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37 Commits

Author SHA1 Message Date
Alex
c232b70341 Update 5 files
- /data/scripts/lib/inventoryitemprice.lua
- /data/scripts/lib/galaxy.lua
- /data/scripts/lib/turretingredients.lua
- /data/scripts/lib/weapongenerator.lua
- /data/scripts/lib/turretgenerator.lua
2023-08-30 18:21:10 +00:00
Alex
f7d95dab9d Update file turretgenerator.lua 2023-08-30 06:41:01 +00:00
Weblate
fa2efb38ff Merge branch 'origin/main' into Weblate. 2023-08-29 23:10:52 +00:00
Weblate Admin
0dc950077d Translated using Weblate (Russian)
Currently translated at 100.0% (27 of 27 strings)

Translation: WPE-2/ru
Translate-URL: http://weblate.beaconborn.ru/projects/wpe-2/ru/ru/
2023-08-29 23:10:51 +00:00
Weblate Admin
b2f7d58187 Translated using Weblate (Russian)
Currently translated at 100.0% (27 of 27 strings)

Translation: WPE-2/ru
Translate-URL: http://weblate.beaconborn.ru/projects/wpe-2/ru/ru/
2023-08-29 23:08:58 +00:00
Weblate Admin
425e3fc101 Translated using Weblate (Russian)
Currently translated at 100.0% (27 of 27 strings)

Translation: WPE-2/ru
Translate-URL: http://weblate.beaconborn.ru/projects/wpe-2/ru/ru/
2023-08-29 23:06:18 +00:00
Slava
ad6bcf30dc Update file ru.po 2023-08-29 21:38:15 +00:00
Weblate Admin
b35cfba58e Translated using Weblate (Russian)
Currently translated at 100.0% (27 of 27 strings)

Translation: WPE-2/ru
Translate-URL: http://weblate.beaconborn.ru/projects/wpe-2/ru/ru/
2023-08-29 21:28:43 +00:00
Weblate Admin
899f3702c7 Translated using Weblate (Russian)
Currently translated at 100.0% (27 of 27 strings)

Translation: WPE-2/ru
Translate-URL: http://weblate.beaconborn.ru/projects/wpe-2/ru/ru/
2023-08-29 21:08:14 +00:00
Weblate Admin
cfdb5e445d Translated using Weblate (Russian)
Currently translated at 100.0% (27 of 27 strings)

Translation: WPE-2/ru
Translate-URL: http://weblate.beaconborn.ru/projects/wpe-2/ru/ru/
2023-08-29 21:02:10 +00:00
Slava
de517a1b5b Update 2 files
- /data/localization/template.pot
- /data/localization/ru.po
2023-08-29 20:52:08 +00:00
Slava
b5036334b1 Update 3 files
- /data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua
- /data/localization/ru.po
- /data/localization/template.pot
2023-08-29 20:48:31 +00:00
Slava
385608bb7a Update 3 files
- /data/localization/template.pot
- /data/localization/ru.po
- /data/scripts/lib/turretgenerator.lua
2023-08-29 19:21:40 +00:00
Slava
357d46cd1f Reset Translate 2023-08-29 19:03:58 +00:00
Slava
3cd1e2d575 Add translation template file 2023-08-29 15:31:29 +00:00
Alex
9111bf856e Update 2 files
- /data/scripts/lib/weapongenerator.lua
- /data/scripts/lib/turretgenerator.lua
2023-08-29 15:11:13 +00:00
bacon
f74138d77b changed main 2023-08-29 02:06:55 +03:00
Slava
cbcc5ae680 Update file .gitattributes 2023-08-28 21:01:26 +00:00
Alex
fc351d2555 Update 2 files
- /data/textures/icons/hive.png
- /data/textures/icons/hivelauncher.png
2023-08-28 20:08:36 +00:00
Alex
e90ff8f1e2 Update file weapongenerator.lua 2023-08-28 20:08:13 +00:00
Alex
13a688edb3 Update 2 files
- /data/scripts/lib/turretgenerator.lua
- /data/scripts/lib/weapongenerator.lua
2023-08-28 20:07:43 +00:00
Slava
0880b82677 Update 6 files
- /data/scripts/lib/galaxy.lua
- /data/scripts/lib/inventoryitemprice.lua
- /data/scripts/lib/turretgenerator.lua
- /data/scripts/lib/turretingredients.lua
- /data/scripts/lib/weapongenerator.lua
- /data/scripts/lib/weapontype.lua
2023-08-28 18:50:20 +00:00
bacon
050a642982 - retexture 2023-08-28 01:09:23 +03:00
bacon
6a8483efa5 Merge branch 'HEAD' of git@gl.beaconborn.ru:bacon/weapon-project-extended.git 2023-08-28 00:52:40 +03:00
bacon
e8f8d9d195 - retexture
- rebalance
2023-08-28 00:48:41 +03:00
Alex
eec8c10de4 Update file modinfo.lua 2023-08-27 21:38:49 +00:00
Alex
f51f351e06 Update file modinfo.lua 2023-08-27 21:38:08 +00:00
bacon
7d60ec6da3 Merge remote-tracking branch 'origin/main' 2023-08-27 20:02:13 +03:00
bacon
1eec0fba6c up 2023-08-27 20:01:07 +03:00
Slava
b137aec60a Update file weapongenerator.lua 2023-08-27 17:00:17 +00:00
bacon
f3deba9b30 fixed 2023-08-27 19:46:14 +03:00
Slava
ca00911fd7 Update 2 files
- /data/localization/ru.po
- /data/scripts/lib/weapongenerator.lua
2023-08-27 16:41:44 +00:00
Slava
3b34148f77 Updated balance 2023-08-27 16:32:58 +00:00
Slava
cae212f5a9 Merge branch 'alive-main-patch-16741' into 'main'
Upload New File

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
Slava
94eff683a6 Update README.md 2023-08-27 06:42:45 +00:00
Slava
8ba224680f Update README.md 2023-08-26 23:39:09 +00:00
19 changed files with 912 additions and 551 deletions

2
.gitattributes vendored
View File

@@ -4,4 +4,4 @@ CHANGELOG export-ignore
.gitlab-ci.yml export-ignore .gitlab-ci.yml export-ignore
.git export-ignore .git export-ignore
.vs export-ignore .vs export-ignore
.gitignore exsport-ignore .gitignore export-ignore

View File

@@ -1,7 +1,5 @@
[![pipeline status](http://gl.beaconborn.ru/bacon/weapon-project-extended/badges/main/pipeline.svg)](http://gl.beaconborn.ru/bacon/weapon-project-extended/-/commits/main) [![pipeline status](http://gl.beaconborn.ru/bacon/weapon-project-extended/badges/main/pipeline.svg)](http://gl.beaconborn.ru/bacon/weapon-project-extended/-/commits/main) [![Latest Release](http://gl.beaconborn.ru/bacon/weapon-project-extended/-/badges/release.svg)](http://gl.beaconborn.ru/bacon/weapon-project-extended/-/releases)
# weapon project extended # weapon project extended 2.0
## Getting started ## Getting started
@@ -11,4 +9,4 @@ That mod for Avorion original writed [Alive!](https://steamcommunity.com/id/CasK
* Hookgun * Hookgun
* Smart-cannon * Smart-cannon
* Heavy Cannon * Heavy Cannon
* Diffuser * Diffuser

View File

@@ -1,92 +1,140 @@
# ========== /mods/WPE2/data/scripts/lib/weapongenerator.lua ========== msgid ""
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua: msgstr "Project-Id-Version: PACKAGE VERSION\nReport-Msgid-Bugs-To: \nPOT-Creation-Date: 2023-08-29 21:02+0000\nPO-Revision-Date: 2023-08-29 21:28+0000\nLast-Translator: Weblate Admin <beaconborn@yandex.ru>\nLanguage-Team: Russian <http://weblate.beaconborn.ru/projects/wpe-2/ru/ru/>\nLanguage: ru\nMIME-Version: 1.0\nContent-Type: text/plain; charset=UTF-8\nContent-Transfer-Encoding: 8bit\nPlural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\nX-Generator: Weblate 5.0\n"
msgctxt "Weapon Name"
msgid "Smart Cannon" # ========== \data\scripts\lib\turretgenerator.lua ==========
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "SmartCannon"
msgstr "Умная пушка" msgstr "Умная пушка"
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua: #: \data\scripts\lib\turretgenerator.lua:
msgctxt "Weapon Prefix" msgctxt "weapon name"
msgid "Smart Cannon" msgid "Ionized SmartCannon"
msgstr "Умная пушка" msgstr "Ионизирующая умная пушка"
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua: #: \data\scripts\lib\turretgenerator.lua:
msgctxt "Weapon Name" msgctxt "weapon name"
msgid "Heavy Cannon" msgid "Heavy Cannon"
msgstr "Тяжелая Пушка" msgstr "Тяжелое орудие"
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua: #: \data\scripts\lib\turretgenerator.lua:
msgctxt "Weapon Prefix" msgctxt "weapon name"
msgid "Cumulative Heavy Cannon" msgid "Cumulative Heavy Cannon"
msgstr "Кумулятивная тяжелая пушка" msgstr "Кумулятивное тяжелое орудие"
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua: #: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "Diffuser"
msgstr "Диффузор"
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "Hookgun"
msgstr "Гарпун"
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "HiveLauncher"
msgstr "Роевая ракетная установка"
# ========== \data\scripts\lib\weapongenerator.lua ==========
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Name"
msgid "SmartCannon"
msgstr "Умная пушка"
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Prefix" msgctxt "Weapon Prefix"
msgid "Heavy Cannon" msgid "SmartCannon"
msgstr "Тяжелая Пушка" msgstr "Умная пушка"
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua: #: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Name"
msgid "Heavy Cannon"
msgstr "Тяжелое орудие"
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Name" msgctxt "Weapon Name"
msgid "Diffuser" msgid "Diffuser"
msgstr "Диффузор" msgstr "Диффузор"
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua: #: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Prefix" msgctxt "Weapon Prefix"
msgid "Diffuser" msgid "Diffuser"
msgstr "Диффузор" msgstr "Диффузор"
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Name"
msgid "Hookgun"
msgstr "Гарпун"
# ========== /mods/WPE2/data/scripts/lib/weapontype.lua ========== #: \data\scripts\lib\weapongenerator.lua:
#: /mods/WPE2/data/scripts/lib/weapontype.lua: msgctxt "Weapon Prefix"
msgctxt "Weapon Type" msgid "Hookgun"
msgid "Auto Сannon" msgstr "Гарпун"
msgstr "Автопушка"
#: /mods/WPE2/data/scripts/lib/weapontype.lua: #: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Type" msgctxt "Weapon Name"
msgid "Heavy Cannon" msgid "HiveLauncher"
msgstr "Тяжелая Пушка" msgstr "Роевая ракетная установка"
#: /mods/WPE2/data/scripts/lib/weapontype.lua: #: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Type" msgctxt "Weapon Prefix"
msgid "Diffuser" msgid "HiveLauncher"
msgstr "Диффузор" msgstr "Роевая ракетная установка"
# ========== \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua ==========
# ========== /mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua ========== #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
#: /mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: msgctxt ""
msgid "WPE Turrets" msgid "WPE Turrets"
msgstr "Расширенный пак оружия" msgstr "WPE Турели"
#: /mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "Intro" msgid "Intro"
msgstr "Вступление" msgstr "Вступление"
#: /mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "In this part of the encyclopedia you will find a description of the turrets from the Weapon Pack Extended mod.\n\nI recommend using turret models from the collection in the workshop." msgid "In this part of the encyclopedia you will find a description of the turrets from the Weapon Pack Extended mod.\n\nI recommend using turret models from the collection in the workshop."
msgstr "В этой части энциклопедии вы найдете описание турелей из мода Weapon Pack Extended. \n\nЯ рекомендую использовать модели турелей из коллекции в мастерской" msgstr "В этой части энциклопедии вы найдете описание турелей из мода Weapon Pack Extended.\n\nЯ рекомендую использовать модели турелей из коллекции в мастерской."
#: /mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgid "Autocannon" msgctxt ""
msgstr "Автопушка" msgid "SmartCannon"
msgstr "Умная пушка"
#: /mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "A lightweight version of the classic cannon.\n\nCompared to conventional cannons:\n+ Increased rate of fire (x2)\n+ Increased projectile speed (x1.5)\n+ A little more damage on the shield (10% - 15%)\n+ Can be equipped with homing missiles.\n- Less damage (x0.75)\n- Shorter damage range (x0.8)" msgid "A lightweight version of the classic cannon.\n\nCompared to conventional cannons:\n+ Increased rate of fire (x2)\n+ Increased projectile speed (x1.5)\n+ A little more damage on the shield (10% - 15%)\n+ Can be equipped with homing missiles.\n- Less damage (x0.75)\n- Shorter damage range (x0.8)"
msgstr "Облегченная версия классической пушки.\n\nПо сравнению с обычными пушками:\n+ Увеличенная скорострельность (x2)\n+ Увеличенная скорость полета снаряда (x1.5)\n+ Немного больший урон по щиту (10% - 15%)\n+ Может оснащаться самонаводящимися ракетами.\n- Меньший урон (x0.75)\n- Меньшая дальность поражения (x0.8)." msgstr "Облегченный вариант классической пушки.\n\nПо сравнению с обычными пушками:\n+ Увеличенная скорострельность (x2)\n+ Увеличенная скорость полета снаряда (x1,5)\n+ Немного больше урон по щиту (10% - 15%)\n+ Может быть оснащена самонаводящимися ракетами.\n- Меньший урон (x0,75)\n- Меньшая дальность поражения (x0,8)"
#: /mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "Heavy Cannon" msgid "Heavy Cannon"
msgstr "Тяжелая Пушка" msgstr "Тяжелое орудие"
#: /mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "The cannon of the main caliber. It shoots with heavy explosive shells, the hit of which can displace the enemy ship.\n\n+ High damage\n+ High projectile speed\n+ When hit, push the opponent\n+ Also can have a penetration\n- Low rate of fire\n- Occupies many slots\n- Big size\n- Requires more crew" msgid "The cannon of the main caliber. It shoots with heavy explosive shells, the hit of which can displace the enemy ship.\n\n+ High damage\n+ High projectile speed\n+ When hit, push the opponent\n+ Also can have a penetration\n- Low rate of fire\n- Occupies many slots\n- Big size\n- Requires more crew"
msgstr "Пушка главного калибра. Стреляет тяжелыми разрывными снарядами, попадание которых может смести вражеский корабль.\n\n+ Высокий урон\n+ Высокая скорость снаряда\n+ При попадании в цель толкает противника\n+ Также может иметь пробитие\n- Низкая скорострельность\n- Занимает много слотов\n- Большие размеры\n- Требует больше экипажа" msgstr "Пушка главного калибра. Стреляет тяжелыми разрывными снарядами, попадание которых может смести корабль противника.\n\n+ Высокий урон\n+ Высокая скорость полета снаряда\n+ При попадании толкает противника\n+ Также может иметь пробитие\n- Низкая скорострельность\n- Занимает много слотов\n- Большие размеры\n- Требуется больше экипажа"
#: /mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "Energy diffuser" msgid "Energy diffuser"
msgstr "Энегретический диффузор" msgstr "Энегретический диффузор"
#: /mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "Short range combat weapon. Does not cause damage to the hull, but extremely effectively destroys shields. Requires civil slots.\n\nShield Damage x20" msgid "Short range combat weapon. Does not cause damage to the hull, but extremely effectively destroys shields. Requires civil slots.\n\nShield Damage x20"
msgstr "Боевое оружие малой дальности. Не наносит повреждений корпусу, но чрезвычайно эффективно разрушает щиты. Требует гражданских слотов.\n\nУрон по щитам x20" msgstr "Боевое оружие малой дальности. Не наносит повреждений корпусу, но чрезвычайно эффективно разрушает щиты. Требует гражданских слотов.\n\nУрон по щитам x20"
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "Hookgun"
msgstr "Гарпун"
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "Short range combat weapon. Does not cause damage to the shield, but extremely effectively to attrac. Requires 2 gunners slots.\n May have penetration\n"
msgstr "Боевое оружие малой дальности. Не наносит урона щиту, но чрезвычайно эффективно для атак. Требует 2 слота для стрелков.\nМожет иметь проникающую способность\n"

View File

@@ -0,0 +1,138 @@
# ========== \data\scripts\lib\turretgenerator.lua ==========
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "SmartCannon"
msgstr ""
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "Ionized SmartCannon"
msgstr ""
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "Heavy Cannon"
msgstr ""
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "Cumulative Heavy Cannon"
msgstr ""
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "Diffuser"
msgstr ""
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "Hookgun"
msgstr ""
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "HiveLauncher"
msgstr ""
# ========== \data\scripts\lib\weapongenerator.lua ==========
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Name"
msgid "SmartCannon"
msgstr ""
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Prefix"
msgid "SmartCannon"
msgstr ""
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Name"
msgid "Heavy Cannon"
msgstr ""
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Name"
msgid "Diffuser"
msgstr ""
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Prefix"
msgid "Diffuser"
msgstr ""
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Name"
msgid "Hookgun"
msgstr ""
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Prefix"
msgid "Hookgun"
msgstr ""
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Name"
msgid "HiveLauncher"
msgstr ""
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Prefix"
msgid "HiveLauncher"
msgstr ""
# ========== \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua ==========
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "WPE Turrets"
msgstr ""
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "Intro"
msgstr ""
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "In this part of the encyclopedia you will find a description of the turrets from the Weapon Pack Extended mod.\n\nI recommend using turret models from the collection in the workshop."
msgstr ""
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "SmartCannon"
msgstr ""
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "A lightweight version of the classic cannon.\n\nCompared to conventional cannons:\n+ Increased rate of fire (x2)\n+ Increased projectile speed (x1.5)\n+ A little more damage on the shield (10% - 15%)\n+ Can be equipped with homing missiles.\n- Less damage (x0.75)\n- Shorter damage range (x0.8)"
msgstr ""
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "Heavy Cannon"
msgstr ""
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "The cannon of the main caliber. It shoots with heavy explosive shells, the hit of which can displace the enemy ship.\n\n+ High damage\n+ High projectile speed\n+ When hit, push the opponent\n+ Also can have a penetration\n- Low rate of fire\n- Occupies many slots\n- Big size\n- Requires more crew"
msgstr ""
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "Energy diffuser"
msgstr ""
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "Short range combat weapon. Does not cause damage to the hull, but extremely effectively destroys shields. Requires civil slots.\n\nShield Damage x20"
msgstr ""
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "Hookgun"
msgstr ""
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "Short range combat weapon. Does not cause damage to the shield, but extremely effectively to attrac. Requires 2 gunners slots.\n May have penetration\n"
msgstr ""

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@@ -1,5 +1,6 @@
weaponProbabilities[WeaponType.Hookgun] = {d = 0.65, p = 2.0} weaponProbabilities[WeaponType.SmartCannon] = {d = 0.65, p = 2.0}
weaponProbabilities[WeaponType.HeavyCannon] = {d = 0.6, p = 1.0} weaponProbabilities[WeaponType.HeavyCannon] = {d = 0.65, p = 2.0}
weaponProbabilities[WeaponType.Diffuser] = {d = 0.6, p = 1.0} weaponProbabilities[WeaponType.Diffuser] = {d = 0.55, p = 1.0}
weaponProbabilities[WeaponType.Harpoon] = {d = 0.6, p = 1.0} weaponProbabilities[WeaponType.Hookgun] = {d = 0.55, p = 1.0}
weaponProbabilities[WeaponType.HiveLauncher] = {d = 0.6, p = 1.0}

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valueWeights[WeaponType.SmartCannon ] = 2 valueWeights[WeaponType.SmartCannon ] = 1.5
valueWeights[WeaponType.HeavyCannon ] = 1.7 valueWeights[WeaponType.HeavyCannon ] = 1.5
valueWeights[WeaponType.Diffuser ] = 2.1 valueWeights[WeaponType.Diffuser ] = 2
valueWeights[WeaponType.Hookgun ] = 2.1 valueWeights[WeaponType.Hookgun ] = 1.5
valueWeights[WeaponType.HiveLauncher] = 1.5

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@@ -1,230 +1,351 @@
scales[WeaponType.SmartCannon] = { scales[WeaponType.SmartCannon] = {
{from = 0, to = 28, size = 1.0, usedSlots = 2}, {from = 0, to = 28, size = 1.0, usedSlots = 2},
{from = 29, to = 38, size = 2.0, usedSlots = 3}, {from = 29, to = 38, size = 1,5, usedSlots = 3},
{from = 39, to = 49, size = 3.0, usedSlots = 4}, {from = 39, to = 49, size = 2.0, usedSlots = 4},
--dummy for cooaxial, add 1 to size and level --dummy for cooaxial, add 1 to size and level
{from = 50, to = 52, size = 4.0, usedSlots = 5}, {from = 50, to = 52, size = 4.0, usedSlots = 5},
} }
scales[WeaponType.HeavyCannon] = { scales[WeaponType.HeavyCannon] = {
{from = 0, to = 28, size = 3.0, usedSlots = 4}, {from = 0, to = 28, size = 3.0, usedSlots = 4},
{from = 29, to = 38, size = 4.0, usedSlots = 5}, {from = 29, to = 38, size = 4.0, usedSlots = 5},
{from = 39, to = 49, size = 5.0, usedSlots = 6}, {from = 39, to = 49, size = 5.0, usedSlots = 6},
--dummy for cooaxial, add 1 to size and level --dummy for cooaxial, add 1 to size and level
{from = 50, to = 52, size = 5, usedSlots = 6}, {from = 50, to = 52, size = 6, usedSlots = 6},
} }
scales[WeaponType.Diffuser] = { scales[WeaponType.Diffuser] = {
{from = 0, to = 46, size = 1.0, usedSlots = 2}, {from = 0, to = 46, size = 1.0, usedSlots = 2},
{from = 47, to = 50, size = 2.0, usedSlots = 4}, {from = 47, to = 50, size = 2.0, usedSlots = 4},
--dummy for cooaxial, add 1 to size and level --dummy for cooaxial, add 1 to size and level
{from = 51, to = 52, size = 3.0, usedSlots = 6}, {from = 51, to = 52, size = 3.0, usedSlots = 6},
} }
scales[WeaponType.Hookgun] = { scales[WeaponType.Hookgun] = {
{from = 0, to = 46, size = 1.0, usedSlots = 2}, {from = 0, to = 46, size = 1.0, usedSlots = 2},
{from = 47, to = 50, size = 2.0, usedSlots = 4}, {from = 47, to = 50, size = 2.0, usedSlots = 4},
--dummy for cooaxial, add 1 to size and level --dummy for cooaxial, add 1 to size and level
{from = 51, to = 52, size = 3.0, usedSlots = 6}, {from = 51, to = 52, size = 4.0, usedSlots = 6},
} }
if GameVersion() >= Version(0, 31, 0) then scales[WeaponType.HiveLauncher] = {
possibleSpecialties[WeaponType.SmartCannon] = { {from = 0, to = 32, size = 1.0, usedSlots = 2},
{specialty = Specialty.HighDamage, probability = 0.2}, {from = 33, to = 40, size = 1.5, usedSlots = 3},
{specialty = Specialty.HighFireRate, probability = 0.3}, {from = 41, to = 50, size = 2.0, usedSlots = 4},
{specialty = Specialty.HighRange, probability = 0.7}, --dummy for cooaxial, add 1 to size and level
-- {specialty = Specialty.HighHullDamage, probability = 0.5}, {from = 51, to = 52, size = 3.0, usedSlots = 6},
-- {specialty = Specialty.LessCoolingTime, probability = 0.4}, }
}
else if GameVersion() >= Version(0, 31, 0) then
possibleSpecialties[WeaponType.SmartCannon] = { possibleSpecialties[WeaponType.SmartCannon] = {
Specialty.HighDamage, {specialty = Specialty.HighDamage, probability = 0.2},
Specialty.HighFireRate, {specialty = Specialty.HighFireRate, probability = 0.3},
Specialty.HighRange, {specialty = Specialty.HighRange, probability = 0.7},
Specialty.HighHullDamage, }
Specialty.LessCoolingTime, else
} possibleSpecialties[WeaponType.SmartCannon] = {
end Specialty.HighDamage,
Specialty.HighFireRate,
if GameVersion() >= Version(0, 31, 0) then Specialty.HighRange,
possibleSpecialties[WeaponType.HeavyCannon] = { Specialty.HighHullDamage,
{specialty = Specialty.HighDamage, probability = 0.2}, Specialty.LessCoolingTime,
{specialty = Specialty.HighRange, probability = 0.35}, }
{specialty = Specialty.HighFireRate, probability = 0.3}, end
-- {specialty = Specialty.HighHullDamage, probability = 0.2},
-- {specialty = Specialty.HighShieldDamage, probability = 0.2}, if GameVersion() >= Version(0, 31, 0) then
-- {specialty = Specialty.LessCoolingTime, probability = 0.2} possibleSpecialties[WeaponType.HeavyCannon] = {
} {specialty = Specialty.HighDamage, probability = 0.2},
else {specialty = Specialty.HighRange, probability = 0.35},
possibleSpecialties[WeaponType.HeavyCannon] = { {specialty = Specialty.HighFireRate, probability = 0.3},
Specialty.HighDamage, }
Specialty.HighFireRate, else
Specialty.HighRange, possibleSpecialties[WeaponType.HeavyCannon] = {
Specialty.HighHullDamage, Specialty.HighDamage,
Specialty.HighShieldDamage, Specialty.HighFireRate,
Specialty.LessCoolingTime, Specialty.HighRange,
} Specialty.HighHullDamage,
end Specialty.HighShieldDamage,
Specialty.LessCoolingTime,
if GameVersion() >= Version(0, 31, 0) then }
possibleSpecialties[WeaponType.Diffuser] = { end
{specialty = Specialty.HighDamage, probability = 0.3},
{specialty = Specialty.HighRange, probability = 0.3}, if GameVersion() >= Version(0, 31, 0) then
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6}, possibleSpecialties[WeaponType.Diffuser] = {
} {specialty = Specialty.HighDamage, probability = 0.3},
else {specialty = Specialty.HighRange, probability = 0.3},
possibleSpecialties[WeaponType.Diffuser] = { }
Specialty.HighDamage, else
Specialty.HighRange, possibleSpecialties[WeaponType.Diffuser] = {
Specialty.FasterRechargeTime, Specialty.HighDamage,
} Specialty.HighRange,
end Specialty.FasterRechargeTime,
}
if GameVersion() >= Version(0, 31, 0) then end
possibleSpecialties[WeaponType.Hookgun] = {
{specialty = Specialty.HighDamage, probability = 0.3}, if GameVersion() >= Version(0, 31, 0) then
{specialty = Specialty.HighRange, probability = 0.3}, possibleSpecialties[WeaponType.Hookgun] = {
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6}, {specialty = Specialty.HighDamage, probability = 0.3},
} {specialty = Specialty.HighRange, probability = 0.3},
else }
possibleSpecialties[WeaponType.Hookgun] = { else
Specialty.HighDamage, possibleSpecialties[WeaponType.Hookgun] = {
Specialty.HighRange, Specialty.HighDamage,
Specialty.FasterRechargeTime, Specialty.HighRange,
} Specialty.FasterRechargeTime,
end }
end
function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, rarity)
local result = TurretTemplate() if GameVersion() >= Version(0, 31, 0) then
possibleSpecialties[WeaponType.HiveLauncher] = {
-- generate turret {specialty = Specialty.HighShootingTime, probability = 0.2},
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps) {specialty = Specialty.HighDamage, probability = 0.15},
local crew = Crew() {specialty = Specialty.HighFireRate, probability = 0.15},
crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner)) {specialty = Specialty.HighRange, probability = 0.25},
result.crew = crew {specialty = Specialty.BurstFire, probability = 0.1},
}
-- generate weapons else
local numWeapons = rand:getInt(1, 4) possibleSpecialties[WeaponType.HiveLauncher] = {
Specialty.HighDamage,
local weapon = WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity) Specialty.HighRange,
weapon.fireDelay = weapon.fireDelay * numWeapons Specialty.FasterRechargeTime,
}
-- attach weapons to turret end
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, rarity)
local shootingTime = 25 * rand:getFloat(0.8, 1.2) local result = TurretTemplate()
local coolingTime = 15 * rand:getFloat(0.8, 1.2)
TurretGenerator.createStandardCooling(result, coolingTime, shootingTime) -- generate turret
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
TurretGenerator.scale(rand, result, WeaponType.SmartCannon, tech, 0.6) local crew = Crew()
TurretGenerator.addSpecialties(rand, result, WeaponType.SmartCannon) crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
result.crew = crew
result:updateStaticStats()
-- generate weapons
return result local numWeapons = rand:getInt(1, 4)
end
local weapon = WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
generatorFunction[WeaponType.SmartCannon] = TurretGenerator.generateSmartCannonTurret weapon.fireDelay = weapon.fireDelay * numWeapons
-- attach weapons to turret
function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, rarity) TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
local result = TurretTemplate()
local shootingTime = 25 * rand:getFloat(0.8, 1.2)
-- generate turret local coolingTime = 15 * rand:getFloat(0.8, 1.2)
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps) TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
local crew = Crew()
crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner)) TurretGenerator.scale(rand, result, WeaponType.SmartCannon, tech, 0.6)
crew:add(requiredCrew, CrewMan(CrewProfessionType.Repair)) local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.SmartCannon)
result.crew = crew
result.slotType = TurretSlotType.Armed
-- generate weapons result:updateStaticStats()
local numWeapons = rand:getInt(1, 4)
local name = "Smart-Cannon /* weapon name*/"%_T
local weapon = WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
weapon.fireDelay = weapon.fireDelay * numWeapons local specType = rand:getInt(0, 2)
if specType == 1 then
-- attach weapons to turret name = "Ionized Smart-Cannon /* weapon name*/"%_T
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons) weapon.shieldPenetration = 1
elseif specType == 2 then
local shootingTime = 25 * rand:getFloat(0.8, 1.2) name = "Pierce Smart-Cannon /* weapon name*/"%_T
local coolingTime = 20 * rand:getFloat(0.8, 1.2) result.damageType = DamageType.Plasma
TurretGenerator.createStandardCooling(result, coolingTime, shootingTime) weapon.damage = weapon.damage * 0.9
end
TurretGenerator.scale(rand, result, WeaponType.HeavyCannon, tech, 0.6)
TurretGenerator.addSpecialties(rand, result, WeaponType.HeavyCannon) local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
result:updateStaticStats() result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial] */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
return result return result
end end
generatorFunction[WeaponType.HeavyCannon] = TurretGenerator.generateHeavyCannonTurret generatorFunction[WeaponType.SmartCannon] = TurretGenerator.generateSmartCannonTurret
function TurretGenerator.generateDiffuserTurret(rand, dps, tech, material, rarity) function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, rarity)
local result = TurretTemplate() local result = TurretTemplate()
-- generate turret -- generate turret
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps) local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
local crew = Crew() local crew = Crew()
crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner)) crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
result.crew = crew crew:add(requiredCrew, CrewMan(CrewProfessionType.Repair))
result.crew = crew
-- generate weapons
local numWeapons = rand:getInt(1, 2) -- generate weapons
local numWeapons = rand:getInt(1, 4)
local weapon = WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
weapon.damage = weapon.damage / numWeapons local weapon = WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
weapon.fireDelay = weapon.fireDelay * numWeapons
-- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons) -- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
local rechargeTime = 20 * rand:getFloat(0.8, 1.2)
local shootingTime = 15 * rand:getFloat(0.8, 1.2) local shootingTime = 25 * rand:getFloat(0.8, 1.2)
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime) local coolingTime = 20 * rand:getFloat(0.8, 1.2)
TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
TurretGenerator.scale(rand, result, WeaponType.Diffuser, tech, 0.75) TurretGenerator.scale(rand, result, WeaponType.HeavyCannon, tech, 0.6)
TurretGenerator.addSpecialties(rand, result, WeaponType.Diffuser) local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.HeavyCannon)
result:updateStaticStats() result.slotType = TurretSlotType.Armed
result:updateStaticStats()
return result
end local name = "Heavy Cannon /* weapon name*/"%_T
generatorFunction[WeaponType.Diffuser] = TurretGenerator.generateDiffuserTurret local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
local Pen = rand:getInt(0, rarity.value)
function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity) if Pen > 0 then
local result = TurretTemplate() weapon.blockPenetration = Pen
outerAdjective = "Cumulative "%_T
-- generate turret end
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
local crew = Crew() if result.size >= 4 then
crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner)) name = "Mons Meg /* weapon name*/"%_T
result.crew = crew end
-- generate weapons if result.size >= 5 then
local numWeapons = rand:getInt(1, 2) name = "Dulle Griet /* weapon name*/"%_T
end
local weapon = WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
weapon.damage = weapon.damage / numWeapons result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial] */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
-- attach weapons to turret return result
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons) end
local rechargeTime = 4 * rand:getFloat(0.8, 1.2) generatorFunction[WeaponType.HeavyCannon] = TurretGenerator.generateHeavyCannonTurret
local shootingTime = 2 * rand:getFloat(0.8, 1.2)
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime)
function TurretGenerator.generateDiffuserTurret(rand, dps, tech, material, rarity)
local result = TurretTemplate()
TurretGenerator.scale(rand, result, WeaponType.Hookgun, tech, 0.75)
TurretGenerator.addSpecialties(rand, result, WeaponType.Hookgun) -- generate turret
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
result:updateStaticStats() local crew = Crew()
crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
return result result.crew = crew
end
-- generate weapons
generatorFunction[WeaponType.Hookgun] = TurretGenerator.generateHookgunTurret local numWeapons = rand:getInt(1, 2)
local weapon = WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
weapon.damage = weapon.damage / numWeapons
-- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
local rechargeTime = 20 * rand:getFloat(0.8, 1.2)
local shootingTime = 15 * rand:getFloat(0.8, 1.2)
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime)
TurretGenerator.scale(rand, result, WeaponType.Diffuser, tech, 0.75)
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.Diffuser)
result.slotType = TurretSlotType.Armed
result:updateStaticStats()
local name = "Diffuser /* weapon name*/"%_T
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Energy)
result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial] */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
return result
end
generatorFunction[WeaponType.Diffuser] = TurretGenerator.generateDiffuserTurret
function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity)
local result = TurretTemplate()
-- generate turret
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
local crew = Crew()
crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner))
result.crew = crew
-- generate weapons
local numWeapons = rand:getInt(1, 2)
local weapon = WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
weapon.damage = weapon.damage / numWeapons
-- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
local rechargeTime = 4 * rand:getFloat(0.8, 1.2)
local shootingTime = 2 * rand:getFloat(0.8, 1.2)
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime)
TurretGenerator.scale(rand, result, WeaponType.Hookgun, tech, 0.75)
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.Hookgun)
result.slotType = TurretSlotType.Armed
result:updateStaticStats()
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial] */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
return result
end
generatorFunction[WeaponType.Hookgun] = TurretGenerator.generateHookgunTurret
function TurretGenerator.generateHiveLauncherTurret(rand, dps, tech, material, rarity)
local result = TurretTemplate()
-- generate turret
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
local crew = Crew()
crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner))
result.crew = crew
-- generate weapons
local numWeapons = rand:getInt(1, 2)
local weapon = WeaponGenerator.generateHiveLauncher(rand, dps, tech, material, rarity)
weapon.damage = weapon.damage / numWeapons
-- attach weapons to turret
local positions = {}
if rand:getBool() then
table.insert(positions, vec3(0, 0.3, 0))
else
table.insert(positions, vec3(0.4, 0.3, 0))
table.insert(positions, vec3(-0.4, 0.3, 0))
end
-- attach
for _, position in pairs(positions) do
weapon.localPosition = position * result.size
result:addWeapon(weapon)
end
local shootingTime = 20 * rand:getFloat(0.8, 1.2)
local coolingTime = 15 * rand:getFloat(0.8, 1.2)
TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
TurretGenerator.scale(rand, result, WeaponType.RocketLauncher, tech, 0.6, coaxialAllowed)
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.RocketLauncher)
result.slotType = TurretSlotType.Armed
result:updateStaticStats()
local name = "Hive-Launcher /* weapon name*/"%_T
if weapon.shotsFired > 20 then
name = "Swarm-Launcher /* weapon name*/"%_T
end
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
multishot = ""%_T
result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial] */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
return result
end
generatorFunction[WeaponType.HiveLauncher] = TurretGenerator.generateHiveLauncherTurret

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@@ -1,45 +1,52 @@
TurretIngredients[WeaponType.SmartCannon] = TurretIngredients[WeaponType.SmartCannon] =
{ {
{name = "Servo", amount = 15, investable = 10, minimum = 5, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage}, {name = "Servo", amount = 15, investable = 10, minimum = 5, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
{name = "Warhead", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", }, {name = "Warhead", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", },
{name = "High Pressure Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "reach", }, {name = "High Pressure Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "reach", },
{name = "Ammunition M", amount = 2, investable = 4, minimum = 1, weaponStat = "damage", investFactor = 0.5,}, {name = "Ammunition M", amount = 2, investable = 4, minimum = 1, weaponStat = "damage", investFactor = 0.5,},
{name = "Targeting Card", amount = 3, investable = 3, minimum = 0, weaponStat = "seeker", investFactor = 1, changeType = StatChanges.Flat}, {name = "Targeting Card", amount = 3, investable = 3, minimum = 0, weaponStat = "seeker", investFactor = 1, changeType = StatChanges.Flat},
{name = "Steel", amount = 8, investable = 10, minimum = 3,}, {name = "Steel", amount = 8, investable = 10, minimum = 3,},
{name = "Steel Tube", amount = 5, investable = 10, minimum = 3,}, {name = "Steel Tube", amount = 5, investable = 10, minimum = 3,},
-- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat}, }
}
TurretIngredients[WeaponType.HeavyCannon] =
TurretIngredients[WeaponType.SmartCannon] = {
{ {name = "Servo", amount = 8, investable = 8, minimum = 4, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
{name = "Servo", amount = 8, investable = 8, minimum = 4, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage}, {name = "Warhead", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", },
{name = "Warhead", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", }, {name = "High Pressure Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "reach", },
{name = "High Pressure Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "reach", }, {name = "Ammunition", amount = 5, investable = 10, minimum = 3, weaponStat = "damage", investFactor = 0.2,},
{name = "Ammunition", amount = 5, investable = 10, minimum = 3, weaponStat = "damage", investFactor = 0.2,}, {name = "Steel", amount = 20, investable = 10, minimum = 20,},
{name = "Steel", amount = 20, investable = 10, minimum = 20,}, {name = "Metal Plate", amount = 8, investable = 10, minimum = 10,},
{name = "Metal Plate", amount = 8, investable = 10, minimum = 10,}, }
-- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat},
} TurretIngredients[WeaponType.Diffuser] =
{
TurretIngredients[WeaponType.Diffuser] = {name = "Plasma Cell", amount = 10, investable = 10, minimum = 10, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
{ {name = "High Capacity Lens", amount = 5, investable = 6, minimum = 1, weaponStat = "reach", },
{name = "Plasma Cell", amount = 10, investable = 10, minimum = 10, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage}, {name = "Energy Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", },
{name = "High Capacity Lens", amount = 5, investable = 6, minimum = 1, weaponStat = "reach", }, {name = "Steel", amount = 20, investable = 0, minimum = 20,},
{name = "Energy Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", }, {name = "Copper", amount = 10, investable = 0, minimum = 10,},
{name = "Steel", amount = 20, investable = 0, minimum = 20,}, {name = "Silver", amount = 5, investable = 0, minimum = 5,},
{name = "Copper", amount = 10, investable = 0, minimum = 10,}, }
{name = "Silver", amount = 5, investable = 0, minimum = 5,},
-- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat}, TurretIngredients[WeaponType.Hookgun] = -- TODO Подумать над составляющими
} {
{name = "Plasma Cell", amount = 10, investable = 10, minimum = 10, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
TurretIngredients[WeaponType.Hookgun] = {name = "High Capacity Lens", amount = 5, investable = 6, minimum = 1, weaponStat = "reach", },
{ {name = "Energy Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", },
{name = "Plasma Cell", amount = 10, investable = 10, minimum = 10, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage}, {name = "Steel", amount = 20, investable = 0, minimum = 20,},
{name = "High Capacity Lens", amount = 5, investable = 6, minimum = 1, weaponStat = "reach", }, {name = "Copper", amount = 10, investable = 0, minimum = 10,},
{name = "Energy Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", }, {name = "Silver", amount = 5, investable = 0, minimum = 5,},
{name = "Steel", amount = 20, investable = 0, minimum = 20,}, }
{name = "Copper", amount = 10, investable = 0, minimum = 10,},
{name = "Silver", amount = 5, investable = 0, minimum = 5,}, TurretIngredients[WeaponType.HiveLauncher] =
-- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat}, {
} {name = "Servo", amount = 15, investable = 10, minimum = 5, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
{name = "Rocket", amount = 15, investable = 10, minimum = 15, weaponStat = "damage", investFactor = 0.2, changeType = StatChanges.Percentage},
{name = "High Pressure Tube", amount = 6, investable = 12, minimum = 1, weaponStat = "reach", investFactor = 0.4, changeType = StatChanges.Percentage},
{name = "Fuel", amount = 6, investable = 12, minimum = 1, weaponStat = "reach", investFactor = 0.5, changeType = StatChanges.Percentage},
{name = "Targeting Card", amount = 10, investable = 10, minimum = 0, weaponStat = "seeker", investFactor = 1, changeType = StatChanges.Flat},
{name = "Steel", amount = 8, investable = 10, minimum = 3,},
{name = "Wire", amount = 5, investable = 10, minimum = 3,},
}

View File

@@ -1,201 +1,247 @@
function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity) function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
local weapon = Weapon() local weapon = Weapon()
weapon:setProjectile() weapon:setProjectile()
dps = dps * 0.75 dps = dps * 0.75
local fireDelay = rand:getFloat(1.5, 2.5)*0.5 local fireDelay = rand:getFloat(1.5, 2.5)*0.5
local reach = rand:getFloat(1100, 1500)*0.7 local reach = rand:getFloat(1100, 1500)*0.7
local damage = dps * fireDelay local damage = dps * fireDelay
local speed = rand:getFloat(300, 400)*2 local speed = rand:getFloat(300, 400)*2
local existingTime = (reach / speed)*1.2 local existingTime = (reach / speed)*1.2
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/smartcannon.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)
weapon.damage = damage weapon.damage = damage
weapon.damageType = DamageType.Physical weapon.damageType = DamageType.Physical
weapon.impactParticles = ImpactParticles.Explosion weapon.impactParticles = ImpactParticles.Explosion
weapon.shieldDamageMultiplicator=1.1 + rarity.value * 0.1 weapon.shieldDamageMultiplicator=1.1 + rarity.value * 0.1
weapon.impactSound = 1 weapon.impactSound = 1
weapon.impactExplosion = true weapon.impactExplosion = true
weapon.psize = rand:getFloat(0.2, 0.5)
weapon.pmaximumTime = existingTime weapon.psize = rand:getFloat(0.2, 0.5)
weapon.pvelocity = speed weapon.pmaximumTime = existingTime
weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1) weapon.pvelocity = speed
weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
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 -- these have to be assigned after the weapon was adjusted since the damage might be changed
weapon.explosionRadius = math.sqrt(weapon.damage * 6) weapon.recoil = weapon.damage * 20 * 0.75
weapon.explosionRadius = math.sqrt(weapon.damage * 6)
return weapon
end return weapon
end
generatorFunction[WeaponType.SmartCannon] = WeaponGenerator.generateSmartCannon
generatorFunction[WeaponType.SmartCannon] = WeaponGenerator.generateSmartCannon
function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
local weapon = Weapon()
weapon:setProjectile()
function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
dps = dps * 1.85 local weapon = Weapon()
local fireDelay = rand:getFloat(1.5, 2.0)*1.7 weapon:setProjectile()
local reach = rand:getFloat(1100, 1500)*1.2
local damage = dps * fireDelay dps = dps * 1.85
local speed = rand:getFloat(600, 1000)*1.4 local fireDelay = rand:getFloat(1.5, 2.0)*1.7
local existingTime = (reach / speed)*1.1 local reach = rand:getFloat(1100, 1500)*1.2
local damage = dps * fireDelay
weapon.fireDelay = fireDelay local speed = rand:getFloat(600, 1000)*1.4
weapon.reach = reach local existingTime = (reach / speed)*1.1
weapon.appearanceSeed = rand:getInt()
weapon.appearance = WeaponAppearance.Bolter weapon.fireDelay = fireDelay
weapon.name = "Heavy Cannon /* Weapon Name*/"%_t weapon.reach = reach
weapon.icon = "data/textures/icons/heavycannon.png" weapon.appearanceSeed = rand:getInt()
weapon.sound = "cannon" weapon.appearance = WeaponAppearance.Bolter
weapon.accuracy = 0.95 - rand:getFloat(0, 0.02) weapon.name = "Heavy Cannon /* Weapon Name*/"%_t
weapon.icon = "data/textures/icons/heavycannon.png"
weapon.damage = damage weapon.sound = "cannon"
weapon.damageType = DamageType.Physical weapon.accuracy = 0.95 - rand:getFloat(0, 0.02)
weapon.impactParticles = ImpactParticles.Explosion
weapon.impactSound = 1 weapon.damage = damage
weapon.impactExplosion = true weapon.damageType = DamageType.Physical
weapon.otherForce = dps*math.max(1, rarity.value)*89*5 weapon.impactParticles = ImpactParticles.Explosion
weapon.impactSound = 1
weapon.impactExplosion = true
weapon.psize = rand:getFloat(0.2, 0.5) weapon.otherForce = dps*math.max(1, rarity.value)*89*5
weapon.pmaximumTime = existingTime
weapon.pvelocity = speed
weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1) weapon.psize = rand:getFloat(0.2, 0.5)
weapon.pmaximumTime = existingTime
local Pen = rand:getInt(0, rarity.value) weapon.pvelocity = speed
if Pen > 0 then weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
weapon.blockPenetration = Pen
weapon.prefix = "Cumulative Heavy Cannon /* Weapon Prefix*/"%_t WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
else
weapon.prefix = "Heavy Cannon /* Weapon Prefix*/"%_t -- these have to be assigned after the weapon was adjusted since the damage might be changed
end weapon.recoil = weapon.damage * 50
weapon.explosionRadius = math.sqrt(weapon.damage * 7)
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity) return weapon
end
-- these have to be assigned after the weapon was adjusted since the damage might be changed
weapon.recoil = weapon.damage * 50 generatorFunction[WeaponType.HeavyCannon] = WeaponGenerator.generateHeavyCannon
weapon.explosionRadius = math.sqrt(weapon.damage * 7)
return weapon
end function WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
local weapon = Weapon()
generatorFunction[WeaponType.HeavyCannon] = WeaponGenerator.generateHeavyCannon weapon:setBeam()
local fireDelay = rand:getFloat(1, 2.5)*0.5
function WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity) local reach = rand:getFloat(950, 1400)
local weapon = Weapon() local damage = dps * fireDelay
weapon:setBeam()
weapon.fireDelay = fireDelay
local fireDelay = rand:getFloat(1, 2.5)*0.5 weapon.appearanceSeed = rand:getInt()
local reach = rand:getFloat(950, 1400) weapon.reach = reach
local damage = dps * fireDelay weapon.continuousBeam = false
weapon.appearance = WeaponAppearance.Tesla
weapon.fireDelay = fireDelay weapon.name = "Diffuser /* Weapon Name*/"%_t
weapon.appearanceSeed = rand:getInt() weapon.prefix = "Diffuser /* Weapon Prefix*/"%_t
weapon.reach = reach weapon.icon = "data/textures/icons/diffuser.png"
weapon.continuousBeam = false weapon.sound = "railgun"
weapon.appearance = WeaponAppearance.Tesla weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
weapon.name = "Diffuser /* Weapon Name*/"%_t
weapon.prefix = "Diffuser /* Weapon Prefix*/"%_t weapon.damage = damage
weapon.icon = "data/textures/icons/diffuser.png" weapon.damageType = DamageType.Energy
weapon.sound = "railgun" weapon.impactParticles = ImpactParticles.Energy
weapon.accuracy = 0.99 - rand:getFloat(0, 0.02) weapon.shieldDamageMultiplicator = 20 + rand:getFloat(0, 4) + rarity.value * 3
weapon.stoneDamageMultiplicator = 0
weapon.damage = damage weapon.hullDamageMultiplicator = 0
weapon.damageType = DamageType.Energy weapon.impactSound = 1
weapon.impactParticles = ImpactParticles.Energy
weapon.shieldDamageMultiplicator = 20 + rand:getFloat(0, 4) + rarity.value * 3 weapon.blength = weapon.reach
weapon.stoneDamageMultiplicator = 0 weapon.bshape = BeamShape.Lightning
weapon.hullDamageMultiplicator = 0 weapon.bwidth = 0.5
weapon.impactSound = 1 weapon.bauraWidth = 3
weapon.banimationSpeed = 0
weapon.blength = weapon.reach weapon.banimationAcceleration = 0
weapon.bshape = BeamShape.Lightning weapon.bshapeSize = 13
weapon.bwidth = 0.5
weapon.bauraWidth = 3 -- shades of blue
weapon.banimationSpeed = 0 weapon.bouterColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.5, 1), rand:getFloat(0.1, 0.5))
weapon.banimationAcceleration = 0 weapon.binnerColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.1, 0.5), 1)
weapon.bshapeSize = 13
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
-- shades of blue
weapon.bouterColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.5, 1), rand:getFloat(0.1, 0.5)) weapon.recoil = weapon.damage * 5
weapon.binnerColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.1, 0.5), 1)
return weapon
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity) end
weapon.recoil = weapon.damage * 5 generatorFunction[WeaponType.Diffuser] = WeaponGenerator.generateDiffuser
return weapon
end
function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
generatorFunction[WeaponType.Diffuser] = WeaponGenerator.generateDiffuser local weapon = Weapon()
weapon:setBeam()
local fireDelay = rand:getFloat(0.2, 0.5)
function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity) local reach = rand:getFloat(500, 900)
local weapon = Weapon() local damage = dps * fireDelay
weapon:setBeam()
weapon.fireDelay = fireDelay
local fireDelay = rand:getFloat(0.2, 0.5) weapon.appearanceSeed = rand:getInt()
local reach = rand:getFloat(500, 900) weapon.reach = reach
local damage = dps * fireDelay weapon.continuousBeam = true
weapon.appearance = WeaponAppearance.Cannon
weapon.fireDelay = fireDelay weapon.name = "Hookgun /* Weapon Name*/"%_t
weapon.appearanceSeed = rand:getInt() weapon.prefix = "Hookgun /* Weapon Prefix*/"%_t
weapon.reach = reach weapon.icon = "data/textures/icons/hookgun.png"
weapon.continuousBeam = true weapon.sound = "cannon"
weapon.appearance = WeaponAppearance.Cannon weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
weapon.name = "Hookgun /* Weapon Name*/"%_t
weapon.prefix = "Hookgun /* Weapon Prefix*/"%_t weapon.blockPenetration = rand:getInt(0, rarity.value) + 2
weapon.icon = "data/textures/icons/harpoon.png"
weapon.sound = "cannon"
weapon.accuracy = 0.99 - rand:getFloat(0, 0.02) weapon.otherForce = -500 * dps * rarity.value
weapon.blockPenetration = rand:getInt(0, rarity.value) + 2 weapon.damage = damage
weapon.damageType = DamageType.Physical
weapon.impactParticles = ImpactParticles.Physical
weapon.otherForce = -500 * dps * rarity.value weapon.shieldDamageMultiplicator = 0.75
weapon.stoneDamageMultiplicator = 1.2
weapon.damage = damage weapon.hullDamageMultiplicator = 1
weapon.damageType = DamageType.Physical weapon.impactSound = 1
weapon.impactParticles = ImpactParticles.Physical
weapon.shieldDamageMultiplicator = 0.75 weapon.blength = weapon.reach
weapon.stoneDamageMultiplicator = 1.2 weapon.bshape = BeamShape.Swirly
weapon.hullDamageMultiplicator = 1 weapon.bwidth = 0.5
weapon.impactSound = 1 weapon.bauraWidth = 3
weapon.banimationSpeed = 0
weapon.blength = weapon.reach weapon.banimationAcceleration = 0
weapon.bshape = BeamShape.Swirly weapon.bshapeSize = 13
weapon.bwidth = 0.5
weapon.bauraWidth = 3 -- shades of blue
weapon.banimationSpeed = 0 weapon.bouterColor = ColorHSV(0, 0, rand:getFloat(0.35, 0.65))
weapon.banimationAcceleration = 0 weapon.binnerColor = ColorHSV(1, 1, rand:getFloat(0.35, 0.65))
weapon.bshapeSize = 13
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
-- 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)) return weapon
end
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
generatorFunction[WeaponType.Hookgun] = WeaponGenerator.generateHookgun
return weapon
end
function WeaponGenerator.generateHiveLauncher(rand, dps, tech, material, rarity)
generatorFunction[WeaponType.Hookgun] = WeaponGenerator.generateHookgun local weapon = Weapon()
weapon:setProjectile()
local fireDelay = rand:getFloat(2.2, 3)
local reach = rand:getFloat(1300, 1800)
local damage = dps * fireDelay
local speed = rand:getFloat(150, 200)
local existingTime = reach / speed
weapon.fireDelay = fireDelay
weapon.reach = reach
weapon.appearanceSeed = rand:getInt()
weapon.seeker = true
weapon.appearance = WeaponAppearance.RocketLauncher
weapon.name = "Hive-Launcher /* Weapon Name*/"%_t
weapon.prefix = "Hive-Launcher /* Weapon Prefix*/"%_t
weapon.icon = "data/textures/icons/hivelauncher.png"
weapon.sound = "cannon"
weapon.accuracy = 0.5 - rand:getFloat(0, 0.02)
weapon.damage = damage
weapon.damageType = DamageType.Physical
weapon.impactParticles = ImpactParticles.Explosion
weapon.impactSound = 1
weapon.impactExplosion = true
weapon.psize = rand:getFloat(0.2, 0.4)
weapon.pmaximumTime = existingTime
weapon.pvelocity = speed
weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
weapon.pshape = ProjectileShape.Rocket
if rand:test(1) then
local shots = {6, 10, 14, 18, 22, 26, 30}
weapon.shotsFired = shots[rand:getInt(1, #shots)]
weapon.damage = (weapon.damage * 1.5) / weapon.shotsFired
end
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
weapon.recoil = weapon.damage * 2
weapon.explosionRadius = math.sqrt(weapon.damage * 5)
return weapon
end
generatorFunction[WeaponType.HiveLauncher] = WeaponGenerator.generateHiveLauncher

View File

@@ -1,5 +1,6 @@
WeaponTypes.addType("SmartCannon", "Smart Сannon /* Weapon Type */"%_t, armed) WeaponTypes.addType("SmartCannon", "Smart Сannon /* Weapon Type */"%_t, armed)
WeaponTypes.addType("HeavyCannon", "Heavy Cannon /* Weapon Type */"%_t, armed) WeaponTypes.addType("HeavyCannon", "Heavy Cannon /* Weapon Type */"%_t, armed)
WeaponTypes.addType("Diffuser", "Diffuser /* Weapon Type */"%_t, armed) WeaponTypes.addType("Diffuser", "Diffuser /* Weapon Type */"%_t, armed)
WeaponTypes.addType("Hookgun", "Hookgun /* Weapon Type */"%_t, armed) WeaponTypes.addType("Hookgun", "Hookgun /* Weapon Type */"%_t, armed)
WeaponTypes.addType("HiveLauncher", "HiveLauncher /* Weapon Type */"%_t, armed)

View File

@@ -14,7 +14,7 @@ category.chapters =
}, },
{ {
title = "Autocannon"%_t, title = "Smartcannon"%_t,
picture = "data/textures/slide/3.png", picture = "data/textures/slide/3.png",
text = "A lightweight version of the classic cannon.\n\nCompared to conventional cannons:\n+ Increased rate of fire (x2)\n+ Increased projectile speed (x1.5)\n+ A little more damage on the shield (10% - 15%)\n+ Can be equipped with homing missiles.\n- Less damage (x0.75)\n- Shorter damage range (x0.8)"%_t, text = "A lightweight version of the classic cannon.\n\nCompared to conventional cannons:\n+ Increased rate of fire (x2)\n+ Increased projectile speed (x1.5)\n+ A little more damage on the shield (10% - 15%)\n+ Can be equipped with homing missiles.\n- Less damage (x0.75)\n- Shorter damage range (x0.8)"%_t,
}, },

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@@ -10,13 +10,13 @@ meta =
name = "Weapon_Pack_Extended2", name = "Weapon_Pack_Extended2",
-- Title of your mod that will be displayed to players -- Title of your mod that will be displayed to players
title = "Weapon Pack Extended2", title = "Weapon Pack Extended - Reloaded",
-- Description of your mod that will be displayed to players -- Description of your mod that will be displayed to players
description = "Adds some new weapon to the game.", description = "Adds some new weapon to the game.",
-- Insert all authors into this list -- Insert all authors into this list
authors = {"Alive!"}, authors = {"Casimir Kepler, Baconborn, OmenOs"},
-- Version of your mod, should be in format 1.0.0 (major.minor.patch) or 1.0 (major.minor) -- 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 -- This will be used to check for unmet dependencies or incompatibilities
@@ -52,5 +52,5 @@ meta =
saveGameAltering = false, saveGameAltering = false,
-- Contact info for other users to reach you in case they have questions -- Contact info for other users to reach you in case they have questions
contact = "https://steamcommunity.com/id/CasKepler2/", contact = "https://steamcommunity.com/id/CasKepler2/", "https://steamcommunity.com/id/baconborn/",
} }