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11 Commits
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3f17cef2f3 |
@@ -6,12 +6,17 @@ release_job:
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stage: release # It only runs when *both* jobs in the test stage complete successfully.
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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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image: registry.gitlab.com/gitlab-org/release-cli:latest
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rules:
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only:
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- if: "$CI_COMMIT_BRANCH == $CI_DEFAULT_BRANCH"
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# - if: "$CI_COMMIT_BRANCH == $CI_DEFAULT_BRANCH"
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- if: $CI_COMMIT_TAG
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refs:
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when: never
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- main
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- if:
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- ^tags
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changes:
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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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- data/**/*
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- modinfo.lua
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- modinfo.lua
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- thumb.png
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- thumb.png
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@@ -1,7 +1,5 @@
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[](http://gl.beaconborn.ru/bacon/weapon-project-extended/-/commits/main)
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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
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# weapon project extended 2.0
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## Getting started
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## Getting started
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@@ -1,12 +1,12 @@
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# ========== /mods/WPE2/data/scripts/lib/weapongenerator.lua ==========
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# ========== /mods/WPE2/data/scripts/lib/weapongenerator.lua ==========
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#: /mods/WPE2/data/scripts/lib/weapongenerator.lua:
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#: /mods/WPE2/data/scripts/lib/weapongenerator.lua:
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msgctxt "Weapon Name"
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msgctxt "Weapon Name"
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msgid "Smart Cannon"
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msgid "SmartCannon"
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msgstr "Умная пушка"
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msgstr "Умная пушка"
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#: /mods/WPE2/data/scripts/lib/weapongenerator.lua:
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#: /mods/WPE2/data/scripts/lib/weapongenerator.lua:
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msgctxt "Weapon Prefix"
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msgctxt "Weapon Prefix"
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msgid "Smart Cannon"
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msgid "SmartCannon"
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msgstr "Умная пушка"
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msgstr "Умная пушка"
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#: /mods/WPE2/data/scripts/lib/weapongenerator.lua:
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#: /mods/WPE2/data/scripts/lib/weapongenerator.lua:
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@@ -13,10 +13,10 @@ function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
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weapon.fireDelay = fireDelay
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weapon.fireDelay = fireDelay
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weapon.reach = reach
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weapon.reach = reach
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weapon.appearanceSeed = rand:getInt()
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weapon.appearanceSeed = rand:getInt()
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weapon.seeker = rand:test(1 / 2)
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weapon.seeker = 1
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weapon.appearance = WeaponAppearance.Cannon
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weapon.appearance = WeaponAppearance.Cannon
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weapon.name = "Smart Cannon /* Weapon Name*/"%_t
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weapon.name = "SmartCannon /* Weapon Name*/"%_t
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weapon.prefix = "Smart Cannon /* Weapon Prefix*/"%_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.icon = "data/textures/icons/autocannon.png"
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weapon.sound = "cannon"
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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.accuracy = 0.99 - rand:getFloat(0, 0.03)
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@@ -28,6 +28,14 @@ function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
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weapon.impactSound = 1
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weapon.impactSound = 1
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weapon.impactExplosion = true
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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 SmartCannon /* 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.psize = rand:getFloat(0.2, 0.5)
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weapon.pmaximumTime = existingTime
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weapon.pmaximumTime = existingTime
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weapon.pvelocity = speed
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weapon.pvelocity = speed
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@@ -44,6 +52,7 @@ end
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generatorFunction[WeaponType.SmartCannon] = WeaponGenerator.generateSmartCannon
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generatorFunction[WeaponType.SmartCannon] = WeaponGenerator.generateSmartCannon
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function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
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function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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local weapon = Weapon()
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weapon:setProjectile()
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weapon:setProjectile()
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@@ -148,7 +157,7 @@ generatorFunction[WeaponType.Diffuser] = WeaponGenerator.generateDiffuser
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function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
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function WeaponGenerator.generateHarpoon(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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local weapon = Weapon()
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weapon:setBeam()
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weapon:setBeam()
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@@ -161,8 +170,8 @@ function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
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weapon.reach = reach
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weapon.reach = reach
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weapon.continuousBeam = true
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weapon.continuousBeam = true
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weapon.appearance = WeaponAppearance.Cannon
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weapon.appearance = WeaponAppearance.Cannon
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weapon.name = "Hookgun /* Weapon Name*/"%_t
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weapon.name = "Harpoon /* Weapon Name*/"%_t
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weapon.prefix = "Hookgun /* Weapon Prefix*/"%_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.icon = "data/textures/icons/harpoon.png"
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weapon.sound = "cannon"
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weapon.sound = "cannon"
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weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
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weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
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@@ -198,4 +207,4 @@ function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
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return weapon
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return weapon
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end
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end
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generatorFunction[WeaponType.Hookgun] = WeaponGenerator.generateHookgun
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generatorFunction[WeaponType.Harpoon] = WeaponGenerator.generateHarpoon
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@@ -20,7 +20,7 @@ meta =
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-- Version of your mod, should be in format 1.0.0 (major.minor.patch) or 1.0 (major.minor)
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-- Version of your mod, should be in format 1.0.0 (major.minor.patch) or 1.0 (major.minor)
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-- This will be used to check for unmet dependencies or incompatibilities
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-- This will be used to check for unmet dependencies or incompatibilities
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version = "1.3",
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version = "2.0",
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-- If your mod requires dependencies, enter them here. The game will check that all dependencies given here are met.
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-- If your mod requires dependencies, enter them here. The game will check that all dependencies given here are met.
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-- Possible attributes:
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-- Possible attributes:
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Reference in New Issue
Block a user