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23 Commits

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

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

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

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

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

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

Translation: WPE-2/ru
Translate-URL: http://weblate.beaconborn.ru/projects/wpe-2/ru/ru/
2023-08-29 21:02:10 +00:00
Slava
de517a1b5b Update 2 files
- /data/localization/template.pot
- /data/localization/ru.po
2023-08-29 20:52:08 +00:00
Slava
b5036334b1 Update 3 files
- /data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua
- /data/localization/ru.po
- /data/localization/template.pot
2023-08-29 20:48:31 +00:00
Slava
385608bb7a Update 3 files
- /data/localization/template.pot
- /data/localization/ru.po
- /data/scripts/lib/turretgenerator.lua
2023-08-29 19:21:40 +00:00
Slava
357d46cd1f Reset Translate 2023-08-29 19:03:58 +00:00
Slava
3cd1e2d575 Add translation template file 2023-08-29 15:31:29 +00:00
Alex
9111bf856e Update 2 files
- /data/scripts/lib/weapongenerator.lua
- /data/scripts/lib/turretgenerator.lua
2023-08-29 15:11:13 +00:00
bacon
f74138d77b changed main 2023-08-29 02:06:55 +03:00
Slava
cbcc5ae680 Update file .gitattributes 2023-08-28 21:01:26 +00:00
Alex
fc351d2555 Update 2 files
- /data/textures/icons/hive.png
- /data/textures/icons/hivelauncher.png
2023-08-28 20:08:36 +00:00
Alex
e90ff8f1e2 Update file weapongenerator.lua 2023-08-28 20:08:13 +00:00
Alex
13a688edb3 Update 2 files
- /data/scripts/lib/turretgenerator.lua
- /data/scripts/lib/weapongenerator.lua
2023-08-28 20:07:43 +00:00
Slava
0880b82677 Update 6 files
- /data/scripts/lib/galaxy.lua
- /data/scripts/lib/inventoryitemprice.lua
- /data/scripts/lib/turretgenerator.lua
- /data/scripts/lib/turretingredients.lua
- /data/scripts/lib/weapongenerator.lua
- /data/scripts/lib/weapontype.lua
2023-08-28 18:50:20 +00:00
bacon
050a642982 - retexture 2023-08-28 01:09:23 +03:00
13 changed files with 701 additions and 428 deletions

2
.gitattributes vendored
View File

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

View File

@@ -1,153 +1,140 @@
# ========== C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/turretgenerator.lua ========== msgid ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/turretgenerator.lua: msgstr "Project-Id-Version: PACKAGE VERSION\nReport-Msgid-Bugs-To: \nPOT-Creation-Date: 2023-08-29 21:02+0000\nPO-Revision-Date: 2023-08-29 21:28+0000\nLast-Translator: Weblate Admin <beaconborn@yandex.ru>\nLanguage-Team: Russian <http://weblate.beaconborn.ru/projects/wpe-2/ru/ru/>\nLanguage: ru\nMIME-Version: 1.0\nContent-Type: text/plain; charset=UTF-8\nContent-Transfer-Encoding: 8bit\nPlural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\nX-Generator: Weblate 5.0\n"
# ========== \data\scripts\lib\turretgenerator.lua ==========
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name" msgctxt "weapon name"
msgid "SmartCannon" msgid "SmartCannon"
msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/turretgenerator.lua:
msgctxt "Weapon Prefix"
msgid "Ionized"
msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/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" msgstr "Умная пушка"
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/turretgenerator.lua: #: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "Ionized SmartCannon"
msgstr "Ионизирующая умная пушка"
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name" msgctxt "weapon name"
msgid "Heavy Cannon" msgid "Heavy Cannon"
msgstr "" msgstr "Тяжелое орудие"
#: 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 "Кумулятивное тяжелое орудие"
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/turretgenerator.lua: #: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "Diffuser"
msgstr "Диффузор"
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name" msgctxt "weapon name"
msgid "Hookgun" msgid "Hookgun"
msgstr "" msgstr "Гарпун"
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "HiveLauncher"
msgstr "Роевая ракетная установка"
# ========== 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 "Умная пушка"
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/weapongenerator.lua: #: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Prefix"
msgid "SmartCannon"
msgstr "Умная пушка"
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Name" msgctxt "Weapon Name"
msgid "Heavy Cannon" msgid "Heavy Cannon"
msgstr "Тяжелая Пушка" msgstr "Тяжелое орудие"
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/lib/weapongenerator.lua: #: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Prefix"
msgid "Cumulative"
msgstr ""
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/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 "Диффузор"
#: 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 "Диффузор"
#: 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 "Гарпун"
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Prefix"
msgid "Hookgun"
msgstr "Гарпун"
# ========== 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 "Роевая ракетная установка"
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Prefix"
msgid "HiveLauncher"
msgstr "Роевая ракетная установка"
# ========== \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 "WPE Турели"
#: 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 "Вступление"
#: 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 "В этой части энциклопедии вы найдете описание турелей из мода Weapon Pack Extended.\n\nЯ рекомендую использовать модели турелей из коллекции в мастерской."
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgid "Autocannon" msgctxt ""
msgstr "Автопушка" msgid "SmartCannon"
msgstr "Умная пушка"
#: 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 "Облегченный вариант классической пушки.\n\nПо сравнению с обычными пушками:\n+ Увеличенная скорострельность (x2)\n+ Увеличенная скорость полета снаряда (x1,5)\n+ Немного больше урон по щиту (10% - 15%)\n+ Может быть оснащена самонаводящимися ракетами.\n- Меньший урон (x0,75)\n- Меньшая дальность поражения (x0,8)"
#: 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 "Тяжелое орудие"
#: 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 "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"
#: 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 "Энегретический диффузор"
#: 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 "Боевое оружие малой дальности. Не наносит повреждений корпусу, но чрезвычайно эффективно разрушает щиты. Требует гражданских слотов.\n\nУрон по щитам x20"
#: 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 "Гарпун"
#: 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 "Боевое оружие малой дальности. Не наносит урона щиту, но чрезвычайно эффективно для атак. Требует 2 слота для стрелков.\nМожет иметь проникающую способность\n"
# ========== 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 "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 ""

View File

@@ -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 = 0.65, p = 2.0}
weaponProbabilities[WeaponType.Diffuser] = {d = 0.6, p = 1.0} weaponProbabilities[WeaponType.Diffuser] = {d = 0.55, p = 1.0}
weaponProbabilities[WeaponType.Hookgun] = {d = 0.6, p = 1.0} weaponProbabilities[WeaponType.Hookgun] = {d = 0.55, p = 1.0}
weaponProbabilities[WeaponType.HiveLauncher] = {d = 0.6, p = 1.0}

View File

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

View File

@@ -1,266 +1,351 @@
scales[WeaponType.SmartCannon] = { scales[WeaponType.SmartCannon] = {
{from = 0, to = 28, size = 1.0, usedSlots = 2}, {from = 0, to = 28, size = 1.0, usedSlots = 2},
{from = 29, to = 38, size = 2.0, usedSlots = 3}, {from = 29, to = 38, size = 1,5, usedSlots = 3},
{from = 39, to = 49, size = 3.0, usedSlots = 4}, {from = 39, to = 49, size = 2.0, usedSlots = 4},
--dummy for cooaxial, add 1 to size and level --dummy for cooaxial, add 1 to size and level
{from = 50, to = 52, size = 4.0, usedSlots = 5}, {from = 50, to = 52, size = 4.0, usedSlots = 5},
} }
scales[WeaponType.HeavyCannon] = { scales[WeaponType.HeavyCannon] = {
{from = 0, to = 28, size = 3.0, usedSlots = 4}, {from = 0, to = 28, size = 3.0, usedSlots = 4},
{from = 29, to = 38, size = 4.0, usedSlots = 5}, {from = 29, to = 38, size = 4.0, usedSlots = 5},
{from = 39, to = 49, size = 5.0, usedSlots = 6}, {from = 39, to = 49, size = 5.0, usedSlots = 6},
--dummy for cooaxial, add 1 to size and level --dummy for cooaxial, add 1 to size and level
{from = 50, to = 52, size = 5, usedSlots = 6}, {from = 50, to = 52, size = 6, usedSlots = 6},
} }
scales[WeaponType.Diffuser] = { scales[WeaponType.Diffuser] = {
{from = 0, to = 46, size = 1.0, usedSlots = 2}, {from = 0, to = 46, size = 1.0, usedSlots = 2},
{from = 47, to = 50, size = 2.0, usedSlots = 4}, {from = 47, to = 50, size = 2.0, usedSlots = 4},
--dummy for cooaxial, add 1 to size and level --dummy for cooaxial, add 1 to size and level
{from = 51, to = 52, size = 3.0, usedSlots = 6}, {from = 51, to = 52, size = 3.0, usedSlots = 6},
} }
scales[WeaponType.Hookgun] = { scales[WeaponType.Hookgun] = {
{from = 0, to = 46, size = 1.0, usedSlots = 2}, {from = 0, to = 46, size = 1.0, usedSlots = 2},
{from = 47, to = 50, size = 2.0, usedSlots = 4}, {from = 47, to = 50, size = 2.0, usedSlots = 4},
--dummy for cooaxial, add 1 to size and level --dummy for cooaxial, add 1 to size and level
{from = 51, to = 52, size = 3.0, usedSlots = 6}, {from = 51, to = 52, size = 4.0, usedSlots = 6},
} }
if GameVersion() >= Version(0, 31, 0) then scales[WeaponType.HiveLauncher] = {
possibleSpecialties[WeaponType.SmartCannon] = { {from = 0, to = 32, size = 1.0, usedSlots = 2},
{specialty = Specialty.HighDamage, probability = 0.2}, {from = 33, to = 40, size = 1.5, usedSlots = 3},
{specialty = Specialty.HighFireRate, probability = 0.3}, {from = 41, to = 50, size = 2.0, usedSlots = 4},
{specialty = Specialty.HighRange, probability = 0.7}, --dummy for cooaxial, add 1 to size and level
-- {specialty = Specialty.HighHullDamage, probability = 0.5}, {from = 51, to = 52, size = 3.0, usedSlots = 6},
-- {specialty = Specialty.LessCoolingTime, probability = 0.4}, }
}
else if GameVersion() >= Version(0, 31, 0) then
possibleSpecialties[WeaponType.SmartCannon] = { possibleSpecialties[WeaponType.SmartCannon] = {
Specialty.HighDamage, {specialty = Specialty.HighDamage, probability = 0.2},
Specialty.HighFireRate, {specialty = Specialty.HighFireRate, probability = 0.3},
Specialty.HighRange, {specialty = Specialty.HighRange, probability = 0.7},
Specialty.HighHullDamage, }
Specialty.LessCoolingTime, else
} possibleSpecialties[WeaponType.SmartCannon] = {
end Specialty.HighDamage,
Specialty.HighFireRate,
if GameVersion() >= Version(0, 31, 0) then Specialty.HighRange,
possibleSpecialties[WeaponType.HeavyCannon] = { Specialty.HighHullDamage,
{specialty = Specialty.HighDamage, probability = 0.2}, Specialty.LessCoolingTime,
{specialty = Specialty.HighRange, probability = 0.35}, }
{specialty = Specialty.HighFireRate, probability = 0.3}, end
-- {specialty = Specialty.HighHullDamage, probability = 0.2},
-- {specialty = Specialty.HighShieldDamage, probability = 0.2}, if GameVersion() >= Version(0, 31, 0) then
-- {specialty = Specialty.LessCoolingTime, probability = 0.2} possibleSpecialties[WeaponType.HeavyCannon] = {
} {specialty = Specialty.HighDamage, probability = 0.2},
else {specialty = Specialty.HighRange, probability = 0.35},
possibleSpecialties[WeaponType.HeavyCannon] = { {specialty = Specialty.HighFireRate, probability = 0.3},
Specialty.HighDamage, }
Specialty.HighFireRate, else
Specialty.HighRange, possibleSpecialties[WeaponType.HeavyCannon] = {
Specialty.HighHullDamage, Specialty.HighDamage,
Specialty.HighShieldDamage, Specialty.HighFireRate,
Specialty.LessCoolingTime, Specialty.HighRange,
} Specialty.HighHullDamage,
end Specialty.HighShieldDamage,
Specialty.LessCoolingTime,
if GameVersion() >= Version(0, 31, 0) then }
possibleSpecialties[WeaponType.Diffuser] = { end
{specialty = Specialty.HighDamage, probability = 0.3},
{specialty = Specialty.HighRange, probability = 0.3}, if GameVersion() >= Version(0, 31, 0) then
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6}, possibleSpecialties[WeaponType.Diffuser] = {
} {specialty = Specialty.HighDamage, probability = 0.3},
else {specialty = Specialty.HighRange, probability = 0.3},
possibleSpecialties[WeaponType.Diffuser] = { }
Specialty.HighDamage, else
Specialty.HighRange, possibleSpecialties[WeaponType.Diffuser] = {
Specialty.FasterRechargeTime, Specialty.HighDamage,
} Specialty.HighRange,
end Specialty.FasterRechargeTime,
}
if GameVersion() >= Version(0, 31, 0) then end
possibleSpecialties[WeaponType.Hookgun] = {
{specialty = Specialty.HighDamage, probability = 0.3}, if GameVersion() >= Version(0, 31, 0) then
{specialty = Specialty.HighRange, probability = 0.3}, possibleSpecialties[WeaponType.Hookgun] = {
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6}, {specialty = Specialty.HighDamage, probability = 0.3},
} {specialty = Specialty.HighRange, probability = 0.3},
else }
possibleSpecialties[WeaponType.Hookgun] = { else
Specialty.HighDamage, possibleSpecialties[WeaponType.Hookgun] = {
Specialty.HighRange, Specialty.HighDamage,
Specialty.FasterRechargeTime, Specialty.HighRange,
} Specialty.FasterRechargeTime,
end }
end
function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, rarity)
local result = TurretTemplate() if GameVersion() >= Version(0, 31, 0) then
possibleSpecialties[WeaponType.HiveLauncher] = {
-- generate turret {specialty = Specialty.HighShootingTime, probability = 0.2},
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps) {specialty = Specialty.HighDamage, probability = 0.15},
local crew = Crew() {specialty = Specialty.HighFireRate, probability = 0.15},
crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner)) {specialty = Specialty.HighRange, probability = 0.25},
result.crew = crew {specialty = Specialty.BurstFire, probability = 0.1},
}
-- generate weapons else
local numWeapons = rand:getInt(1, 4) possibleSpecialties[WeaponType.HiveLauncher] = {
Specialty.HighDamage,
local weapon = WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity) Specialty.HighRange,
weapon.fireDelay = weapon.fireDelay * numWeapons Specialty.FasterRechargeTime,
}
-- attach weapons to turret end
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, rarity)
local shootingTime = 25 * rand:getFloat(0.8, 1.2) local result = TurretTemplate()
local coolingTime = 15 * rand:getFloat(0.8, 1.2)
TurretGenerator.createStandardCooling(result, coolingTime, shootingTime) -- generate turret
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
TurretGenerator.scale(rand, result, WeaponType.SmartCannon, tech, 0.6) local crew = Crew()
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.SmartCannon) crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
result.crew = crew
result.slotType = TurretSlotType.Armed
result:updateStaticStats() -- generate weapons
local numWeapons = rand:getInt(1, 4)
local name = "SmartCannon /* weapon name*/"%_T
local weapon = WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical) 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
local specType = 1 TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
if specType > 0 then
weapon.prefix = "Ionized /* Weapon Prefix*/"%_t local shootingTime = 25 * rand:getFloat(0.8, 1.2)
weapon.shieldPenetration = 1 local coolingTime = 15 * rand:getFloat(0.8, 1.2)
end TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
return result TurretGenerator.scale(rand, result, WeaponType.SmartCannon, tech, 0.6)
end local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.SmartCannon)
generatorFunction[WeaponType.SmartCannon] = TurretGenerator.generateSmartCannonTurret result.slotType = TurretSlotType.Armed
result:updateStaticStats()
function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, rarity) local name = "Smart-Cannon /* weapon name*/"%_T
local result = TurretTemplate()
local specType = rand:getInt(0, 2)
-- generate turret if specType == 1 then
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps) name = "Ionized Smart-Cannon /* weapon name*/"%_T
local crew = Crew() weapon.shieldPenetration = 1
crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner)) elseif specType == 2 then
crew:add(requiredCrew, CrewMan(CrewProfessionType.Repair)) name = "Pierce Smart-Cannon /* weapon name*/"%_T
result.crew = crew result.damageType = DamageType.Plasma
weapon.damage = weapon.damage * 0.9
-- 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] */"%_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, 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 dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
-- generate weapons local Pen = rand:getInt(0, rarity.value)
local numWeapons = rand:getInt(1, 2) if Pen > 0 then
weapon.blockPenetration = Pen
local weapon = WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity) outerAdjective = "Cumulative "%_T
weapon.damage = weapon.damage / numWeapons end
-- attach weapons to turret if result.size >= 4 then
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons) name = "Mons Meg /* weapon name*/"%_T
end
local rechargeTime = 20 * rand:getFloat(0.8, 1.2)
local shootingTime = 15 * rand:getFloat(0.8, 1.2) if result.size >= 5 then
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime) name = "Dulle Griet /* weapon name*/"%_T
end
TurretGenerator.scale(rand, result, WeaponType.Diffuser, tech, 0.75) 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)
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.Diffuser)
return result
result.slotType = TurretSlotType.Armed end
result:updateStaticStats()
generatorFunction[WeaponType.HeavyCannon] = TurretGenerator.generateHeavyCannonTurret
local name = "Diffusor /* weapon name*/"%_T
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Energy) function TurretGenerator.generateDiffuserTurret(rand, dps, tech, material, rarity)
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 result = TurretTemplate()
return result -- generate turret
end local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
local crew = Crew()
generatorFunction[WeaponType.Diffuser] = TurretGenerator.generateDiffuserTurret crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
result.crew = crew
function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity) -- generate weapons
local result = TurretTemplate() local numWeapons = rand:getInt(1, 2)
-- generate turret local weapon = WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps) weapon.damage = weapon.damage / numWeapons
local crew = Crew()
crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner)) -- attach weapons to turret
result.crew = crew TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
-- generate weapons local rechargeTime = 20 * rand:getFloat(0.8, 1.2)
local numWeapons = rand:getInt(1, 2) local shootingTime = 15 * rand:getFloat(0.8, 1.2)
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime)
local weapon = WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
weapon.damage = weapon.damage / numWeapons
TurretGenerator.scale(rand, result, WeaponType.Diffuser, tech, 0.75)
-- attach weapons to turret local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.Diffuser)
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
result.slotType = TurretSlotType.Armed
local rechargeTime = 4 * rand:getFloat(0.8, 1.2) result:updateStaticStats()
local shootingTime = 2 * rand:getFloat(0.8, 1.2)
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime) local name = "Diffuser /* weapon name*/"%_T
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Energy)
TurretGenerator.scale(rand, result, WeaponType.Hookgun, tech, 0.75) 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)
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.Hookgun)
return result
result.slotType = TurretSlotType.Armed end
result:updateStaticStats()
generatorFunction[WeaponType.Diffuser] = TurretGenerator.generateDiffuserTurret
local name = "Hookgun /* weapon name*/"%_T
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical) function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity)
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 result = TurretTemplate()
return result -- generate turret
end local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
local crew = Crew()
generatorFunction[WeaponType.Hookgun] = TurretGenerator.generateHookgunTurret crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner))
result.crew = crew
-- generate weapons
local numWeapons = rand:getInt(1, 2)
local weapon = WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
weapon.damage = weapon.damage / numWeapons
-- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
local rechargeTime = 4 * rand:getFloat(0.8, 1.2)
local shootingTime = 2 * rand:getFloat(0.8, 1.2)
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime)
TurretGenerator.scale(rand, result, WeaponType.Hookgun, tech, 0.75)
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.Hookgun)
result.slotType = TurretSlotType.Armed
result:updateStaticStats()
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial] */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
return result
end
generatorFunction[WeaponType.Hookgun] = TurretGenerator.generateHookgunTurret
function TurretGenerator.generateHiveLauncherTurret(rand, dps, tech, material, rarity)
local result = TurretTemplate()
-- generate turret
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
local crew = Crew()
crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner))
result.crew = crew
-- generate weapons
local numWeapons = rand:getInt(1, 2)
local weapon = WeaponGenerator.generateHiveLauncher(rand, dps, tech, material, rarity)
weapon.damage = weapon.damage / numWeapons
-- attach weapons to turret
local positions = {}
if rand:getBool() then
table.insert(positions, vec3(0, 0.3, 0))
else
table.insert(positions, vec3(0.4, 0.3, 0))
table.insert(positions, vec3(-0.4, 0.3, 0))
end
-- attach
for _, position in pairs(positions) do
weapon.localPosition = position * result.size
result:addWeapon(weapon)
end
local shootingTime = 20 * rand:getFloat(0.8, 1.2)
local coolingTime = 15 * rand:getFloat(0.8, 1.2)
TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
TurretGenerator.scale(rand, result, WeaponType.RocketLauncher, tech, 0.6, coaxialAllowed)
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.RocketLauncher)
result.slotType = TurretSlotType.Armed
result:updateStaticStats()
local name = "Hive-Launcher /* weapon name*/"%_T
if weapon.shotsFired > 20 then
name = "Swarm-Launcher /* weapon name*/"%_T
end
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
multishot = ""%_T
result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial] */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
return result
end
generatorFunction[WeaponType.HiveLauncher] = TurretGenerator.generateHiveLauncherTurret

View File

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

View File

@@ -15,8 +15,8 @@ function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
weapon.appearanceSeed = rand:getInt() weapon.appearanceSeed = rand:getInt()
weapon.seeker = 1 weapon.seeker = 1
weapon.appearance = WeaponAppearance.Cannon weapon.appearance = WeaponAppearance.Cannon
weapon.name = "SmartCannon /* Weapon Name*/"%_t weapon.name = "Smart-Cannon /* Weapon Name*/"%_t
weapon.prefix = "SmartCannon /* Weapon Prefix*/"%_t weapon.prefix = "Smart-Cannon /* Weapon Prefix*/"%_t
weapon.icon = "data/textures/icons/smartcannon.png" weapon.icon = "data/textures/icons/smartcannon.png"
weapon.sound = "cannon" weapon.sound = "cannon"
weapon.accuracy = 0.99 - rand:getFloat(0, 0.03) weapon.accuracy = 0.99 - rand:getFloat(0, 0.03)
@@ -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 = "Hive-Launcher /* Weapon Name*/"%_t
weapon.prefix = "Hive-Launcher /* Weapon Prefix*/"%_t
weapon.icon = "data/textures/icons/hivelauncher.png"
weapon.sound = "cannon"
weapon.accuracy = 0.5 - rand:getFloat(0, 0.02)
weapon.damage = damage
weapon.damageType = DamageType.Physical
weapon.impactParticles = ImpactParticles.Explosion
weapon.impactSound = 1
weapon.impactExplosion = true
weapon.psize = rand:getFloat(0.2, 0.4)
weapon.pmaximumTime = existingTime
weapon.pvelocity = speed
weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
weapon.pshape = ProjectileShape.Rocket
if rand:test(1) then
local shots = {6, 10, 14, 18, 22, 26, 30}
weapon.shotsFired = shots[rand:getInt(1, #shots)]
weapon.damage = (weapon.damage * 1.5) / weapon.shotsFired
end
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
weapon.recoil = weapon.damage * 2
weapon.explosionRadius = math.sqrt(weapon.damage * 5)
return weapon
end
generatorFunction[WeaponType.HiveLauncher] = WeaponGenerator.generateHiveLauncher

View File

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

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

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