- retexture
- rebalance
This commit is contained in:
@@ -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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