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3 Commits

Author SHA1 Message Date
Slava
3b34148f77 Updated balance 2023-08-27 16:32:58 +00:00
Slava
cae212f5a9 Merge branch 'alive-main-patch-16741' into 'main'
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See merge request bacon/weapon-project-extended!1
2023-08-27 16:31:14 +00:00
Alex
3988151ccf Upload New File 2023-08-27 16:29:28 +00:00
2 changed files with 224 additions and 222 deletions

View File

@@ -1,35 +1,28 @@
stages: stages: # List of stages for jobs, and their order of execution
# - prepare # List of stages for jobs, and their order of execution
- release - release
.pre:
image: python:3.10
# stage: prepare
script:
- 'pip install requests'
- 'git clone https://gitlab-ci-token:${CI_JOB_TOKEN}@gl.beaconborn.ru/bacon/translation-generator.git'
- 'python3 translation-generator/main.py $CI_PROJECT_DIR'
# artifacts:
# paths:
# - 'ru.po'
release_job: release_job:
# needs: .prepare
stage: release # It only runs when *both* jobs in the test stage complete successfully. stage: release # It only runs when *both* jobs in the test stage complete successfully.
image: registry.gitlab.com/gitlab-org/release-cli:latest image: registry.gitlab.com/gitlab-org/release-cli:latest
only:
rules: # - if: "$CI_COMMIT_BRANCH == $CI_DEFAULT_BRANCH"
- changes: refs:
- main
- ^tags
changes:
- ^README.md
- ^CHANGELOG
- ^.gitattribute
- ^.gitignore
- ^.gitlab-ci.yml
- data/**/* - data/**/*
- modinfo.lua - modinfo.lua
- thumb.png - thumb.png
script: script:
- echo "Release WPE 2.0_$CI_COMMIT_SHORT_SHA branch $CI_COMMIT_BRANCH" - echo "Release WPE 2.0_$CI_COMMIT_SHORT_SHA"
release: release:
tag_name: v2.0.$CI_PIPELINE_IID tag_name: v2.0.$CI_PIPELINE_IID

View File

@@ -1,5 +1,5 @@
function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity) function WeaponGenerator.generateAutoCannon(rand, dps, tech, material, rarity)
local weapon = Weapon() local weapon = Weapon()
weapon:setProjectile() weapon:setProjectile()
@@ -13,10 +13,10 @@ function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
weapon.fireDelay = fireDelay weapon.fireDelay = fireDelay
weapon.reach = reach weapon.reach = reach
weapon.appearanceSeed = rand:getInt() weapon.appearanceSeed = rand:getInt()
weapon.seeker = rand:test(1 / 2) weapon.seeker = 1
weapon.appearance = WeaponAppearance.Cannon weapon.appearance = WeaponAppearance.Cannon
weapon.name = "Smart Cannon /* Weapon Name*/"%_t weapon.name = "Smart-Cannon /* Weapon Name*/"%_t
weapon.prefix = "Smart Cannon /* Weapon Prefix*/"%_t weapon.prefix = "Smart-Cannon /* Weapon Prefix*/"%_t
weapon.icon = "data/textures/icons/autocannon.png" weapon.icon = "data/textures/icons/autocannon.png"
weapon.sound = "cannon" weapon.sound = "cannon"
weapon.accuracy = 0.99 - rand:getFloat(0, 0.03) weapon.accuracy = 0.99 - rand:getFloat(0, 0.03)
@@ -28,6 +28,14 @@ function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
weapon.impactSound = 1 weapon.impactSound = 1
weapon.impactExplosion = true weapon.impactExplosion = true
local specType = rand:getInt(0, 1)
if specType > 0 then
weapon.prefix = "Ionized Smart-Cannon /* Weapon Prefix*/"%_t
weapon.shieldPenetration = 1
else
weapon.prefix = "Smart-Cannon /* Weapon Prefix*/"%_t
end
weapon.psize = rand:getFloat(0.2, 0.5) weapon.psize = rand:getFloat(0.2, 0.5)
weapon.pmaximumTime = existingTime weapon.pmaximumTime = existingTime
weapon.pvelocity = speed weapon.pvelocity = speed
@@ -42,7 +50,8 @@ function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
return weapon return weapon
end end
generatorFunction[WeaponType.SmartCannon] = WeaponGenerator.generateSmartCannon generatorFunction[WeaponType.AutoCannon] = WeaponGenerator.generateAutoCannon
function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity) function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
local weapon = Weapon() local weapon = Weapon()
@@ -148,7 +157,7 @@ generatorFunction[WeaponType.Diffuser] = WeaponGenerator.generateDiffuser
function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity) function WeaponGenerator.generateHarpoon(rand, dps, tech, material, rarity)
local weapon = Weapon() local weapon = Weapon()
weapon:setBeam() weapon:setBeam()
@@ -161,8 +170,8 @@ function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
weapon.reach = reach weapon.reach = reach
weapon.continuousBeam = true weapon.continuousBeam = true
weapon.appearance = WeaponAppearance.Cannon weapon.appearance = WeaponAppearance.Cannon
weapon.name = "Hookgun /* Weapon Name*/"%_t weapon.name = "Harpoon /* Weapon Name*/"%_t
weapon.prefix = "Hookgun /* Weapon Prefix*/"%_t weapon.prefix = "Harpoon /* Weapon Prefix*/"%_t
weapon.icon = "data/textures/icons/harpoon.png" weapon.icon = "data/textures/icons/harpoon.png"
weapon.sound = "cannon" weapon.sound = "cannon"
weapon.accuracy = 0.99 - rand:getFloat(0, 0.02) weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
@@ -198,4 +207,4 @@ function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
return weapon return weapon
end end
generatorFunction[WeaponType.Hookgun] = WeaponGenerator.generateHookgun generatorFunction[WeaponType.Harpoon] = WeaponGenerator.generateHarpoon