- retexture
- rebalance
This commit is contained in:
@@ -1,5 +1,5 @@
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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.Hookgun ] = 2.1
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valueWeights[WeaponType.HeavyCannon ] = 2.5
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valueWeights[WeaponType.Diffuser ] = 1.7
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valueWeights[WeaponType.Hookgun ] = 1.5
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@@ -118,10 +118,22 @@ function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, ra
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TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
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TurretGenerator.scale(rand, result, WeaponType.SmartCannon, tech, 0.6)
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TurretGenerator.addSpecialties(rand, result, WeaponType.SmartCannon)
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local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.SmartCannon)
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result.slotType = TurretSlotType.Armed
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result:updateStaticStats()
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local name = "SmartCannon /* weapon name*/"%_T
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local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
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result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial], e.g. Enduring Dual Coaxial Plasmatic Tri-R-Mining Laser T-F */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
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local specType = 1
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if specType > 0 then
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weapon.prefix = "Ionized /* Weapon Prefix*/"%_t
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weapon.shieldPenetration = 1
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end
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return result
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end
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@@ -152,10 +164,22 @@ function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, ra
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TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
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TurretGenerator.scale(rand, result, WeaponType.HeavyCannon, tech, 0.6)
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TurretGenerator.addSpecialties(rand, result, WeaponType.HeavyCannon)
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local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.HeavyCannon)
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result.slotType = TurretSlotType.Armed
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result:updateStaticStats()
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local name = "Heavy Cannon /* weapon name*/"%_T
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local Pen = rand:getInt(0, rarity.value)
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if Pen > 0 then
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weapon.blockPenetration = Pen
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weapon.prefix = "Cumulative /* Weapon Prefix*/"%_t
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end
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local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
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result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial], e.g. Enduring Dual Coaxial Plasmatic Tri-R-Mining Laser T-F */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
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return result
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end
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@@ -186,10 +210,16 @@ function TurretGenerator.generateDiffuserTurret(rand, dps, tech, material, rarit
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TurretGenerator.scale(rand, result, WeaponType.Diffuser, tech, 0.75)
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TurretGenerator.addSpecialties(rand, result, WeaponType.Diffuser)
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local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.Diffuser)
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result.slotType = TurretSlotType.Armed
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result:updateStaticStats()
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local name = "Diffusor /* weapon name*/"%_T
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local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Energy)
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result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial], e.g. Enduring Dual Coaxial Plasmatic Tri-R-Mining Laser T-F */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
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return result
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end
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@@ -220,10 +250,16 @@ function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity
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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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local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.Hookgun)
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result.slotType = TurretSlotType.Armed
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result:updateStaticStats()
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local name = "Hookgun /* weapon name*/"%_T
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local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
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result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial], e.g. Enduring Dual Coaxial Plasmatic Tri-R-Mining Laser T-F */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
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return result
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end
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@@ -16,8 +16,8 @@ function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
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weapon.seeker = 1
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weapon.appearance = WeaponAppearance.Cannon
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weapon.name = "SmartCannon /* Weapon Name*/"%_t
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-- weapon.prefix = "SmartCannon /* Weapon Prefix*/"%_t
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weapon.icon = "data/textures/icons/autocannon.png"
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weapon.prefix = "SmartCannon /* Weapon Prefix*/"%_t
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weapon.icon = "data/textures/icons/smartcannon.png"
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weapon.sound = "cannon"
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weapon.accuracy = 0.99 - rand:getFloat(0, 0.03)
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@@ -28,13 +28,6 @@ function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
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weapon.impactSound = 1
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weapon.impactExplosion = true
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local specType = rand:getInt(0, 1)
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if specType > 0 then
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weapon.prefix = "Ionized /* Weapon Prefix*/"%_t
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weapon.shieldPenetration = 1
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else
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weapon.prefix = "SmartCannon /* Weapon Prefix*/"%_t
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end
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weapon.psize = rand:getFloat(0.2, 0.5)
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weapon.pmaximumTime = existingTime
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@@ -86,15 +79,6 @@ function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
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weapon.pvelocity = speed
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weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
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local Pen = rand:getInt(0, rarity.value)
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if Pen > 0 then
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weapon.blockPenetration = Pen
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weapon.prefix = "Cumulative/* Weapon Prefix*/"%_t
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else
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weapon.prefix = "Heavy Cannon /* Weapon Prefix*/"%_t
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end
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WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
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-- these have to be assigned after the weapon was adjusted since the damage might be changed
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@@ -170,9 +154,9 @@ function WeaponGenerator.generateHookgun(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.icon = "data/textures/icons/harpoon.png"
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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/hookgun.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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