init
This commit is contained in:
139
data/scripts/lib/weapongenerator.lua
Normal file
139
data/scripts/lib/weapongenerator.lua
Normal file
@@ -0,0 +1,139 @@
|
||||
|
||||
function WeaponGenerator.generateAutoCannon(rand, dps, tech, material, rarity)
|
||||
local weapon = Weapon()
|
||||
weapon:setProjectile()
|
||||
|
||||
dps = dps * 0.75
|
||||
local fireDelay = rand:getFloat(1.5, 2.5)*0.5
|
||||
local reach = rand:getFloat(1100, 1500)*0.7
|
||||
local damage = dps * fireDelay
|
||||
local speed = rand:getFloat(300, 400)*1.5
|
||||
local existingTime = (reach / speed)*1.1
|
||||
|
||||
weapon.fireDelay = fireDelay
|
||||
weapon.reach = reach
|
||||
weapon.appearanceSeed = rand:getInt()
|
||||
weapon.seeker = rand:test(1 / 2)
|
||||
weapon.appearance = WeaponAppearance.Cannon
|
||||
weapon.name = "Auto Cannon /* Weapon Name*/"%_t
|
||||
weapon.prefix = "Auto Cannon /* Weapon Prefix*/"%_t
|
||||
weapon.icon = "data/textures/icons/autocannon.png"
|
||||
weapon.sound = "cannon"
|
||||
weapon.accuracy = 0.99 - rand:getFloat(0, 0.03)
|
||||
|
||||
weapon.damage = damage
|
||||
weapon.damageType = DamageType.Physical
|
||||
weapon.impactParticles = ImpactParticles.Explosion
|
||||
weapon.shieldDamageMultiplicator=1.1 + rarity.value * 0.1
|
||||
weapon.impactSound = 1
|
||||
weapon.impactExplosion = true
|
||||
|
||||
weapon.psize = rand:getFloat(0.2, 0.5)
|
||||
weapon.pmaximumTime = existingTime
|
||||
weapon.pvelocity = speed
|
||||
weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
|
||||
|
||||
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
|
||||
|
||||
-- these have to be assigned after the weapon was adjusted since the damage might be changed
|
||||
weapon.recoil = weapon.damage * 20 * 0.75
|
||||
weapon.explosionRadius = math.sqrt(weapon.damage * 6)
|
||||
|
||||
return weapon
|
||||
end
|
||||
|
||||
generatorFunction[WeaponType.AutoCannon] = WeaponGenerator.generateAutoCannon
|
||||
|
||||
|
||||
function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
|
||||
local weapon = Weapon()
|
||||
weapon:setProjectile()
|
||||
|
||||
dps = dps * 1.85
|
||||
local fireDelay = rand:getFloat(1.5, 2.5)*1.8
|
||||
local reach = rand:getFloat(1100, 1500)*0.5
|
||||
local damage = dps * fireDelay
|
||||
local speed = rand:getFloat(600, 1000)
|
||||
local existingTime = (reach / speed)*1.1
|
||||
|
||||
weapon.fireDelay = fireDelay
|
||||
weapon.reach = reach
|
||||
weapon.appearanceSeed = rand:getInt()
|
||||
weapon.appearance = WeaponAppearance.Bolter
|
||||
weapon.name = "Heavy Cannon /* Weapon Name*/"%_t
|
||||
weapon.prefix = "Heavy Cannon /* Weapon Prefix*/"%_t
|
||||
weapon.icon = "data/textures/icons/heavycannon.png"
|
||||
weapon.sound = "cannon"
|
||||
weapon.accuracy = 0.89 - rand:getFloat(0, 0.03)
|
||||
|
||||
weapon.damage = damage
|
||||
weapon.damageType = DamageType.Physical
|
||||
weapon.impactParticles = ImpactParticles.Explosion
|
||||
weapon.impactSound = 1
|
||||
weapon.impactExplosion = true
|
||||
weapon.otherForce = dps*math.max(1, rarity.value)*89*5
|
||||
|
||||
weapon.psize = rand:getFloat(0.2, 0.5)
|
||||
weapon.pmaximumTime = existingTime
|
||||
weapon.pvelocity = speed
|
||||
weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
|
||||
|
||||
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
|
||||
|
||||
-- these have to be assigned after the weapon was adjusted since the damage might be changed
|
||||
weapon.recoil = weapon.damage * 50
|
||||
weapon.explosionRadius = math.sqrt(weapon.damage * 7)
|
||||
|
||||
return weapon
|
||||
end
|
||||
|
||||
generatorFunction[WeaponType.HeavyCannon] = WeaponGenerator.generateHeavyCannon
|
||||
|
||||
|
||||
function WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
|
||||
local weapon = Weapon()
|
||||
weapon:setBeam()
|
||||
|
||||
local fireDelay = rand:getFloat(1, 2.5)*1.5
|
||||
local reach = rand:getFloat(950, 1400)
|
||||
local damage = dps * fireDelay
|
||||
|
||||
weapon.fireDelay = fireDelay
|
||||
weapon.appearanceSeed = rand:getInt()
|
||||
weapon.reach = reach
|
||||
weapon.continuousBeam = false
|
||||
weapon.appearance = WeaponAppearance.Tesla
|
||||
weapon.name = "Diffuser /* Weapon Name*/"%_t
|
||||
weapon.prefix = "Diffuser /* Weapon Prefix*/"%_t
|
||||
weapon.icon = "data/textures/icons/diffuser.png"
|
||||
weapon.sound = "railgun"
|
||||
weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
|
||||
|
||||
weapon.damage = damage
|
||||
weapon.damageType = DamageType.Energy
|
||||
weapon.impactParticles = ImpactParticles.Energy
|
||||
weapon.shieldDamageMultiplicator = 20 + rand:getFloat(0, 4) + rarity.value * 3
|
||||
weapon.stoneDamageMultiplicator = 0
|
||||
weapon.hullDamageMultiplicator = 0
|
||||
weapon.impactSound = 1
|
||||
|
||||
weapon.blength = weapon.reach
|
||||
weapon.bshape = BeamShape.Lightning
|
||||
weapon.bwidth = 0.5
|
||||
weapon.bauraWidth = 3
|
||||
weapon.banimationSpeed = 0
|
||||
weapon.banimationAcceleration = 0
|
||||
weapon.bshapeSize = 13
|
||||
|
||||
-- shades of blue
|
||||
weapon.bouterColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.5, 1), rand:getFloat(0.1, 0.5))
|
||||
weapon.binnerColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.1, 0.5), 1)
|
||||
|
||||
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
|
||||
|
||||
weapon.recoil = weapon.damage * 5
|
||||
|
||||
return weapon
|
||||
end
|
||||
|
||||
generatorFunction[WeaponType.Diffuser] = WeaponGenerator.generateDiffuser
|
||||
Reference in New Issue
Block a user