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11 Commits

Author SHA1 Message Date
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
12 changed files with 696 additions and 420 deletions

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

View File

@@ -1,153 +1,138 @@
# ========== C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/turretgenerator.lua ========== # ========== \data\scripts\lib\turretgenerator.lua ==========
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/turretgenerator.lua: #: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name" msgctxt "weapon name"
msgid "SmartCannon" msgid "SmartCannon"
msgstr "" msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/turretgenerator.lua: #: \data\scripts\lib\turretgenerator.lua:
msgctxt "Weapon Prefix" msgctxt "weapon name"
msgid "Ionized" msgid "Ionized SmartCannon"
msgstr "" msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/turretgenerator.lua: #: \data\scripts\lib\turretgenerator.lua:
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/weapongenerator.lua:
msgctxt "Weapon Prefix"
msgid "SmartCannon"
msgstr "Умная пушка"
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/turretgenerator.lua:
msgctxt "weapon name" msgctxt "weapon name"
msgid "Heavy Cannon" msgid "Heavy Cannon"
msgstr "" msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/turretgenerator.lua: #: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name" msgctxt "weapon name"
msgid "Diffusor" msgid "Cumulative Heavy Cannon"
msgstr "" msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/turretgenerator.lua: #: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "Diffuser"
msgstr ""
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name" msgctxt "weapon name"
msgid "Hookgun" msgid "Hookgun"
msgstr "" msgstr ""
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "HiveLauncher"
msgstr ""
# ========== C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/weapongenerator.lua ========== # ========== \data\scripts\lib\weapongenerator.lua ==========
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/weapongenerator.lua: #: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Name" msgctxt "Weapon Name"
msgid "SmartCannon" msgid "SmartCannon"
msgstr "Умная пушка" msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/weapongenerator.lua: #: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Prefix"
msgid "SmartCannon"
msgstr ""
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Name" msgctxt "Weapon Name"
msgid "Heavy Cannon" msgid "Heavy Cannon"
msgstr "Тяжелая Пушка"
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/weapongenerator.lua:
msgctxt "Weapon Prefix"
msgid "Cumulative"
msgstr "" msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/weapongenerator.lua: #: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Prefix"
msgid "Heavy Cannon"
msgstr "Тяжелая Пушка"
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/weapongenerator.lua:
msgctxt "Weapon Name" msgctxt "Weapon Name"
msgid "Diffuser" msgid "Diffuser"
msgstr "Диффузор" msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/weapongenerator.lua: #: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Prefix" msgctxt "Weapon Prefix"
msgid "Diffuser" msgid "Diffuser"
msgstr "Диффузор" msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/weapongenerator.lua: #: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Name" msgctxt "Weapon Name"
msgid "Harpoon"
msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/weapongenerator.lua:
msgctxt "Weapon Prefix"
msgid "Harpoon"
msgstr ""
# ========== C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/weapontype.lua ==========
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/weapontype.lua:
msgctxt "Weapon Type"
msgid "Smart Сannon"
msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/weapontype.lua:
msgctxt "Weapon Type"
msgid "Heavy Cannon"
msgstr "Тяжелая Пушка"
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/weapontype.lua:
msgctxt "Weapon Type"
msgid "Diffuser"
msgstr "Диффузор"
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/weapontype.lua:
msgctxt "Weapon Type"
msgid "Hookgun" msgid "Hookgun"
msgstr "" msgstr ""
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Prefix"
msgid "Hookgun"
msgstr ""
# ========== C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua ========== #: \data\scripts\lib\weapongenerator.lua:
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.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" msgid "WPE Turrets"
msgstr "Расширенный пак оружия" msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "Intro" msgid "Intro"
msgstr "Вступление" msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "In this part of the encyclopedia you will find a description of the turrets from the Weapon Pack Extended mod.\n\nI recommend using turret models from the collection in the workshop." msgid "In this part of the encyclopedia you will find a description of the turrets from the Weapon Pack Extended mod.\n\nI recommend using turret models from the collection in the workshop."
msgstr "В этой части энциклопедии вы найдете описание турелей из мода Weapon Pack Extended. \n\nЯ рекомендую использовать модели турелей из коллекции в мастерской" msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "Autocannon" msgid "Autocannon"
msgstr "Автопушка" msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "A lightweight version of the classic cannon.\n\nCompared to conventional cannons:\n+ Increased rate of fire (x2)\n+ Increased projectile speed (x1.5)\n+ A little more damage on the shield (10% - 15%)\n+ Can be equipped with homing missiles.\n- Less damage (x0.75)\n- Shorter damage range (x0.8)" msgid "A lightweight version of the classic cannon.\n\nCompared to conventional cannons:\n+ Increased rate of fire (x2)\n+ Increased projectile speed (x1.5)\n+ A little more damage on the shield (10% - 15%)\n+ Can be equipped with homing missiles.\n- Less damage (x0.75)\n- Shorter damage range (x0.8)"
msgstr "Облегченная версия классической пушки.\n\nПо сравнению с обычными пушками:\n+ Увеличенная скорострельность (x2)\n+ Увеличенная скорость полета снаряда (x1.5)\n+ Немного больший урон по щиту (10% - 15%)\n+ Может оснащаться самонаводящимися ракетами.\n- Меньший урон (x0.75)\n- Меньшая дальность поражения (x0.8)." msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "Heavy Cannon" msgid "Heavy Cannon"
msgstr "Тяжелая Пушка" msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "The cannon of the main caliber. It shoots with heavy explosive shells, the hit of which can displace the enemy ship.\n\n+ High damage\n+ High projectile speed\n+ When hit, push the opponent\n+ Also can have a penetration\n- Low rate of fire\n- Occupies many slots\n- Big size\n- Requires more crew" msgid "The cannon of the main caliber. It shoots with heavy explosive shells, the hit of which can displace the enemy ship.\n\n+ High damage\n+ High projectile speed\n+ When hit, push the opponent\n+ Also can have a penetration\n- Low rate of fire\n- Occupies many slots\n- Big size\n- Requires more crew"
msgstr "Пушка главного калибра. Стреляет тяжелыми разрывными снарядами, попадание которых может смести вражеский корабль.\n\n+ Высокий урон\n+ Высокая скорость снаряда\n+ При попадании в цель толкает противника\n+ Также может иметь пробитие\n- Низкая скорострельность\n- Занимает много слотов\n- Большие размеры\n- Требует больше экипажа" msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "Energy diffuser" msgid "Energy diffuser"
msgstr "Энегретический диффузор" msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "Short range combat weapon. Does not cause damage to the hull, but extremely effectively destroys shields. Requires civil slots.\n\nShield Damage x20" msgid "Short range combat weapon. Does not cause damage to the hull, but extremely effectively destroys shields. Requires civil slots.\n\nShield Damage x20"
msgstr "Боевое оружие малой дальности. Не наносит повреждений корпусу, но чрезвычайно эффективно разрушает щиты. Требует гражданских слотов.\n\nУрон по щитам x20" msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "Hookgun" msgid "Hookgun"
msgstr "" msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "Short range combat weapon. Does not cause damage to the shield, but extremely effectively to attrac. Requires 2 gunners slots.\n May have penetration\n" 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 "" msgstr ""
# ========== old ==========
# msgctxt "Weapon Type"
# msgid "Auto Сannon"
# msgstr "Автопушка"
# msgctxt "Weapon Prefix"
# msgid "Cumulative Heavy Cannon"
# msgstr "Кумулятивная тяжелая пушка"

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 "Autocannon"
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.SmartCannon] = {d = 0.65, p = 2.0} weaponProbabilities[WeaponType.SmartCannon] = {d = 0.65, p = 2.0}
weaponProbabilities[WeaponType.HeavyCannon] = {d = 0.6, p = 1.0} weaponProbabilities[WeaponType.HeavyCannon] = {d = 0.6, p = 1.0}
weaponProbabilities[WeaponType.Diffuser] = {d = 0.6, p = 1.0} weaponProbabilities[WeaponType.Diffuser] = {d = 0.6, p = 1.0}
weaponProbabilities[WeaponType.Hookgun] = {d = 0.6, p = 1.0} weaponProbabilities[WeaponType.Hookgun] = {d = 0.6, p = 1.0}
weaponProbabilities[WeaponType.HiveLauncher] = {d = 0.6, p = 1.0} -- TODO Подсмотреть у ванильных ракетниц

View File

@@ -1,5 +1,6 @@
valueWeights[WeaponType.SmartCannon ] = 2 valueWeights[WeaponType.SmartCannon ] = 2
valueWeights[WeaponType.HeavyCannon ] = 2.5 valueWeights[WeaponType.HeavyCannon ] = 2.5
valueWeights[WeaponType.Diffuser ] = 1.7 valueWeights[WeaponType.Diffuser ] = 1.7
valueWeights[WeaponType.Hookgun ] = 1.5 valueWeights[WeaponType.Hookgun ] = 1.5
valueWeights[WeaponType.HiveLauncher] = 2

View File

@@ -1,266 +1,352 @@
scales[WeaponType.SmartCannon] = { scales[WeaponType.SmartCannon] = {
{from = 0, to = 28, size = 1.0, usedSlots = 2}, {from = 0, to = 28, size = 1.0, usedSlots = 2},
{from = 29, to = 38, size = 2.0, usedSlots = 3}, {from = 29, to = 38, size = 1,5, usedSlots = 3},
{from = 39, to = 49, size = 3.0, usedSlots = 4}, {from = 39, to = 49, size = 2.0, usedSlots = 4},
--dummy for cooaxial, add 1 to size and level --dummy for cooaxial, add 1 to size and level
{from = 50, to = 52, size = 4.0, usedSlots = 5}, {from = 50, to = 52, size = 4.0, usedSlots = 5},
} }
scales[WeaponType.HeavyCannon] = { scales[WeaponType.HeavyCannon] = { -- TODO уточнить размеры
{from = 0, to = 28, size = 3.0, usedSlots = 4}, {from = 0, to = 28, size = 3.0, usedSlots = 4},
{from = 29, to = 38, size = 4.0, usedSlots = 5}, {from = 29, to = 38, size = 4.0, usedSlots = 5},
{from = 39, to = 49, size = 5.0, usedSlots = 6}, {from = 39, to = 49, size = 5.0, usedSlots = 6},
--dummy for cooaxial, add 1 to size and level --dummy for cooaxial, add 1 to size and level
{from = 50, to = 52, size = 5, usedSlots = 6}, {from = 50, to = 52, size = 5, usedSlots = 6},
} }
scales[WeaponType.Diffuser] = { scales[WeaponType.Diffuser] = {-- TODO проверить возможность спавна с определенной дистанции, Уточнить размеры
{from = 0, to = 46, size = 1.0, usedSlots = 2}, {from = 0, to = 46, size = 1.0, usedSlots = 2},
{from = 47, to = 50, size = 2.0, usedSlots = 4}, {from = 47, to = 50, size = 2.0, usedSlots = 4},
--dummy for cooaxial, add 1 to size and level --dummy for cooaxial, add 1 to size and level
{from = 51, to = 52, size = 3.0, usedSlots = 6}, {from = 51, to = 52, size = 3.0, usedSlots = 6},
} }
scales[WeaponType.Hookgun] = { scales[WeaponType.Hookgun] = {
{from = 0, to = 46, size = 1.0, usedSlots = 2}, {from = 0, to = 46, size = 1.0, usedSlots = 2},
{from = 47, to = 50, size = 2.0, usedSlots = 4}, {from = 47, to = 50, size = 2.0, usedSlots = 4},
--dummy for cooaxial, add 1 to size and level --dummy for cooaxial, add 1 to size and level
{from = 51, to = 52, size = 3.0, usedSlots = 6}, {from = 51, to = 52, size = 4.0, usedSlots = 6},
} }
if GameVersion() >= Version(0, 31, 0) then scales[WeaponType.HiveLauncher] = { -- TODO Увеличить разнообразие размеров6
possibleSpecialties[WeaponType.SmartCannon] = { {from = 0, to = 46, size = 1.0, usedSlots = 2},
{specialty = Specialty.HighDamage, probability = 0.2}, {from = 47, to = 50, size = 2.0, usedSlots = 4},
{specialty = Specialty.HighFireRate, probability = 0.3}, --dummy for cooaxial, add 1 to size and level
{specialty = Specialty.HighRange, probability = 0.7}, {from = 51, to = 52, size = 3.0, usedSlots = 6},
-- {specialty = Specialty.HighHullDamage, probability = 0.5}, }
-- {specialty = Specialty.LessCoolingTime, probability = 0.4},
} if GameVersion() >= Version(0, 31, 0) then
else possibleSpecialties[WeaponType.SmartCannon] = {
possibleSpecialties[WeaponType.SmartCannon] = { {specialty = Specialty.HighDamage, probability = 0.2},
Specialty.HighDamage, {specialty = Specialty.HighFireRate, probability = 0.3},
Specialty.HighFireRate, {specialty = Specialty.HighRange, probability = 0.7},
Specialty.HighRange, -- {specialty = Specialty.HighHullDamage, probability = 0.5},
Specialty.HighHullDamage, -- {specialty = Specialty.LessCoolingTime, probability = 0.4},
Specialty.LessCoolingTime, }
} else
end possibleSpecialties[WeaponType.SmartCannon] = {
Specialty.HighDamage,
if GameVersion() >= Version(0, 31, 0) then Specialty.HighFireRate,
possibleSpecialties[WeaponType.HeavyCannon] = { Specialty.HighRange,
{specialty = Specialty.HighDamage, probability = 0.2}, Specialty.HighHullDamage,
{specialty = Specialty.HighRange, probability = 0.35}, Specialty.LessCoolingTime,
{specialty = Specialty.HighFireRate, probability = 0.3}, }
-- {specialty = Specialty.HighHullDamage, probability = 0.2}, end
-- {specialty = Specialty.HighShieldDamage, probability = 0.2},
-- {specialty = Specialty.LessCoolingTime, probability = 0.2} if GameVersion() >= Version(0, 31, 0) then
} possibleSpecialties[WeaponType.HeavyCannon] = {
else {specialty = Specialty.HighDamage, probability = 0.2},
possibleSpecialties[WeaponType.HeavyCannon] = { {specialty = Specialty.HighRange, probability = 0.35},
Specialty.HighDamage, {specialty = Specialty.HighFireRate, probability = 0.3},
Specialty.HighFireRate, -- {specialty = Specialty.HighHullDamage, probability = 0.2},
Specialty.HighRange, -- {specialty = Specialty.HighShieldDamage, probability = 0.2},
Specialty.HighHullDamage, -- {specialty = Specialty.LessCoolingTime, probability = 0.2}
Specialty.HighShieldDamage, }
Specialty.LessCoolingTime, else
} possibleSpecialties[WeaponType.HeavyCannon] = {
end Specialty.HighDamage,
Specialty.HighFireRate,
if GameVersion() >= Version(0, 31, 0) then Specialty.HighRange,
possibleSpecialties[WeaponType.Diffuser] = { Specialty.HighHullDamage,
{specialty = Specialty.HighDamage, probability = 0.3}, Specialty.HighShieldDamage,
{specialty = Specialty.HighRange, probability = 0.3}, Specialty.LessCoolingTime,
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6}, }
} end
else
possibleSpecialties[WeaponType.Diffuser] = { if GameVersion() >= Version(0, 31, 0) then
Specialty.HighDamage, possibleSpecialties[WeaponType.Diffuser] = {
Specialty.HighRange, {specialty = Specialty.HighDamage, probability = 0.3},
Specialty.FasterRechargeTime, {specialty = Specialty.HighRange, probability = 0.3},
} -- {specialty = Specialty.FasterRechargeTime, probability = 0.6},
end }
else
if GameVersion() >= Version(0, 31, 0) then possibleSpecialties[WeaponType.Diffuser] = {
possibleSpecialties[WeaponType.Hookgun] = { Specialty.HighDamage,
{specialty = Specialty.HighDamage, probability = 0.3}, Specialty.HighRange,
{specialty = Specialty.HighRange, probability = 0.3}, Specialty.FasterRechargeTime,
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6}, }
} end
else
possibleSpecialties[WeaponType.Hookgun] = { if GameVersion() >= Version(0, 31, 0) then
Specialty.HighDamage, possibleSpecialties[WeaponType.Hookgun] = {
Specialty.HighRange, {specialty = Specialty.HighDamage, probability = 0.3},
Specialty.FasterRechargeTime, {specialty = Specialty.HighRange, probability = 0.3},
} -- {specialty = Specialty.FasterRechargeTime, probability = 0.6},
end }
else
function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, rarity) possibleSpecialties[WeaponType.Hookgun] = {
local result = TurretTemplate() Specialty.HighDamage,
Specialty.HighRange,
-- generate turret Specialty.FasterRechargeTime,
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps) }
local crew = Crew() end
crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
result.crew = crew if GameVersion() >= Version(0, 31, 0) then
possibleSpecialties[WeaponType.HiveLauncher] = {
-- generate weapons {specialty = Specialty.HighDamage, probability = 0.3},
local numWeapons = rand:getInt(1, 4) {specialty = Specialty.HighRange, probability = 0.3},
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6},
local weapon = WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity) }
weapon.fireDelay = weapon.fireDelay * numWeapons else
possibleSpecialties[WeaponType.HiveLauncher] = {
-- attach weapons to turret Specialty.HighDamage,
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons) Specialty.HighRange,
Specialty.FasterRechargeTime,
local shootingTime = 25 * rand:getFloat(0.8, 1.2) }
local coolingTime = 15 * rand:getFloat(0.8, 1.2) end
TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, rarity)
TurretGenerator.scale(rand, result, WeaponType.SmartCannon, tech, 0.6) local result = TurretTemplate()
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.SmartCannon)
-- generate turret
result.slotType = TurretSlotType.Armed local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
result:updateStaticStats() local crew = Crew()
crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
local name = "SmartCannon /* weapon name*/"%_T result.crew = crew
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical) -- generate weapons
local numWeapons = rand:getInt(1, 4)
result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial], e.g. Enduring Dual Coaxial Plasmatic Tri-R-Mining Laser T-F */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
local specType = 1 local weapon = WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
if specType > 0 then weapon.fireDelay = weapon.fireDelay * numWeapons
weapon.prefix = "Ionized /* Weapon Prefix*/"%_t
weapon.shieldPenetration = 1 -- attach weapons to turret
end TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
return result local shootingTime = 25 * rand:getFloat(0.8, 1.2)
end local coolingTime = 15 * rand:getFloat(0.8, 1.2)
TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
generatorFunction[WeaponType.SmartCannon] = TurretGenerator.generateSmartCannonTurret
TurretGenerator.scale(rand, result, WeaponType.SmartCannon, tech, 0.6)
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.SmartCannon)
function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, rarity)
local result = TurretTemplate() result.slotType = TurretSlotType.Armed
result:updateStaticStats()
-- generate turret
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps) local name = "SmartCannon /* weapon name*/"%_T
local crew = Crew()
crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner)) local specType = 1
crew:add(requiredCrew, CrewMan(CrewProfessionType.Repair)) if specType > 0 then
result.crew = crew name = "Ionized SmartCannon /* weapon name*/"%_T
weapon.shieldPenetration = 1
-- generate weapons end
local numWeapons = rand:getInt(1, 4)
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
local weapon = WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
weapon.fireDelay = weapon.fireDelay * numWeapons result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial], e.g. Enduring Dual Coaxial Plasmatic Tri-R-Mining Laser T-F */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
-- attach weapons to turret return result
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons) end
local shootingTime = 25 * rand:getFloat(0.8, 1.2) generatorFunction[WeaponType.SmartCannon] = TurretGenerator.generateSmartCannonTurret
local coolingTime = 20 * rand:getFloat(0.8, 1.2)
TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, rarity)
TurretGenerator.scale(rand, result, WeaponType.HeavyCannon, tech, 0.6) local result = TurretTemplate()
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.HeavyCannon)
-- generate turret
result.slotType = TurretSlotType.Armed local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
result:updateStaticStats() local crew = Crew()
crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner))
local name = "Heavy Cannon /* weapon name*/"%_T crew:add(requiredCrew, CrewMan(CrewProfessionType.Repair))
result.crew = crew
local Pen = rand:getInt(0, rarity.value)
if Pen > 0 then -- generate weapons
weapon.blockPenetration = Pen local numWeapons = rand:getInt(1, 4)
weapon.prefix = "Cumulative /* Weapon Prefix*/"%_t
end local weapon = WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
weapon.fireDelay = weapon.fireDelay * numWeapons
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial], e.g. Enduring Dual Coaxial Plasmatic Tri-R-Mining Laser T-F */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial) -- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
return result
end local shootingTime = 25 * rand:getFloat(0.8, 1.2)
local coolingTime = 20 * rand:getFloat(0.8, 1.2)
generatorFunction[WeaponType.HeavyCannon] = TurretGenerator.generateHeavyCannonTurret TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
TurretGenerator.scale(rand, result, WeaponType.HeavyCannon, tech, 0.6)
function TurretGenerator.generateDiffuserTurret(rand, dps, tech, material, rarity) local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.HeavyCannon)
local result = TurretTemplate()
result.slotType = TurretSlotType.Armed
-- generate turret result:updateStaticStats()
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
local crew = Crew() local name = "Heavy Cannon /* weapon name*/"%_T
crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
result.crew = crew local Pen = rand:getInt(0, rarity.value)
if Pen > 0 then
-- generate weapons weapon.blockPenetration = Pen
local numWeapons = rand:getInt(1, 2) name = "Cumulative Heavy Cannon /* weapon name*/"%_T
end
local weapon = WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
weapon.damage = weapon.damage / numWeapons local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial], e.g. Enduring Dual Coaxial Plasmatic Tri-R-Mining Laser T-F */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
-- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons) return result
end
local rechargeTime = 20 * rand:getFloat(0.8, 1.2)
local shootingTime = 15 * rand:getFloat(0.8, 1.2) generatorFunction[WeaponType.HeavyCannon] = TurretGenerator.generateHeavyCannonTurret
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime)
function TurretGenerator.generateDiffuserTurret(rand, dps, tech, material, rarity)
TurretGenerator.scale(rand, result, WeaponType.Diffuser, tech, 0.75) local result = TurretTemplate()
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.Diffuser)
-- generate turret
result.slotType = TurretSlotType.Armed local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
result:updateStaticStats() local crew = Crew()
crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
local name = "Diffusor /* weapon name*/"%_T result.crew = crew
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Energy) -- generate weapons
result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial], e.g. Enduring Dual Coaxial Plasmatic Tri-R-Mining Laser T-F */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial) local numWeapons = rand:getInt(1, 2)
return result local weapon = WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
end weapon.damage = weapon.damage / numWeapons
generatorFunction[WeaponType.Diffuser] = TurretGenerator.generateDiffuserTurret -- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity) local rechargeTime = 20 * rand:getFloat(0.8, 1.2)
local result = TurretTemplate() local shootingTime = 15 * rand:getFloat(0.8, 1.2)
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime)
-- generate turret
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
local crew = Crew() TurretGenerator.scale(rand, result, WeaponType.Diffuser, tech, 0.75)
crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner)) local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.Diffuser)
result.crew = crew
result.slotType = TurretSlotType.Armed
-- generate weapons result:updateStaticStats()
local numWeapons = rand:getInt(1, 2)
local name = "Diffuser /* weapon name*/"%_T
local weapon = WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
weapon.damage = weapon.damage / numWeapons 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], e.g. Enduring Dual Coaxial Plasmatic Tri-R-Mining Laser T-F */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
-- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons) return result
end
local rechargeTime = 4 * rand:getFloat(0.8, 1.2)
local shootingTime = 2 * rand:getFloat(0.8, 1.2) generatorFunction[WeaponType.Diffuser] = TurretGenerator.generateDiffuserTurret
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime)
function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity)
TurretGenerator.scale(rand, result, WeaponType.Hookgun, tech, 0.75) local result = TurretTemplate()
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.Hookgun)
-- generate turret
result.slotType = TurretSlotType.Armed local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
result:updateStaticStats() local crew = Crew()
crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner))
local name = "Hookgun /* weapon name*/"%_T result.crew = crew
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical) -- generate weapons
result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial], e.g. Enduring Dual Coaxial Plasmatic Tri-R-Mining Laser T-F */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial) local numWeapons = rand:getInt(1, 2)
return result local weapon = WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
end weapon.damage = weapon.damage / numWeapons
generatorFunction[WeaponType.Hookgun] = TurretGenerator.generateHookgunTurret -- 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 specType = 0
if specType >0 then
else
end
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial], e.g. Enduring Dual Coaxial Plasmatic Tri-R-Mining Laser T-F */"%_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 = "HiveLauncher /* weapon name*/"%_T
local specType = 0
if specType >0 then
else
end
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial], e.g. Enduring Dual Coaxial Plasmatic Tri-R-Mining Laser T-F */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
return result
end
generatorFunction[WeaponType.HiveLauncher] = TurretGenerator.generateHiveLauncherTurret

View File

@@ -1,45 +1,56 @@
TurretIngredients[WeaponType.SmartCannon] = TurretIngredients[WeaponType.SmartCannon] =
{ {
{name = "Servo", amount = 15, investable = 10, minimum = 5, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage}, {name = "Servo", amount = 15, investable = 10, minimum = 5, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
{name = "Warhead", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", }, {name = "Warhead", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", },
{name = "High Pressure Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "reach", }, {name = "High Pressure Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "reach", },
{name = "Ammunition M", amount = 2, investable = 4, minimum = 1, weaponStat = "damage", investFactor = 0.5,}, {name = "Ammunition M", amount = 2, investable = 4, minimum = 1, weaponStat = "damage", investFactor = 0.5,},
{name = "Targeting Card", amount = 3, investable = 3, minimum = 0, weaponStat = "seeker", investFactor = 1, changeType = StatChanges.Flat}, {name = "Targeting Card", amount = 3, investable = 3, minimum = 0, weaponStat = "seeker", investFactor = 1, changeType = StatChanges.Flat},
{name = "Steel", amount = 8, investable = 10, minimum = 3,}, {name = "Steel", amount = 8, investable = 10, minimum = 3,},
{name = "Steel Tube", amount = 5, investable = 10, minimum = 3,}, {name = "Steel Tube", amount = 5, investable = 10, minimum = 3,},
-- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat}, -- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat},
} }
TurretIngredients[WeaponType.HeavyCannon] = TurretIngredients[WeaponType.HeavyCannon] =
{ {
{name = "Servo", amount = 8, investable = 8, minimum = 4, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage}, {name = "Servo", amount = 8, investable = 8, minimum = 4, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
{name = "Warhead", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", }, {name = "Warhead", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", },
{name = "High Pressure Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "reach", }, {name = "High Pressure Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "reach", },
{name = "Ammunition", amount = 5, investable = 10, minimum = 3, weaponStat = "damage", investFactor = 0.2,}, {name = "Ammunition", amount = 5, investable = 10, minimum = 3, weaponStat = "damage", investFactor = 0.2,},
{name = "Steel", amount = 20, investable = 10, minimum = 20,}, {name = "Steel", amount = 20, investable = 10, minimum = 20,},
{name = "Metal Plate", amount = 8, investable = 10, minimum = 10,}, {name = "Metal Plate", amount = 8, investable = 10, minimum = 10,},
-- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat}, -- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat},
} }
TurretIngredients[WeaponType.Diffuser] = TurretIngredients[WeaponType.Diffuser] =
{ {
{name = "Plasma Cell", amount = 10, investable = 10, minimum = 10, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage}, {name = "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 = "High Capacity Lens", amount = 5, investable = 6, minimum = 1, weaponStat = "reach", },
{name = "Energy Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", }, {name = "Energy Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", },
{name = "Steel", amount = 20, investable = 0, minimum = 20,}, {name = "Steel", amount = 20, investable = 0, minimum = 20,},
{name = "Copper", amount = 10, investable = 0, minimum = 10,}, {name = "Copper", amount = 10, investable = 0, minimum = 10,},
{name = "Silver", amount = 5, investable = 0, minimum = 5,}, {name = "Silver", amount = 5, investable = 0, minimum = 5,},
-- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat}, -- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat},
} }
TurretIngredients[WeaponType.Hookgun] = TurretIngredients[WeaponType.Hookgun] =
{ {
{name = "Plasma Cell", amount = 10, investable = 10, minimum = 10, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage}, {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 = "High Capacity Lens", amount = 5, investable = 6, minimum = 1, weaponStat = "reach", },
{name = "Energy Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", }, {name = "Energy Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", },
{name = "Steel", amount = 20, investable = 0, minimum = 20,}, {name = "Steel", amount = 20, investable = 0, minimum = 20,},
{name = "Copper", amount = 10, investable = 0, minimum = 10,}, {name = "Copper", amount = 10, investable = 0, minimum = 10,},
{name = "Silver", amount = 5, investable = 0, minimum = 5,}, {name = "Silver", amount = 5, investable = 0, minimum = 5,},
-- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat}, -- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat},
} }
TurretIngredients[WeaponType.HiveLauncher] =
{
{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},
}

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@@ -46,6 +46,7 @@ end
generatorFunction[WeaponType.SmartCannon] = WeaponGenerator.generateSmartCannon generatorFunction[WeaponType.SmartCannon] = WeaponGenerator.generateSmartCannon
function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity) function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
local weapon = Weapon() local weapon = Weapon()
weapon:setProjectile() weapon:setProjectile()
@@ -91,6 +92,7 @@ end
generatorFunction[WeaponType.HeavyCannon] = WeaponGenerator.generateHeavyCannon generatorFunction[WeaponType.HeavyCannon] = WeaponGenerator.generateHeavyCannon
function WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity) function WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
local weapon = Weapon() local weapon = Weapon()
weapon:setBeam() weapon:setBeam()
@@ -192,3 +194,54 @@ function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
end end
generatorFunction[WeaponType.Hookgun] = WeaponGenerator.generateHookgun 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 = "HiveLauncher /* Weapon Name*/"%_t
weapon.prefix = "HiveLauncher /* 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

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

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