Compare commits
11 Commits
| Author | SHA1 | Date | |
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3b34148f77 | ||
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cae212f5a9 | ||
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3988151ccf | ||
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94eff683a6 | ||
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8ba224680f | ||
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5f3dac6eef | ||
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03dd9529e0 | ||
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abd1186280 | ||
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4f65bc33b4 | ||
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3f17cef2f3 | ||
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83b57db47c |
@@ -6,15 +6,20 @@ release_job:
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||||
stage: release # It only runs when *both* jobs in the test stage complete successfully.
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||||
image: registry.gitlab.com/gitlab-org/release-cli:latest
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||||
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||||
rules:
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||||
- if: "$CI_COMMIT_BRANCH == $CI_DEFAULT_BRANCH"
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||||
- if: $CI_COMMIT_TAG
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when: never
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||||
- if:
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||||
changes:
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||||
- data/**/*
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||||
- modinfo.lua
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||||
- thumb.png
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only:
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||||
# - if: "$CI_COMMIT_BRANCH == $CI_DEFAULT_BRANCH"
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refs:
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- main
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||||
- ^tags
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||||
changes:
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||||
- ^README.md
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||||
- ^CHANGELOG
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||||
- ^.gitattribute
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- ^.gitignore
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- ^.gitlab-ci.yml
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||||
- data/**/*
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- modinfo.lua
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- thumb.png
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script:
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- echo "Release WPE 2.0_$CI_COMMIT_SHORT_SHA"
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||||
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@@ -1,7 +0,0 @@
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{
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||||
"ExpandedNodes": [
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""
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],
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"SelectedNode": "\\C:\\Users\\riksl\\Source\\Repos\\weapon-project-extended",
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"PreviewInSolutionExplorer": false
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}
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||||
BIN
.vs/slnx.sqlite
BIN
.vs/slnx.sqlite
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -1,7 +1,5 @@
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[](http://gl.beaconborn.ru/bacon/weapon-project-extended/-/commits/main)
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# weapon project extended
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[](http://gl.beaconborn.ru/bacon/weapon-project-extended/-/commits/main) [](http://gl.beaconborn.ru/bacon/weapon-project-extended/-/releases)
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# weapon project extended 2.0
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## Getting started
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@@ -11,4 +9,4 @@ That mod for Avorion original writed [Alive!](https://steamcommunity.com/id/CasK
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* Hookgun
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* Smart-cannon
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* Heavy Cannon
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* Diffuser
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* Diffuser
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@@ -1,201 +1,210 @@
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function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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weapon:setProjectile()
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dps = dps * 0.75
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local fireDelay = rand:getFloat(1.5, 2.5)*0.5
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local reach = rand:getFloat(1100, 1500)*0.7
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local damage = dps * fireDelay
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local speed = rand:getFloat(300, 400)*2
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local existingTime = (reach / speed)*1.2
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weapon.fireDelay = fireDelay
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weapon.reach = reach
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weapon.appearanceSeed = rand:getInt()
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weapon.seeker = rand:test(1 / 2)
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weapon.appearance = WeaponAppearance.Cannon
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weapon.name = "Smart Cannon /* Weapon Name*/"%_t
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weapon.prefix = "Smart Cannon /* Weapon Prefix*/"%_t
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weapon.icon = "data/textures/icons/autocannon.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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weapon.damage = damage
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weapon.damageType = DamageType.Physical
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weapon.impactParticles = ImpactParticles.Explosion
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weapon.shieldDamageMultiplicator=1.1 + rarity.value * 0.1
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weapon.impactSound = 1
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weapon.impactExplosion = true
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weapon.psize = rand:getFloat(0.2, 0.5)
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weapon.pmaximumTime = existingTime
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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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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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weapon.recoil = weapon.damage * 20 * 0.75
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weapon.explosionRadius = math.sqrt(weapon.damage * 6)
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return weapon
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end
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generatorFunction[WeaponType.SmartCannon] = WeaponGenerator.generateSmartCannon
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||||
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function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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||||
weapon:setProjectile()
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dps = dps * 1.85
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local fireDelay = rand:getFloat(1.5, 2.0)*1.7
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local reach = rand:getFloat(1100, 1500)*1.2
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||||
local damage = dps * fireDelay
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local speed = rand:getFloat(600, 1000)*1.4
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local existingTime = (reach / speed)*1.1
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weapon.fireDelay = fireDelay
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weapon.reach = reach
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weapon.appearanceSeed = rand:getInt()
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weapon.appearance = WeaponAppearance.Bolter
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||||
weapon.name = "Heavy Cannon /* Weapon Name*/"%_t
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weapon.icon = "data/textures/icons/heavycannon.png"
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weapon.sound = "cannon"
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weapon.accuracy = 0.95 - rand:getFloat(0, 0.02)
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||||
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weapon.damage = damage
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weapon.damageType = DamageType.Physical
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weapon.impactParticles = ImpactParticles.Explosion
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weapon.impactSound = 1
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weapon.impactExplosion = true
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weapon.otherForce = dps*math.max(1, rarity.value)*89*5
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||||
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weapon.psize = rand:getFloat(0.2, 0.5)
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weapon.pmaximumTime = existingTime
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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 Heavy Cannon /* 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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||||
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||||
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WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
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||||
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||||
-- these have to be assigned after the weapon was adjusted since the damage might be changed
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||||
weapon.recoil = weapon.damage * 50
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weapon.explosionRadius = math.sqrt(weapon.damage * 7)
|
||||
|
||||
return weapon
|
||||
end
|
||||
|
||||
generatorFunction[WeaponType.HeavyCannon] = WeaponGenerator.generateHeavyCannon
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||||
|
||||
|
||||
function WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
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||||
local weapon = Weapon()
|
||||
weapon:setBeam()
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||||
|
||||
local fireDelay = rand:getFloat(1, 2.5)*0.5
|
||||
local reach = rand:getFloat(950, 1400)
|
||||
local damage = dps * fireDelay
|
||||
|
||||
weapon.fireDelay = fireDelay
|
||||
weapon.appearanceSeed = rand:getInt()
|
||||
weapon.reach = reach
|
||||
weapon.continuousBeam = false
|
||||
weapon.appearance = WeaponAppearance.Tesla
|
||||
weapon.name = "Diffuser /* Weapon Name*/"%_t
|
||||
weapon.prefix = "Diffuser /* Weapon Prefix*/"%_t
|
||||
weapon.icon = "data/textures/icons/diffuser.png"
|
||||
weapon.sound = "railgun"
|
||||
weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
|
||||
|
||||
weapon.damage = damage
|
||||
weapon.damageType = DamageType.Energy
|
||||
weapon.impactParticles = ImpactParticles.Energy
|
||||
weapon.shieldDamageMultiplicator = 20 + rand:getFloat(0, 4) + rarity.value * 3
|
||||
weapon.stoneDamageMultiplicator = 0
|
||||
weapon.hullDamageMultiplicator = 0
|
||||
weapon.impactSound = 1
|
||||
|
||||
weapon.blength = weapon.reach
|
||||
weapon.bshape = BeamShape.Lightning
|
||||
weapon.bwidth = 0.5
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||||
weapon.bauraWidth = 3
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||||
weapon.banimationSpeed = 0
|
||||
weapon.banimationAcceleration = 0
|
||||
weapon.bshapeSize = 13
|
||||
|
||||
-- shades of blue
|
||||
weapon.bouterColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.5, 1), rand:getFloat(0.1, 0.5))
|
||||
weapon.binnerColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.1, 0.5), 1)
|
||||
|
||||
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
|
||||
|
||||
weapon.recoil = weapon.damage * 5
|
||||
|
||||
return weapon
|
||||
end
|
||||
|
||||
generatorFunction[WeaponType.Diffuser] = WeaponGenerator.generateDiffuser
|
||||
|
||||
|
||||
|
||||
function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
|
||||
local weapon = Weapon()
|
||||
weapon:setBeam()
|
||||
|
||||
local fireDelay = rand:getFloat(0.2, 0.5)
|
||||
local reach = rand:getFloat(500, 900)
|
||||
local damage = dps * fireDelay
|
||||
|
||||
weapon.fireDelay = fireDelay
|
||||
weapon.appearanceSeed = rand:getInt()
|
||||
weapon.reach = reach
|
||||
weapon.continuousBeam = true
|
||||
weapon.appearance = WeaponAppearance.Cannon
|
||||
weapon.name = "Hookgun /* Weapon Name*/"%_t
|
||||
weapon.prefix = "Hookgun /* Weapon Prefix*/"%_t
|
||||
weapon.icon = "data/textures/icons/harpoon.png"
|
||||
weapon.sound = "cannon"
|
||||
weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
|
||||
|
||||
weapon.blockPenetration = rand:getInt(0, rarity.value) + 2
|
||||
|
||||
|
||||
weapon.otherForce = -500 * dps * rarity.value
|
||||
|
||||
weapon.damage = damage
|
||||
weapon.damageType = DamageType.Physical
|
||||
weapon.impactParticles = ImpactParticles.Physical
|
||||
weapon.shieldDamageMultiplicator = 0.75
|
||||
weapon.stoneDamageMultiplicator = 1.2
|
||||
weapon.hullDamageMultiplicator = 1
|
||||
weapon.impactSound = 1
|
||||
|
||||
weapon.blength = weapon.reach
|
||||
weapon.bshape = BeamShape.Swirly
|
||||
weapon.bwidth = 0.5
|
||||
weapon.bauraWidth = 3
|
||||
weapon.banimationSpeed = 0
|
||||
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))
|
||||
|
||||
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
|
||||
|
||||
|
||||
return weapon
|
||||
end
|
||||
|
||||
generatorFunction[WeaponType.Hookgun] = WeaponGenerator.generateHookgun
|
||||
|
||||
function WeaponGenerator.generateAutoCannon(rand, dps, tech, material, rarity)
|
||||
local weapon = Weapon()
|
||||
weapon:setProjectile()
|
||||
|
||||
dps = dps * 0.75
|
||||
local fireDelay = rand:getFloat(1.5, 2.5)*0.5
|
||||
local reach = rand:getFloat(1100, 1500)*0.7
|
||||
local damage = dps * fireDelay
|
||||
local speed = rand:getFloat(300, 400)*2
|
||||
local existingTime = (reach / speed)*1.2
|
||||
|
||||
weapon.fireDelay = fireDelay
|
||||
weapon.reach = reach
|
||||
weapon.appearanceSeed = rand:getInt()
|
||||
weapon.seeker = 1
|
||||
weapon.appearance = WeaponAppearance.Cannon
|
||||
weapon.name = "Smart-Cannon /* Weapon Name*/"%_t
|
||||
weapon.prefix = "Smart-Cannon /* Weapon Prefix*/"%_t
|
||||
weapon.icon = "data/textures/icons/autocannon.png"
|
||||
weapon.sound = "cannon"
|
||||
weapon.accuracy = 0.99 - rand:getFloat(0, 0.03)
|
||||
|
||||
weapon.damage = damage
|
||||
weapon.damageType = DamageType.Physical
|
||||
weapon.impactParticles = ImpactParticles.Explosion
|
||||
weapon.shieldDamageMultiplicator=1.1 + rarity.value * 0.1
|
||||
weapon.impactSound = 1
|
||||
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.pmaximumTime = existingTime
|
||||
weapon.pvelocity = speed
|
||||
weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
|
||||
|
||||
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
|
||||
|
||||
-- these have to be assigned after the weapon was adjusted since the damage might be changed
|
||||
weapon.recoil = weapon.damage * 20 * 0.75
|
||||
weapon.explosionRadius = math.sqrt(weapon.damage * 6)
|
||||
|
||||
return weapon
|
||||
end
|
||||
|
||||
generatorFunction[WeaponType.AutoCannon] = WeaponGenerator.generateAutoCannon
|
||||
|
||||
|
||||
function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
|
||||
local weapon = Weapon()
|
||||
weapon:setProjectile()
|
||||
|
||||
dps = dps * 1.85
|
||||
local fireDelay = rand:getFloat(1.5, 2.0)*1.7
|
||||
local reach = rand:getFloat(1100, 1500)*1.2
|
||||
local damage = dps * fireDelay
|
||||
local speed = rand:getFloat(600, 1000)*1.4
|
||||
local existingTime = (reach / speed)*1.1
|
||||
|
||||
weapon.fireDelay = fireDelay
|
||||
weapon.reach = reach
|
||||
weapon.appearanceSeed = rand:getInt()
|
||||
weapon.appearance = WeaponAppearance.Bolter
|
||||
weapon.name = "Heavy Cannon /* Weapon Name*/"%_t
|
||||
weapon.icon = "data/textures/icons/heavycannon.png"
|
||||
weapon.sound = "cannon"
|
||||
weapon.accuracy = 0.95 - rand:getFloat(0, 0.02)
|
||||
|
||||
weapon.damage = damage
|
||||
weapon.damageType = DamageType.Physical
|
||||
weapon.impactParticles = ImpactParticles.Explosion
|
||||
weapon.impactSound = 1
|
||||
weapon.impactExplosion = true
|
||||
weapon.otherForce = dps*math.max(1, rarity.value)*89*5
|
||||
|
||||
|
||||
weapon.psize = rand:getFloat(0.2, 0.5)
|
||||
weapon.pmaximumTime = existingTime
|
||||
weapon.pvelocity = speed
|
||||
weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
|
||||
|
||||
local Pen = rand:getInt(0, rarity.value)
|
||||
if Pen > 0 then
|
||||
weapon.blockPenetration = Pen
|
||||
weapon.prefix = "Cumulative Heavy Cannon /* Weapon Prefix*/"%_t
|
||||
else
|
||||
weapon.prefix = "Heavy Cannon /* Weapon Prefix*/"%_t
|
||||
end
|
||||
|
||||
|
||||
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
|
||||
|
||||
-- these have to be assigned after the weapon was adjusted since the damage might be changed
|
||||
weapon.recoil = weapon.damage * 50
|
||||
weapon.explosionRadius = math.sqrt(weapon.damage * 7)
|
||||
|
||||
return weapon
|
||||
end
|
||||
|
||||
generatorFunction[WeaponType.HeavyCannon] = WeaponGenerator.generateHeavyCannon
|
||||
|
||||
|
||||
function WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
|
||||
local weapon = Weapon()
|
||||
weapon:setBeam()
|
||||
|
||||
local fireDelay = rand:getFloat(1, 2.5)*0.5
|
||||
local reach = rand:getFloat(950, 1400)
|
||||
local damage = dps * fireDelay
|
||||
|
||||
weapon.fireDelay = fireDelay
|
||||
weapon.appearanceSeed = rand:getInt()
|
||||
weapon.reach = reach
|
||||
weapon.continuousBeam = false
|
||||
weapon.appearance = WeaponAppearance.Tesla
|
||||
weapon.name = "Diffuser /* Weapon Name*/"%_t
|
||||
weapon.prefix = "Diffuser /* Weapon Prefix*/"%_t
|
||||
weapon.icon = "data/textures/icons/diffuser.png"
|
||||
weapon.sound = "railgun"
|
||||
weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
|
||||
|
||||
weapon.damage = damage
|
||||
weapon.damageType = DamageType.Energy
|
||||
weapon.impactParticles = ImpactParticles.Energy
|
||||
weapon.shieldDamageMultiplicator = 20 + rand:getFloat(0, 4) + rarity.value * 3
|
||||
weapon.stoneDamageMultiplicator = 0
|
||||
weapon.hullDamageMultiplicator = 0
|
||||
weapon.impactSound = 1
|
||||
|
||||
weapon.blength = weapon.reach
|
||||
weapon.bshape = BeamShape.Lightning
|
||||
weapon.bwidth = 0.5
|
||||
weapon.bauraWidth = 3
|
||||
weapon.banimationSpeed = 0
|
||||
weapon.banimationAcceleration = 0
|
||||
weapon.bshapeSize = 13
|
||||
|
||||
-- shades of blue
|
||||
weapon.bouterColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.5, 1), rand:getFloat(0.1, 0.5))
|
||||
weapon.binnerColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.1, 0.5), 1)
|
||||
|
||||
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
|
||||
|
||||
weapon.recoil = weapon.damage * 5
|
||||
|
||||
return weapon
|
||||
end
|
||||
|
||||
generatorFunction[WeaponType.Diffuser] = WeaponGenerator.generateDiffuser
|
||||
|
||||
|
||||
|
||||
function WeaponGenerator.generateHarpoon(rand, dps, tech, material, rarity)
|
||||
local weapon = Weapon()
|
||||
weapon:setBeam()
|
||||
|
||||
local fireDelay = rand:getFloat(0.2, 0.5)
|
||||
local reach = rand:getFloat(500, 900)
|
||||
local damage = dps * fireDelay
|
||||
|
||||
weapon.fireDelay = fireDelay
|
||||
weapon.appearanceSeed = rand:getInt()
|
||||
weapon.reach = reach
|
||||
weapon.continuousBeam = true
|
||||
weapon.appearance = WeaponAppearance.Cannon
|
||||
weapon.name = "Harpoon /* Weapon Name*/"%_t
|
||||
weapon.prefix = "Harpoon /* Weapon Prefix*/"%_t
|
||||
weapon.icon = "data/textures/icons/harpoon.png"
|
||||
weapon.sound = "cannon"
|
||||
weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
|
||||
|
||||
weapon.blockPenetration = rand:getInt(0, rarity.value) + 2
|
||||
|
||||
|
||||
weapon.otherForce = -500 * dps * rarity.value
|
||||
|
||||
weapon.damage = damage
|
||||
weapon.damageType = DamageType.Physical
|
||||
weapon.impactParticles = ImpactParticles.Physical
|
||||
weapon.shieldDamageMultiplicator = 0.75
|
||||
weapon.stoneDamageMultiplicator = 1.2
|
||||
weapon.hullDamageMultiplicator = 1
|
||||
weapon.impactSound = 1
|
||||
|
||||
weapon.blength = weapon.reach
|
||||
weapon.bshape = BeamShape.Swirly
|
||||
weapon.bwidth = 0.5
|
||||
weapon.bauraWidth = 3
|
||||
weapon.banimationSpeed = 0
|
||||
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))
|
||||
|
||||
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
|
||||
|
||||
|
||||
return weapon
|
||||
end
|
||||
|
||||
generatorFunction[WeaponType.Harpoon] = WeaponGenerator.generateHarpoon
|
||||
|
||||
@@ -20,7 +20,7 @@ meta =
|
||||
|
||||
-- Version of your mod, should be in format 1.0.0 (major.minor.patch) or 1.0 (major.minor)
|
||||
-- This will be used to check for unmet dependencies or incompatibilities
|
||||
version = "1.3",
|
||||
version = "2.0",
|
||||
|
||||
-- If your mod requires dependencies, enter them here. The game will check that all dependencies given here are met.
|
||||
-- Possible attributes:
|
||||
|
||||
Reference in New Issue
Block a user