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2 Commits

Author SHA1 Message Date
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
2 changed files with 43 additions and 31 deletions

View File

@@ -310,15 +310,26 @@ function TurretGenerator.generateHiveLauncherTurret(rand, dps, tech, material, r
weapon.damage = weapon.damage / numWeapons
-- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
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
local rechargeTime = 4 * rand:getFloat(0.8, 1.2)
local shootingTime = 2 * rand:getFloat(0.8, 1.2)
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime)
-- 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.HiveLauncher, tech, 0.75)
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.HiveLauncher)
TurretGenerator.scale(rand, result, WeaponType.RocketLauncher, tech, 0.6, coaxialAllowed)
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.RocketLauncher)
result.slotType = TurretSlotType.Armed
result:updateStaticStats()

View File

@@ -46,6 +46,7 @@ end
generatorFunction[WeaponType.SmartCannon] = WeaponGenerator.generateSmartCannon
function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
local weapon = Weapon()
weapon:setProjectile()
@@ -91,6 +92,7 @@ end
generatorFunction[WeaponType.HeavyCannon] = WeaponGenerator.generateHeavyCannon
function WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
local weapon = Weapon()
weapon:setBeam()
@@ -193,52 +195,51 @@ end
generatorFunction[WeaponType.Hookgun] = WeaponGenerator.generateHookgun
function WeaponGenerator.generateHiveLauncher(rand, dps, tech, material, rarity)
local weapon = Weapon()
weapon:setBeam()
weapon:setProjectile()
local fireDelay = rand:getFloat(0.2, 0.5)
local reach = rand:getFloat(500, 900)
local fireDelay = rand:getFloat(0.5, 1.5)
local reach = rand:getFloat(1300, 1800)
local damage = dps * fireDelay
local speed = rand:getFloat(150, 200)
local existingTime = reach / speed
weapon.fireDelay = fireDelay
weapon.appearanceSeed = rand:getInt()
weapon.reach = reach
weapon.continuousBeam = true
weapon.appearance = WeaponAppearance.Cannon
weapon.appearanceSeed = rand:getInt()
weapon.seeker = rand:test(1 / 8)
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 = 0.99 - rand:getFloat(0, 0.02)
weapon.blockPenetration = rand:getInt(0, rarity.value) + 2
weapon.otherForce = -500 * dps * rarity.value
weapon.damage = damage
weapon.damageType = DamageType.Physical
weapon.impactParticles = ImpactParticles.Physical
weapon.shieldDamageMultiplicator = 0.75
weapon.stoneDamageMultiplicator = 1.2
weapon.hullDamageMultiplicator = 1
weapon.impactParticles = ImpactParticles.Explosion
weapon.impactSound = 1
weapon.impactExplosion = true
weapon.blength = weapon.reach
weapon.bshape = BeamShape.Swirly
weapon.bwidth = 0.5
weapon.bauraWidth = 3
weapon.banimationSpeed = 0
weapon.banimationAcceleration = 0
weapon.bshapeSize = 13
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
-- shades of blue
weapon.bouterColor = ColorHSV(0, 0, rand:getFloat(0.35, 0.65))
weapon.binnerColor = ColorHSV(1, 1, rand:getFloat(0.35, 0.65))
if rand:test(1) then
local shots = {2, 2, 2, 2, 2, 3, 4}
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