 @@ release_job:
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script:
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- echo "Release WPE 2.0_$CI_COMMIT_SHORT_SHA"
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- rm -rf .vs
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- rm .gitlab-ci.yml
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- rm CHANGELOG
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- rm README.md
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release:
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tag_name: v2.0.$CI_PIPELINE_IID
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BIN
.vs/slnx.sqlite
BIN
.vs/slnx.sqlite
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@@ -1,5 +1,5 @@
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weaponProbabilities[WeaponType.SmartCannon] = {d = 0.65, p = 2.0}
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weaponProbabilities[WeaponType.Hookgun] = {d = 0.65, p = 2.0}
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weaponProbabilities[WeaponType.HeavyCannon] = {d = 0.6, p = 1.0}
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weaponProbabilities[WeaponType.Diffuser] = {d = 0.6, p = 1.0}
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weaponProbabilities[WeaponType.Harpoon] = {d = 0.6, p = 1.0}
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@@ -2,4 +2,4 @@
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valueWeights[WeaponType.SmartCannon ] = 2
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valueWeights[WeaponType.HeavyCannon ] = 1.7
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valueWeights[WeaponType.Diffuser ] = 2.1
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valueWeights[WeaponType.Harpoon ] = 2.1
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valueWeights[WeaponType.Hookgun ] = 2.1
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@@ -22,7 +22,7 @@ scales[WeaponType.Diffuser] = {
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{from = 51, to = 52, size = 3.0, usedSlots = 6},
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}
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scales[WeaponType.Harpoon] = {
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scales[WeaponType.Hookgun] = {
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{from = 0, to = 46, size = 1.0, usedSlots = 2},
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{from = 47, to = 50, size = 2.0, usedSlots = 4},
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--dummy for cooaxial, add 1 to size and level
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@@ -82,13 +82,13 @@ else
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end
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if GameVersion() >= Version(0, 31, 0) then
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possibleSpecialties[WeaponType.Harpoon] = {
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possibleSpecialties[WeaponType.Hookgun] = {
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{specialty = Specialty.HighDamage, probability = 0.3},
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{specialty = Specialty.HighRange, probability = 0.3},
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-- {specialty = Specialty.FasterRechargeTime, probability = 0.6},
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}
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else
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possibleSpecialties[WeaponType.Harpoon] = {
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possibleSpecialties[WeaponType.Hookgun] = {
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Specialty.HighDamage,
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Specialty.HighRange,
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Specialty.FasterRechargeTime,
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@@ -196,7 +196,7 @@ end
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generatorFunction[WeaponType.Diffuser] = TurretGenerator.generateDiffuserTurret
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function TurretGenerator.generateHarpoonTurret(rand, dps, tech, material, rarity)
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function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity)
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local result = TurretTemplate()
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-- generate turret
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@@ -208,7 +208,7 @@ function TurretGenerator.generateHarpoonTurret(rand, dps, tech, material, rarity
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-- generate weapons
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local numWeapons = rand:getInt(1, 2)
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local weapon = WeaponGenerator.generateHarpoon(rand, dps, tech, material, rarity)
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local weapon = WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
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weapon.damage = weapon.damage / numWeapons
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-- attach weapons to turret
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@@ -219,12 +219,12 @@ function TurretGenerator.generateHarpoonTurret(rand, dps, tech, material, rarity
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TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime)
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TurretGenerator.scale(rand, result, WeaponType.Harpoon, tech, 0.75)
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TurretGenerator.addSpecialties(rand, result, WeaponType.Harpoon)
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TurretGenerator.scale(rand, result, WeaponType.Hookgun, tech, 0.75)
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TurretGenerator.addSpecialties(rand, result, WeaponType.Hookgun)
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result:updateStaticStats()
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return result
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end
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generatorFunction[WeaponType.Harpoon] = TurretGenerator.generateHarpoonTurret
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generatorFunction[WeaponType.Hookgun] = TurretGenerator.generateHookgunTurret
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@@ -33,7 +33,7 @@ TurretIngredients[WeaponType.Diffuser] =
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-- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat},
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}
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TurretIngredients[WeaponType.Harpoon] =
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TurretIngredients[WeaponType.Hookgun] =
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{
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{name = "Plasma Cell", amount = 10, investable = 10, minimum = 10, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
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{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
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function WeaponGenerator.generateHarpoon(rand, dps, tech, material, rarity)
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function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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weapon:setBeam()
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@@ -161,8 +161,8 @@ function WeaponGenerator.generateHarpoon(rand, dps, tech, material, rarity)
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weapon.reach = reach
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weapon.continuousBeam = true
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weapon.appearance = WeaponAppearance.Cannon
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weapon.name = "Harpoon /* Weapon Name*/"%_t
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weapon.prefix = "Harpoon /* Weapon Prefix*/"%_t
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weapon.name = "Hookgun /* Weapon Name*/"%_t
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weapon.prefix = "Hookgun /* Weapon Prefix*/"%_t
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weapon.icon = "data/textures/icons/harpoon.png"
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weapon.sound = "cannon"
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weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
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@@ -198,4 +198,4 @@ function WeaponGenerator.generateHarpoon(rand, dps, tech, material, rarity)
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return weapon
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end
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generatorFunction[WeaponType.Harpoon] = WeaponGenerator.generateHarpoon
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generatorFunction[WeaponType.Hookgun] = WeaponGenerator.generateHookgun
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@@ -2,4 +2,4 @@
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WeaponTypes.addType("SmartCannon", "Smart Сannon /* Weapon Type */"%_t, armed)
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WeaponTypes.addType("HeavyCannon", "Heavy Cannon /* Weapon Type */"%_t, armed)
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WeaponTypes.addType("Diffuser", "Diffuser /* Weapon Type */"%_t, armed)
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WeaponTypes.addType("Harpoon", "Harpoon /* Weapon Type */"%_t, armed)
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WeaponTypes.addType("Hookgun", "Hookgun /* Weapon Type */"%_t, armed)
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@@ -31,4 +31,10 @@ category.chapters =
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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,
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},
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{
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title = "Hookgun"%_t,
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picture = "data/textures/slide/1.png",
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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,
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},
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}
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