Update 2 files
- /data/scripts/lib/turretgenerator.lua - /data/scripts/lib/weapongenerator.lua
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@@ -132,9 +132,15 @@ function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, ra
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local specType = rand:getInt(0, 2)
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if specType == 1 then
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weapon.shieldPenetration = 1
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if rand:getInt(0, 1) then
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weapon.pcolor = ColorHSV(rand:getFloat(180, 210), 0.8, 0.8)
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else
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weapon.pcolor = ColorHSV(rand:getFloat(260, 290), 0.8, 0.8)
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end
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elseif specType == 2 then
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weapon.damageType = DamageType.Plasma
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weapon.damage = weapon.damage * 0.9
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weapon.pcolor = ColorHSV(rand:getFloat(90, 120), 0.7, 1)
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end
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-- attach weapons to turret
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@@ -151,12 +157,13 @@ function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, ra
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result:updateStaticStats()
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local name = "Smart-Cannon /* weapon name*/"%_T
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local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
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if specType == 1 then
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outerAdjective = "Ionized "%_T
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elseif specType == 2 then
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outerAdjective = "Plasmed "%_T
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weapon.damage = weapon.damage * 0.9
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end
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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)
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@@ -190,13 +197,17 @@ function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, ra
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end
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if result.size >= 4 then
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weapon.psize = weapon.psize * 1.5
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weapon.speed = weapon.speed * 2
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weapon.reach = weapon.reach * 1.2
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weapon.pcolor = ColorHSV(rand:getFloat(10, 45), 0.7, 0.7)
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end
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if result.size >= 5 then
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weapon.psize = weapon.psize * 1.5
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weapon.speed = weapon.speed * 2
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weapon.reach = weapon.reach * 1.5
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weapon.pcolor = ColorHSV(rand:getFloat(10, 45), 0.7, 0.9)
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end
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-- attach weapons to turret
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