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2
.gitattributes
vendored
@@ -4,4 +4,4 @@ CHANGELOG export-ignore
|
||||
.gitlab-ci.yml export-ignore
|
||||
.git export-ignore
|
||||
.vs export-ignore
|
||||
.gitignore exsport-ignore
|
||||
.gitignore export-ignore
|
||||
|
||||
@@ -1,92 +1,151 @@
|
||||
# ========== /mods/WPE2/data/scripts/lib/weapongenerator.lua ==========
|
||||
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua:
|
||||
msgctxt "Weapon Name"
|
||||
msgid ""
|
||||
msgstr "Project-Id-Version: PACKAGE VERSION\nReport-Msgid-Bugs-To: \nPOT-Creation-Date: 2023-09-01 03:33+0000\nPO-Revision-Date: 2023-09-02 07:30+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"
|
||||
|
||||
# ========== \data\scripts\lib\turretgenerator.lua ==========
|
||||
#: \data\scripts\lib\turretgenerator.lua:
|
||||
msgctxt "weapon name"
|
||||
msgid "SmartCannon"
|
||||
msgstr "Умная пушка"
|
||||
|
||||
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua:
|
||||
msgctxt "Weapon Prefix"
|
||||
msgid "SmartCannon"
|
||||
msgstr "Умная пушка"
|
||||
#: \data\scripts\lib\turretgenerator.lua:
|
||||
msgctxt "weapon name"
|
||||
msgid "Ionized SmartCannon"
|
||||
msgstr "Ионизирущая умная пушка"
|
||||
|
||||
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua:
|
||||
msgctxt "Weapon Name"
|
||||
#: \data\scripts\lib\turretgenerator.lua:
|
||||
msgctxt "weapon name"
|
||||
msgid "Heavy Cannon"
|
||||
msgstr "Тяжелая Пушка"
|
||||
msgstr "Тяжелое орудие"
|
||||
|
||||
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua:
|
||||
msgctxt "Weapon Prefix"
|
||||
#: \data\scripts\lib\turretgenerator.lua:
|
||||
msgctxt "weapon name"
|
||||
msgid "Cumulative Heavy Cannon"
|
||||
msgstr "Кумулятивная тяжелая пушка"
|
||||
|
||||
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua:
|
||||
msgctxt "Weapon Prefix"
|
||||
msgid "Heavy Cannon"
|
||||
msgstr "Тяжелая Пушка"
|
||||
#: \data\scripts\lib\turretgenerator.lua:
|
||||
msgctxt "weapon name"
|
||||
msgid "Diffuser"
|
||||
msgstr "Диффузор"
|
||||
|
||||
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua:
|
||||
#: \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"
|
||||
msgid "SmartCannon"
|
||||
msgstr "Умная пушка"
|
||||
|
||||
#: \data\scripts\lib\weapongenerator.lua:
|
||||
msgctxt "Weapon Name"
|
||||
msgid "Heavy Cannon"
|
||||
msgstr "Тяжелое орудие"
|
||||
|
||||
#: \data\scripts\lib\weapongenerator.lua:
|
||||
msgctxt "Weapon Name"
|
||||
msgid "Diffuser"
|
||||
msgstr "Диффузор"
|
||||
|
||||
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua:
|
||||
#: \data\scripts\lib\weapongenerator.lua:
|
||||
msgctxt "Weapon Prefix"
|
||||
msgid "Diffuser"
|
||||
msgstr "Диффузор"
|
||||
|
||||
#: \data\scripts\lib\weapongenerator.lua:
|
||||
msgctxt "Weapon Name"
|
||||
msgid "Hookgun"
|
||||
msgstr "Гарпун"
|
||||
|
||||
# ========== /mods/WPE2/data/scripts/lib/weapontype.lua ==========
|
||||
#: /mods/WPE2/data/scripts/lib/weapontype.lua:
|
||||
msgctxt "Weapon Type"
|
||||
msgid "Auto Сannon"
|
||||
msgstr "Автопушка"
|
||||
#: \data\scripts\lib\weapongenerator.lua:
|
||||
msgctxt "Weapon Prefix"
|
||||
msgid "Hookgun"
|
||||
msgstr "Гарпун"
|
||||
|
||||
#: /mods/WPE2/data/scripts/lib/weapontype.lua:
|
||||
msgctxt "Weapon Type"
|
||||
msgid "Heavy Cannon"
|
||||
msgstr "Тяжелая Пушка"
|
||||
#: \data\scripts\lib\weapongenerator.lua:
|
||||
msgctxt "Weapon Name"
|
||||
msgid "HiveLauncher"
|
||||
msgstr "Роевая ракетная установка"
|
||||
|
||||
#: /mods/WPE2/data/scripts/lib/weapontype.lua:
|
||||
msgctxt "Weapon Type"
|
||||
msgid "Diffuser"
|
||||
msgstr "Диффузор"
|
||||
#: \data\scripts\lib\weapongenerator.lua:
|
||||
msgctxt "Weapon Prefix"
|
||||
msgid "HiveLauncher"
|
||||
msgstr "Роевая ракетная установка"
|
||||
|
||||
|
||||
# ========== /mods/WPE2/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 ==========
|
||||
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
|
||||
#, fuzzy
|
||||
msgctxt ""
|
||||
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:
|
||||
#, fuzzy
|
||||
msgctxt ""
|
||||
msgid "Intro"
|
||||
msgstr "Вступление"
|
||||
|
||||
#: /mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua:
|
||||
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
|
||||
#, fuzzy
|
||||
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 "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.nnЯ рекомендую использовать модели турелей из коллекции в мастерской."
|
||||
|
||||
#: /mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua:
|
||||
msgid "Autocannon"
|
||||
msgstr "Автопушка"
|
||||
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
|
||||
#, fuzzy
|
||||
msgctxt ""
|
||||
msgid "SmartCannon"
|
||||
msgstr "Умная пушка"
|
||||
|
||||
#: /mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua:
|
||||
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
|
||||
#, fuzzy
|
||||
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 "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.nnПо 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:
|
||||
#, fuzzy
|
||||
msgctxt ""
|
||||
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:
|
||||
#, fuzzy
|
||||
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 "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:
|
||||
#, fuzzy
|
||||
msgctxt ""
|
||||
msgid "Energy diffuser"
|
||||
msgstr "Энегретический диффузор"
|
||||
|
||||
#: /mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua:
|
||||
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
|
||||
#, fuzzy
|
||||
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 "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:
|
||||
#, fuzzy
|
||||
msgctxt ""
|
||||
msgid "Hookgun"
|
||||
msgstr "Гарпун"
|
||||
|
||||
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
|
||||
#, fuzzy
|
||||
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"
|
||||
|
||||
138
data/localization/template.pot
Normal 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 ""
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
|
||||
weaponProbabilities[WeaponType.Hookgun] = {d = 0.65, p = 2.0}
|
||||
weaponProbabilities[WeaponType.HeavyCannon] = {d = 0.6, p = 1.0}
|
||||
weaponProbabilities[WeaponType.Diffuser] = {d = 0.6, p = 1.0}
|
||||
weaponProbabilities[WeaponType.Harpoon] = {d = 0.6, p = 1.0}
|
||||
|
||||
weaponProbabilities[WeaponType.SmartCannon] = {d = 0.65, p = 2.0}
|
||||
weaponProbabilities[WeaponType.HeavyCannon] = {d = 0.65, p = 2.0}
|
||||
weaponProbabilities[WeaponType.Diffuser] = {d = 0.55, p = 1.0}
|
||||
weaponProbabilities[WeaponType.Hookgun] = {d = 0.55, p = 1.0}
|
||||
weaponProbabilities[WeaponType.HiveLauncher] = {d = 0.6, p = 1.0}
|
||||
@@ -1,5 +1,6 @@
|
||||
|
||||
valueWeights[WeaponType.SmartCannon ] = 2
|
||||
valueWeights[WeaponType.HeavyCannon ] = 1.7
|
||||
valueWeights[WeaponType.Diffuser ] = 2.1
|
||||
valueWeights[WeaponType.Hookgun ] = 2.1
|
||||
|
||||
valueWeights[WeaponType.SmartCannon ] = 1.5
|
||||
valueWeights[WeaponType.HeavyCannon ] = 1.5
|
||||
valueWeights[WeaponType.Diffuser ] = 2
|
||||
valueWeights[WeaponType.Hookgun ] = 1.5
|
||||
valueWeights[WeaponType.HiveLauncher] = 1.5
|
||||
|
||||
@@ -1,230 +1,382 @@
|
||||
|
||||
scales[WeaponType.SmartCannon] = {
|
||||
{from = 0, to = 28, size = 1.0, usedSlots = 2},
|
||||
{from = 29, to = 38, size = 2.0, usedSlots = 3},
|
||||
{from = 39, to = 49, size = 3.0, usedSlots = 4},
|
||||
--dummy for cooaxial, add 1 to size and level
|
||||
{from = 50, to = 52, size = 4.0, usedSlots = 5},
|
||||
}
|
||||
|
||||
scales[WeaponType.HeavyCannon] = {
|
||||
{from = 0, to = 28, size = 3.0, usedSlots = 4},
|
||||
{from = 29, to = 38, size = 4.0, usedSlots = 5},
|
||||
{from = 39, to = 49, size = 5.0, usedSlots = 6},
|
||||
--dummy for cooaxial, add 1 to size and level
|
||||
{from = 50, to = 52, size = 5, usedSlots = 6},
|
||||
}
|
||||
|
||||
scales[WeaponType.Diffuser] = {
|
||||
{from = 0, to = 46, size = 1.0, usedSlots = 2},
|
||||
{from = 47, to = 50, size = 2.0, usedSlots = 4},
|
||||
--dummy for cooaxial, add 1 to size and level
|
||||
{from = 51, to = 52, size = 3.0, usedSlots = 6},
|
||||
}
|
||||
|
||||
scales[WeaponType.Hookgun] = {
|
||||
{from = 0, to = 46, size = 1.0, usedSlots = 2},
|
||||
{from = 47, to = 50, size = 2.0, usedSlots = 4},
|
||||
--dummy for cooaxial, add 1 to size and level
|
||||
{from = 51, to = 52, size = 3.0, usedSlots = 6},
|
||||
}
|
||||
|
||||
if GameVersion() >= Version(0, 31, 0) then
|
||||
possibleSpecialties[WeaponType.SmartCannon] = {
|
||||
{specialty = Specialty.HighDamage, probability = 0.2},
|
||||
{specialty = Specialty.HighFireRate, probability = 0.3},
|
||||
{specialty = Specialty.HighRange, probability = 0.7},
|
||||
-- {specialty = Specialty.HighHullDamage, probability = 0.5},
|
||||
-- {specialty = Specialty.LessCoolingTime, probability = 0.4},
|
||||
}
|
||||
else
|
||||
possibleSpecialties[WeaponType.SmartCannon] = {
|
||||
Specialty.HighDamage,
|
||||
Specialty.HighFireRate,
|
||||
Specialty.HighRange,
|
||||
Specialty.HighHullDamage,
|
||||
Specialty.LessCoolingTime,
|
||||
}
|
||||
end
|
||||
|
||||
if GameVersion() >= Version(0, 31, 0) then
|
||||
possibleSpecialties[WeaponType.HeavyCannon] = {
|
||||
{specialty = Specialty.HighDamage, probability = 0.2},
|
||||
{specialty = Specialty.HighRange, probability = 0.35},
|
||||
{specialty = Specialty.HighFireRate, probability = 0.3},
|
||||
-- {specialty = Specialty.HighHullDamage, probability = 0.2},
|
||||
-- {specialty = Specialty.HighShieldDamage, probability = 0.2},
|
||||
-- {specialty = Specialty.LessCoolingTime, probability = 0.2}
|
||||
}
|
||||
else
|
||||
possibleSpecialties[WeaponType.HeavyCannon] = {
|
||||
Specialty.HighDamage,
|
||||
Specialty.HighFireRate,
|
||||
Specialty.HighRange,
|
||||
Specialty.HighHullDamage,
|
||||
Specialty.HighShieldDamage,
|
||||
Specialty.LessCoolingTime,
|
||||
}
|
||||
end
|
||||
|
||||
if GameVersion() >= Version(0, 31, 0) then
|
||||
possibleSpecialties[WeaponType.Diffuser] = {
|
||||
{specialty = Specialty.HighDamage, probability = 0.3},
|
||||
{specialty = Specialty.HighRange, probability = 0.3},
|
||||
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6},
|
||||
}
|
||||
else
|
||||
possibleSpecialties[WeaponType.Diffuser] = {
|
||||
Specialty.HighDamage,
|
||||
Specialty.HighRange,
|
||||
Specialty.FasterRechargeTime,
|
||||
}
|
||||
end
|
||||
|
||||
if GameVersion() >= Version(0, 31, 0) then
|
||||
possibleSpecialties[WeaponType.Hookgun] = {
|
||||
{specialty = Specialty.HighDamage, probability = 0.3},
|
||||
{specialty = Specialty.HighRange, probability = 0.3},
|
||||
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6},
|
||||
}
|
||||
else
|
||||
possibleSpecialties[WeaponType.Hookgun] = {
|
||||
Specialty.HighDamage,
|
||||
Specialty.HighRange,
|
||||
Specialty.FasterRechargeTime,
|
||||
}
|
||||
end
|
||||
|
||||
function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, rarity)
|
||||
local result = TurretTemplate()
|
||||
|
||||
-- generate turret
|
||||
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
|
||||
local crew = Crew()
|
||||
crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
|
||||
result.crew = crew
|
||||
|
||||
-- generate weapons
|
||||
local numWeapons = rand:getInt(1, 4)
|
||||
|
||||
local weapon = WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
|
||||
weapon.fireDelay = weapon.fireDelay * numWeapons
|
||||
|
||||
-- attach weapons to turret
|
||||
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
|
||||
|
||||
local shootingTime = 25 * 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.SmartCannon, tech, 0.6)
|
||||
TurretGenerator.addSpecialties(rand, result, WeaponType.SmartCannon)
|
||||
|
||||
result:updateStaticStats()
|
||||
|
||||
return result
|
||||
end
|
||||
|
||||
generatorFunction[WeaponType.SmartCannon] = TurretGenerator.generateSmartCannonTurret
|
||||
|
||||
|
||||
function TurretGenerator.generateHeavyCannonTurret(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))
|
||||
crew:add(requiredCrew, CrewMan(CrewProfessionType.Repair))
|
||||
result.crew = crew
|
||||
|
||||
-- generate weapons
|
||||
local numWeapons = rand:getInt(1, 4)
|
||||
|
||||
local weapon = WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
|
||||
weapon.fireDelay = weapon.fireDelay * numWeapons
|
||||
|
||||
-- attach weapons to turret
|
||||
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
|
||||
|
||||
local shootingTime = 25 * rand:getFloat(0.8, 1.2)
|
||||
local coolingTime = 20 * rand:getFloat(0.8, 1.2)
|
||||
TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
|
||||
|
||||
TurretGenerator.scale(rand, result, WeaponType.HeavyCannon, tech, 0.6)
|
||||
TurretGenerator.addSpecialties(rand, result, WeaponType.HeavyCannon)
|
||||
|
||||
result:updateStaticStats()
|
||||
|
||||
return result
|
||||
end
|
||||
|
||||
generatorFunction[WeaponType.HeavyCannon] = TurretGenerator.generateHeavyCannonTurret
|
||||
|
||||
|
||||
function TurretGenerator.generateDiffuserTurret(rand, dps, tech, material, rarity)
|
||||
local result = TurretTemplate()
|
||||
|
||||
-- generate turret
|
||||
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
|
||||
local crew = Crew()
|
||||
crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
|
||||
result.crew = crew
|
||||
|
||||
-- generate weapons
|
||||
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)
|
||||
TurretGenerator.addSpecialties(rand, result, WeaponType.Diffuser)
|
||||
|
||||
result:updateStaticStats()
|
||||
|
||||
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)
|
||||
TurretGenerator.addSpecialties(rand, result, WeaponType.Hookgun)
|
||||
|
||||
result:updateStaticStats()
|
||||
|
||||
return result
|
||||
end
|
||||
|
||||
generatorFunction[WeaponType.Hookgun] = TurretGenerator.generateHookgunTurret
|
||||
|
||||
scales[WeaponType.SmartCannon] = {
|
||||
{from = 0, to = 28, size = 1.0, usedSlots = 2},
|
||||
{from = 29, to = 38, size = 1,5, usedSlots = 3},
|
||||
{from = 39, to = 49, size = 2.0, usedSlots = 4},
|
||||
--dummy for cooaxial, add 1 to size and level
|
||||
{from = 50, to = 52, size = 4.0, usedSlots = 5},
|
||||
}
|
||||
|
||||
scales[WeaponType.HeavyCannon] = {
|
||||
{from = 0, to = 28, size = 3.0, usedSlots = 4},
|
||||
{from = 29, to = 38, size = 4.0, usedSlots = 5},
|
||||
{from = 39, to = 49, size = 5.0, usedSlots = 6},
|
||||
--dummy for cooaxial, add 1 to size and level
|
||||
{from = 50, to = 52, size = 6, usedSlots = 6},
|
||||
}
|
||||
|
||||
scales[WeaponType.Diffuser] = {
|
||||
{from = 0, to = 46, size = 1.0, usedSlots = 2},
|
||||
{from = 47, to = 50, size = 2.0, usedSlots = 4},
|
||||
--dummy for cooaxial, add 1 to size and level
|
||||
{from = 51, to = 52, size = 3.0, usedSlots = 6},
|
||||
}
|
||||
|
||||
scales[WeaponType.Hookgun] = {
|
||||
{from = 0, to = 46, size = 1.0, usedSlots = 2},
|
||||
{from = 47, to = 50, size = 2.0, usedSlots = 4},
|
||||
--dummy for cooaxial, add 1 to size and level
|
||||
{from = 51, to = 52, size = 4.0, usedSlots = 6},
|
||||
}
|
||||
|
||||
scales[WeaponType.HiveLauncher] = {
|
||||
{from = 0, to = 32, size = 1.0, usedSlots = 2},
|
||||
{from = 33, to = 40, size = 1.5, usedSlots = 3},
|
||||
{from = 41, to = 50, size = 2.0, usedSlots = 4},
|
||||
--dummy for cooaxial, add 1 to size and level
|
||||
{from = 51, to = 52, size = 3.0, usedSlots = 6},
|
||||
}
|
||||
|
||||
if GameVersion() >= Version(0, 31, 0) then
|
||||
possibleSpecialties[WeaponType.SmartCannon] = {
|
||||
{specialty = Specialty.HighDamage, probability = 0.2},
|
||||
{specialty = Specialty.HighFireRate, probability = 0.3},
|
||||
{specialty = Specialty.HighRange, probability = 0.7},
|
||||
}
|
||||
else
|
||||
possibleSpecialties[WeaponType.SmartCannon] = {
|
||||
Specialty.HighDamage,
|
||||
Specialty.HighFireRate,
|
||||
Specialty.HighRange,
|
||||
Specialty.HighHullDamage,
|
||||
Specialty.LessCoolingTime,
|
||||
}
|
||||
end
|
||||
|
||||
if GameVersion() >= Version(0, 31, 0) then
|
||||
possibleSpecialties[WeaponType.HeavyCannon] = {
|
||||
{specialty = Specialty.HighDamage, probability = 0.2},
|
||||
{specialty = Specialty.HighRange, probability = 0.35},
|
||||
{specialty = Specialty.HighFireRate, probability = 0.3},
|
||||
}
|
||||
else
|
||||
possibleSpecialties[WeaponType.HeavyCannon] = {
|
||||
Specialty.HighDamage,
|
||||
Specialty.HighFireRate,
|
||||
Specialty.HighRange,
|
||||
Specialty.HighHullDamage,
|
||||
Specialty.HighShieldDamage,
|
||||
Specialty.LessCoolingTime,
|
||||
}
|
||||
end
|
||||
|
||||
if GameVersion() >= Version(0, 31, 0) then
|
||||
possibleSpecialties[WeaponType.Diffuser] = {
|
||||
{specialty = Specialty.HighDamage, probability = 0.3},
|
||||
{specialty = Specialty.HighRange, probability = 0.3},
|
||||
}
|
||||
else
|
||||
possibleSpecialties[WeaponType.Diffuser] = {
|
||||
Specialty.HighDamage,
|
||||
Specialty.HighRange,
|
||||
Specialty.FasterRechargeTime,
|
||||
}
|
||||
end
|
||||
|
||||
if GameVersion() >= Version(0, 31, 0) then
|
||||
possibleSpecialties[WeaponType.Hookgun] = {
|
||||
{specialty = Specialty.HighDamage, probability = 0.3},
|
||||
{specialty = Specialty.HighRange, probability = 0.3},
|
||||
}
|
||||
else
|
||||
possibleSpecialties[WeaponType.Hookgun] = {
|
||||
Specialty.HighDamage,
|
||||
Specialty.HighRange,
|
||||
Specialty.FasterRechargeTime,
|
||||
}
|
||||
end
|
||||
|
||||
if GameVersion() >= Version(0, 31, 0) then
|
||||
possibleSpecialties[WeaponType.HiveLauncher] = {
|
||||
{specialty = Specialty.HighShootingTime, probability = 0.2},
|
||||
{specialty = Specialty.HighDamage, probability = 0.15},
|
||||
{specialty = Specialty.HighFireRate, probability = 0.15},
|
||||
{specialty = Specialty.HighRange, probability = 0.25},
|
||||
{specialty = Specialty.BurstFire, probability = 0.1},
|
||||
}
|
||||
else
|
||||
possibleSpecialties[WeaponType.HiveLauncher] = {
|
||||
Specialty.HighDamage,
|
||||
Specialty.HighRange,
|
||||
Specialty.FasterRechargeTime,
|
||||
}
|
||||
end
|
||||
|
||||
-- ===========================================================================================================================================================
|
||||
function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, rarity)
|
||||
local result = TurretTemplate()
|
||||
|
||||
-- generate turret
|
||||
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
|
||||
local crew = Crew()
|
||||
crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
|
||||
crew:add(requiredCrew, CrewMan(CrewProfessionType.Pilot))
|
||||
result.crew = crew
|
||||
|
||||
-- generate weapons
|
||||
local numWeapons = rand:getInt(1, 4)
|
||||
|
||||
local weapon = WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
|
||||
weapon.fireDelay = weapon.fireDelay * numWeapons
|
||||
|
||||
local specType = rand:getInt(0, 2)
|
||||
if specType == 1 then
|
||||
weapon.shieldPenetration = 1
|
||||
elseif specType == 2 then
|
||||
weapon.damageType = DamageType.Plasma
|
||||
weapon.damage = weapon.damage * 0.9
|
||||
end
|
||||
|
||||
-- attach weapons to turret
|
||||
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
|
||||
|
||||
local shootingTime = 25 * 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.SmartCannon, tech, 0.6)
|
||||
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.SmartCannon)
|
||||
|
||||
result.slotType = TurretSlotType.Armed
|
||||
result:updateStaticStats()
|
||||
|
||||
local name = "Smart-Cannon /* weapon name*/"%_T
|
||||
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
|
||||
if specType == 1 then
|
||||
outerAdjective = "Ionized "%_T
|
||||
elseif specType == 2 then
|
||||
outerAdjective = "Plasmed "%_T
|
||||
weapon.damage = weapon.damage * 0.9
|
||||
end
|
||||
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.SmartCannon] = TurretGenerator.generateSmartCannonTurret
|
||||
|
||||
|
||||
-- ===========================================================================================================================================================
|
||||
function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, rarity)
|
||||
local result = TurretTemplate()
|
||||
|
||||
-- generate turret
|
||||
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
|
||||
local crew = Crew()
|
||||
crew:add(requiredCrew * 3, CrewMan(CrewProfessionType.Gunner))
|
||||
crew:add(requiredCrew, CrewMan(CrewProfessionType.Repair))
|
||||
result.crew = crew
|
||||
|
||||
-- generate weapons
|
||||
local numWeapons = rand:getInt(1, 4)
|
||||
|
||||
local weapon = WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
|
||||
weapon.fireDelay = weapon.fireDelay * numWeapons
|
||||
|
||||
local Pen = rand:getInt(0, rarity.value)
|
||||
if Pen > 0 then
|
||||
weapon.blockPenetration = Pen
|
||||
outerAdjective = "Cumulative "%_T
|
||||
end
|
||||
|
||||
if result.size >= 4 then
|
||||
weapon.speed = weapon.speed * 2
|
||||
weapon.reach = weapon.reach * 1.2
|
||||
end
|
||||
|
||||
if result.size >= 5 then
|
||||
weapon.speed = weapon.speed * 2
|
||||
weapon.reach = weapon.reach * 1.5
|
||||
end
|
||||
|
||||
-- attach weapons to turret
|
||||
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
|
||||
|
||||
local shootingTime = 25 * rand:getFloat(0.8, 1.2)
|
||||
local coolingTime = 20 * rand:getFloat(0.8, 1.2)
|
||||
TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
|
||||
|
||||
TurretGenerator.scale(rand, result, WeaponType.HeavyCannon, tech, 0.6)
|
||||
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.HeavyCannon)
|
||||
|
||||
result.slotType = TurretSlotType.Armed
|
||||
result:updateStaticStats()
|
||||
|
||||
local name = "Heavy Cannon /* weapon name*/"%_T
|
||||
|
||||
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
|
||||
|
||||
if result.size >= 4 then
|
||||
name = "Mass Driver /* weapon name*/"%_T
|
||||
end
|
||||
|
||||
if result.size >= 5 then
|
||||
name = "Mass Warper /* weapon name*/"%_T
|
||||
end
|
||||
|
||||
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.HeavyCannon] = TurretGenerator.generateHeavyCannonTurret
|
||||
|
||||
|
||||
-- ===========================================================================================================================================================
|
||||
function TurretGenerator.generateDiffuserTurret(rand, dps, tech, material, rarity)
|
||||
local result = TurretTemplate()
|
||||
|
||||
-- generate turret
|
||||
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
|
||||
local crew = Crew()
|
||||
crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
|
||||
result.crew = crew
|
||||
|
||||
-- generate weapons
|
||||
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
|
||||
|
||||
local spec = rand:getInt(0, 1)
|
||||
|
||||
if spec then
|
||||
weapon.holdingForce = weapon.otherForce * 2
|
||||
weapon.otherForce = 0
|
||||
end
|
||||
|
||||
-- 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 name = "Hookgun /* weapon name*/"%_T
|
||||
|
||||
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
|
||||
|
||||
if spec then
|
||||
outerAdjective = "Stabilizing"%_T
|
||||
end
|
||||
|
||||
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
|
||||
|
||||
@@ -1,45 +1,51 @@
|
||||
|
||||
TurretIngredients[WeaponType.SmartCannon] =
|
||||
{
|
||||
{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 = "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 = "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 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.SmartCannon] =
|
||||
{
|
||||
{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 = "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 = "Steel", amount = 20, investable = 10, minimum = 20,},
|
||||
{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] =
|
||||
{
|
||||
{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 = "Energy Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", },
|
||||
{name = "Steel", amount = 20, investable = 0, minimum = 20,},
|
||||
{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] =
|
||||
{
|
||||
{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 = "Energy Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", },
|
||||
{name = "Steel", amount = 20, investable = 0, minimum = 20,},
|
||||
{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.SmartCannon] =
|
||||
{
|
||||
{name = "Servo", amount = 15, investable = 10, minimum = 5, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
|
||||
{name = "Processor", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", },
|
||||
{name = "High Pressure Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "reach", investFactor = 1.5, changeType = StatChanges.Percentage},
|
||||
{name = "Ammunition M", amount = 2, investable = 4, minimum = 1, weaponStat = "damage", investFactor = 1, changeType = StatChanges.Percentage},
|
||||
{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 Tube", amount = 5, investable = 10, minimum = 3,},
|
||||
}
|
||||
|
||||
TurretIngredients[WeaponType.HeavyCannon] =
|
||||
{
|
||||
{name = "Servo", amount = 8, investable = 8, minimum = 4, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
|
||||
{name = "Explosive Charge", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", },
|
||||
{name = "High Pressure Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "reach", },
|
||||
{name = "Ammunition L", amount = 5, investable = 10, minimum = 3, weaponStat = "damage", investFactor = 0.2,},
|
||||
{name = "Steel", amount = 20, investable = 10, minimum = 20,},
|
||||
{name = "Metal Plate", amount = 8, investable = 10, minimum = 10,},
|
||||
}
|
||||
|
||||
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 = "Industrial Tesla Coil",amount = 2, investable = 6, minimum = 1, weaponStat = "damage", },
|
||||
{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.Hookgun] =
|
||||
{
|
||||
{name = "Force Generator", amount = 10, investable = 10, minimum = 10, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
|
||||
{name = "Energy Tube", amount = 5, investable = 6, minimum = 1, weaponStat = "reach", },
|
||||
{name = "Power Unit", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", },
|
||||
{name = "Steel", amount = 20, investable = 0, minimum = 20,},
|
||||
{name = "Conductor", amount = 10, investable = 0, minimum = 10,},
|
||||
}
|
||||
|
||||
TurretIngredients[WeaponType.HiveLauncher] =
|
||||
{
|
||||
{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,},
|
||||
}
|
||||
|
||||
@@ -3,11 +3,11 @@ function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
|
||||
local weapon = Weapon()
|
||||
weapon:setProjectile()
|
||||
|
||||
dps = dps * 0.75
|
||||
dps = dps * 0.9
|
||||
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 speed = rand:getFloat(300, 400)*4
|
||||
local existingTime = (reach / speed)*1.2
|
||||
|
||||
weapon.fireDelay = fireDelay
|
||||
@@ -15,9 +15,9 @@ function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
|
||||
weapon.appearanceSeed = rand:getInt()
|
||||
weapon.seeker = 1
|
||||
weapon.appearance = WeaponAppearance.Cannon
|
||||
weapon.name = "SmartCannon /* Weapon Name*/"%_t
|
||||
weapon.prefix = "SmartCannon /* Weapon Prefix*/"%_t
|
||||
weapon.icon = "data/textures/icons/autocannon.png"
|
||||
weapon.name = "Smart-Cannon /* Weapon Name*/"%_t
|
||||
weapon.prefix = "Smart-Cannon /* Weapon Prefix*/"%_t
|
||||
weapon.icon = "data/textures/icons/smartcannon.png"
|
||||
weapon.sound = "cannon"
|
||||
weapon.accuracy = 0.99 - rand:getFloat(0, 0.03)
|
||||
|
||||
@@ -28,13 +28,6 @@ function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
|
||||
weapon.impactSound = 1
|
||||
weapon.impactExplosion = true
|
||||
|
||||
local specType = rand:getInt(0, 1)
|
||||
if specType > 0 then
|
||||
weapon.prefix = "Ionized SmartCannon /* Weapon Prefix*/"%_t
|
||||
weapon.shieldPenetration = 1
|
||||
else
|
||||
weapon.prefix = "SmartCannon /* Weapon Prefix*/"%_t
|
||||
end
|
||||
|
||||
weapon.psize = rand:getFloat(0.2, 0.5)
|
||||
weapon.pmaximumTime = existingTime
|
||||
@@ -53,13 +46,14 @@ end
|
||||
generatorFunction[WeaponType.SmartCannon] = WeaponGenerator.generateSmartCannon
|
||||
|
||||
|
||||
|
||||
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 reach = rand:getFloat(1100, 1500)*1.5
|
||||
local damage = dps * fireDelay
|
||||
local speed = rand:getFloat(600, 1000)*1.4
|
||||
local existingTime = (reach / speed)*1.1
|
||||
@@ -86,15 +80,6 @@ function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
|
||||
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
|
||||
@@ -107,6 +92,7 @@ end
|
||||
generatorFunction[WeaponType.HeavyCannon] = WeaponGenerator.generateHeavyCannon
|
||||
|
||||
|
||||
|
||||
function WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
|
||||
local weapon = Weapon()
|
||||
weapon:setBeam()
|
||||
@@ -157,7 +143,7 @@ generatorFunction[WeaponType.Diffuser] = WeaponGenerator.generateDiffuser
|
||||
|
||||
|
||||
|
||||
function WeaponGenerator.generateHarpoon(rand, dps, tech, material, rarity)
|
||||
function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
|
||||
local weapon = Weapon()
|
||||
weapon:setBeam()
|
||||
|
||||
@@ -170,9 +156,9 @@ function WeaponGenerator.generateHarpoon(rand, dps, tech, material, rarity)
|
||||
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.name = "Hookgun /* Weapon Name*/"%_t
|
||||
weapon.prefix = "Hookgun /* Weapon Prefix*/"%_t
|
||||
weapon.icon = "data/textures/icons/hookgun.png"
|
||||
weapon.sound = "cannon"
|
||||
weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
|
||||
|
||||
@@ -207,4 +193,55 @@ function WeaponGenerator.generateHarpoon(rand, dps, tech, material, rarity)
|
||||
return weapon
|
||||
end
|
||||
|
||||
generatorFunction[WeaponType.Harpoon] = WeaponGenerator.generateHarpoon
|
||||
generatorFunction[WeaponType.Hookgun] = WeaponGenerator.generateHookgun
|
||||
|
||||
|
||||
|
||||
function WeaponGenerator.generateHiveLauncher(rand, dps, tech, material, rarity)
|
||||
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
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
|
||||
WeaponTypes.addType("SmartCannon", "Smart Сannon /* Weapon Type */"%_t, armed)
|
||||
WeaponTypes.addType("HeavyCannon", "Heavy Cannon /* Weapon Type */"%_t, armed)
|
||||
WeaponTypes.addType("Diffuser", "Diffuser /* Weapon Type */"%_t, armed)
|
||||
WeaponTypes.addType("Hookgun", "Hookgun /* Weapon Type */"%_t, armed)
|
||||
|
||||
WeaponTypes.addType("SmartCannon", "Smart Сannon /* Weapon Type */"%_t, armed)
|
||||
WeaponTypes.addType("HeavyCannon", "Heavy Cannon /* Weapon Type */"%_t, armed)
|
||||
WeaponTypes.addType("Diffuser", "Diffuser /* Weapon Type */"%_t, armed)
|
||||
WeaponTypes.addType("Hookgun", "Hookgun /* Weapon Type */"%_t, armed)
|
||||
WeaponTypes.addType("HiveLauncher", "HiveLauncher /* Weapon Type */"%_t, armed)
|
||||
@@ -14,7 +14,7 @@ category.chapters =
|
||||
},
|
||||
|
||||
{
|
||||
title = "Autocannon"%_t,
|
||||
title = "Smartcannon"%_t,
|
||||
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,
|
||||
},
|
||||
|
||||
|
Before Width: | Height: | Size: 12 KiB |
|
Before Width: | Height: | Size: 53 KiB After Width: | Height: | Size: 37 KiB |
|
Before Width: | Height: | Size: 19 KiB |
BIN
data/textures/icons/hivelauncher.png
Normal file
|
After Width: | Height: | Size: 25 KiB |
BIN
data/textures/icons/hookgun.png
Normal file
|
After Width: | Height: | Size: 31 KiB |
BIN
data/textures/icons/railgun.png
Normal file
|
After Width: | Height: | Size: 36 KiB |
BIN
data/textures/icons/smartcannon.png
Normal file
|
After Width: | Height: | Size: 31 KiB |
@@ -10,13 +10,13 @@ meta =
|
||||
name = "Weapon_Pack_Extended2",
|
||||
|
||||
-- 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 = "Adds some new weapon to the game.",
|
||||
|
||||
-- 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)
|
||||
-- This will be used to check for unmet dependencies or incompatibilities
|
||||
@@ -52,5 +52,5 @@ meta =
|
||||
saveGameAltering = false,
|
||||
|
||||
-- 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/",
|
||||
}
|
||||
|
||||