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49 Commits

Author SHA1 Message Date
Alex
314e65c4bc Update 2 files
- /data/scripts/lib/turretgenerator.lua
- /data/scripts/lib/weapongenerator.lua
2023-09-02 20:31:32 +00:00
Alex
577378ae36 Update 2 files
- /data/scripts/lib/turretgenerator.lua
- /data/scripts/lib/weapongenerator.lua
2023-09-02 20:07:13 +00:00
Alex
59c5f2cb36 Replace thumb.png 2023-09-02 20:01:13 +00:00
Slava
138f510ea2 Update 2 files
- /data/scripts/player/ui/encyclopedia/encyclopedia.lua
- /data/scripts/player/ui/encyclopedia/_encyclopedia.lua
2023-09-02 19:39:31 +00:00
Slava
d6ea8f534e Update file README.md 2023-09-02 19:35:58 +00:00
Alex
85889377c9 Replace thumb.png 2023-09-02 19:32:57 +00:00
Alex
f37108304e Update file turretgenerator.lua 2023-09-02 18:56:12 +00:00
Alex
d72a2b701e Update file turretgenerator.lua 2023-09-02 18:55:23 +00:00
Alex
c0b7a4ef83 Update file turretgenerator.lua 2023-09-02 18:55:09 +00:00
Alex
8e63f249a7 Update file turretgenerator.lua 2023-09-02 18:54:06 +00:00
Alex
9a56e21c2a Update file turretgenerator.lua 2023-09-02 18:49:04 +00:00
Alex
32fc8f43ea Update 3 files
- /data/scripts/lib/weapongenerator.lua
- /data/scripts/lib/turretgenerator.lua
- /data/scripts/lib/turretingredients.lua
2023-09-02 18:19:34 +00:00
Weblate Admin
b7351d174a Translated using Weblate (Russian)
Currently translated at 59.2% (16 of 27 strings)

Translation: WPE-2/ru
2023-09-02 07:30:17 +00:00
Weblate Admin
f4ca4afa45 Added translation using Weblate (Russian) 2023-09-01 03:33:57 +00:00
Alex
863e00a5d0 Update file weapongenerator.lua 2023-08-30 20:17:50 +00:00
Alex
f258093ca3 Update file weapongenerator.lua 2023-08-30 19:19:23 +00:00
Slava
a0a45906a1 Delete ru.po 2023-08-30 18:40:03 +00:00
Alex
0a3f032d56 Update file turretgenerator.lua 2023-08-30 18:37:08 +00:00
Alex
e531517104 Update file turretgenerator.lua 2023-08-30 18:30:44 +00:00
Alex
c2d09f1cc2 Update file turretgenerator.lua 2023-08-30 18:22:54 +00:00
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
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
bacon
f3deba9b30 fixed 2023-08-27 19:46:14 +03:00
21 changed files with 783 additions and 378 deletions

2
.gitattributes vendored
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@@ -4,4 +4,4 @@ CHANGELOG export-ignore
.gitlab-ci.yml export-ignore
.git export-ignore
.vs export-ignore
.gitignore exsport-ignore
.gitignore export-ignore

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@@ -1,6 +1,9 @@
[![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 2.0
![Weapon Pack Extended Remastered](thumb.png)
## Getting started
That mod for Avorion original writed [Alive!](https://steamcommunity.com/id/CasKepler2/) for 0.32 and updated by me with him

View File

@@ -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\о 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.nо 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"

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.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}

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@@ -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

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@@ -1,230 +1,391 @@
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
if rand:getInt(0, 1) then
weapon.pcolor = ColorHSV(rand:getFloat(180, 210), 0.8, 0.8)
else
weapon.pcolor = ColorHSV(rand:getFloat(260, 290), 0.8, 0.8)
end
elseif specType == 2 then
weapon.damageType = DamageType.Plasma
weapon.damage = weapon.damage * 0.9
weapon.pcolor = ColorHSV(rand:getFloat(90, 120), 0.7, 1)
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
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.psize = weapon.psize * 1.5
weapon.speed = weapon.speed * 2
weapon.reach = weapon.reach * 1.2
weapon.pcolor = ColorHSV(rand:getFloat(10, 45), 0.7, 0.7)
end
if result.size >= 5 then
weapon.psize = weapon.psize * 1.5
weapon.speed = weapon.speed * 2
weapon.reach = weapon.reach * 1.5
weapon.pcolor = ColorHSV(rand:getFloat(10, 45), 0.7, 0.9)
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

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@@ -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,},
}

View File

@@ -3,11 +3,11 @@ function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
local weapon = Weapon()
weapon:setProjectile()
dps = dps * 0.75
local fireDelay = rand:getFloat(1.5, 2.5)*0.5
dps = dps * 0.9
local fireDelay = rand:getFloat(0.6, 1)
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)
@@ -28,18 +28,11 @@ 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 /* 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
weapon.pvelocity = speed
weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
weapon.pcolor = ColorHSV(rand:getFloat(20, 45), 0.7, 1)
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
@@ -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
@@ -81,20 +75,11 @@ function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
weapon.otherForce = dps*math.max(1, rarity.value)*89*5
weapon.psize = rand:getFloat(0.2, 0.5)
weapon.psize = rand:getFloat(1.2, 1.5)
weapon.pmaximumTime = existingTime
weapon.pvelocity = speed
weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
weapon.pcolor = ColorHSV(rand:getFloat(10, 45), 0.7, 0.4)
local Pen = rand:getInt(0, rarity.value)
if Pen > 0 then
weapon.blockPenetration = Pen
weapon.prefix = "Cumulative/* 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)
@@ -197,14 +183,63 @@ function WeaponGenerator.generateHarpoon(rand, dps, tech, material, rarity)
weapon.banimationAcceleration = 0
weapon.bshapeSize = 13
-- shades of blue
weapon.bouterColor = ColorHSV(0, 0, rand:getFloat(0.35, 0.65))
weapon.binnerColor = ColorHSV(1, 1, rand:getFloat(0.35, 0.65))
weapon.bouterColor = ColorHSV(rand:getInt(255, 260), 0,75, rand:getFloat(0.2, 0.25))
weapon.binnerColor = ColorHSV(rand:getInt(255, 260), 0,75, rand:getFloat(0.2, 0.25)) -- TODO
WeaponGenerator.adaptWeapon(rand, weapon, 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(200, 250)
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), 0.8, rand:getFloat(0.25, 0.75))
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("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)

View File

@@ -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,
},

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@@ -10,7 +10,7 @@ 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.",

BIN
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