diff --git a/data/scripts/lib/turretgenerator.lua b/data/scripts/lib/turretgenerator.lua index d3d14fe..6836cc7 100644 --- a/data/scripts/lib/turretgenerator.lua +++ b/data/scripts/lib/turretgenerator.lua @@ -132,9 +132,15 @@ function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, ra local specType = rand:getInt(0, 2) if specType == 1 then weapon.shieldPenetration = 1 + if rand:getInt(0, 1) then + weapon.pcolor = ColorHSV(rand:getFloat(180, 210), 0.8, 0.8) + else + weapon.pcolor = ColorHSV(rand:getFloat(260, 290), 0.8, 0.8) + end elseif specType == 2 then weapon.damageType = DamageType.Plasma weapon.damage = weapon.damage * 0.9 + weapon.pcolor = ColorHSV(rand:getFloat(90, 120), 0.7, 1) end -- attach weapons to turret @@ -151,12 +157,13 @@ function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, ra result:updateStaticStats() local name = "Smart-Cannon /* weapon name*/"%_T + local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical) + if specType == 1 then outerAdjective = "Ionized "%_T elseif specType == 2 then outerAdjective = "Plasmed "%_T - weapon.damage = weapon.damage * 0.9 end result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial] */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial) @@ -190,13 +197,17 @@ function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, ra end if result.size >= 4 then + weapon.psize = weapon.psize * 1.5 weapon.speed = weapon.speed * 2 weapon.reach = weapon.reach * 1.2 + weapon.pcolor = ColorHSV(rand:getFloat(10, 45), 0.7, 0.7) end if result.size >= 5 then + weapon.psize = weapon.psize * 1.5 weapon.speed = weapon.speed * 2 weapon.reach = weapon.reach * 1.5 + weapon.pcolor = ColorHSV(rand:getFloat(10, 45), 0.7, 0.9) end -- attach weapons to turret diff --git a/data/scripts/lib/weapongenerator.lua b/data/scripts/lib/weapongenerator.lua index 340bda9..a44933b 100644 --- a/data/scripts/lib/weapongenerator.lua +++ b/data/scripts/lib/weapongenerator.lua @@ -32,7 +32,7 @@ function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity) weapon.psize = rand:getFloat(0.2, 0.5) weapon.pmaximumTime = existingTime weapon.pvelocity = speed - weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1) + weapon.pcolor = ColorHSV(rand:getFloat(20, 45), 0.7, 1) WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity) @@ -75,10 +75,10 @@ function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity) weapon.otherForce = dps*math.max(1, rarity.value)*89*5 - weapon.psize = rand:getFloat(0.2, 0.5) + weapon.psize = rand:getFloat(1.2, 1.5) weapon.pmaximumTime = existingTime weapon.pvelocity = speed - weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1) + weapon.pcolor = ColorHSV(rand:getFloat(10, 45), 0.7, 0.4) WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity) @@ -183,13 +183,11 @@ function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity) weapon.banimationAcceleration = 0 weapon.bshapeSize = 13 - -- shades of blue - weapon.bouterColor = ColorHSV(0, 0, rand:getFloat(0.35, 0.65)) - weapon.binnerColor = ColorHSV(1, 1, rand:getFloat(0.35, 0.65)) + weapon.bouterColor = ColorHSV(rand:getInt(255, 260), 0,75, rand:getFloat(0.2, 0.25)) + weapon.binnerColor = ColorHSV(rand:getInt(255, 260), 0,75, rand:getFloat(0.2, 0.25)) -- TODO WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity) - return weapon end @@ -204,7 +202,7 @@ function WeaponGenerator.generateHiveLauncher(rand, dps, tech, material, rarity) local fireDelay = rand:getFloat(2.2, 3) local reach = rand:getFloat(1300, 1800) local damage = dps * fireDelay - local speed = rand:getFloat(150, 200) + local speed = rand:getFloat(200, 250) local existingTime = reach / speed weapon.fireDelay = fireDelay @@ -227,7 +225,7 @@ function WeaponGenerator.generateHiveLauncher(rand, dps, tech, material, rarity) weapon.psize = rand:getFloat(0.2, 0.4) weapon.pmaximumTime = existingTime weapon.pvelocity = speed - weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1) + weapon.pcolor = ColorHSV(rand:getFloat(20, 40), 0.8, rand:getFloat(0.25, 0.75)) weapon.pshape = ProjectileShape.Rocket if rand:test(1) then