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7 Commits
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2
.gitattributes
vendored
2
.gitattributes
vendored
@@ -4,4 +4,4 @@ CHANGELOG export-ignore
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.gitlab-ci.yml export-ignore
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.git export-ignore
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.vs export-ignore
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.gitignore exsport-ignore
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.gitignore export-ignore
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157
data/localization/template.pot
Normal file
157
data/localization/template.pot
Normal file
@@ -0,0 +1,157 @@
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# ========== /data/scripts/lib/turretgenerator.lua ==========
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#: /data/scripts/lib/turretgenerator.lua:
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msgctxt "weapon name"
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msgid "SmartCannon"
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msgstr ""
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#: /data/scripts/lib/turretgenerator.lua:
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msgctxt "weapon name"
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msgid "Ionized SmartCannon"
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msgstr ""
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#: /data/scripts/lib/turretgenerator.lua:
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msgctxt "weapon name"
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msgid "Heavy Cannon"
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msgstr ""
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#: /data/scripts/lib/turretgenerator.lua:
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msgctxt "weapon name"
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msgid "Cumulative Heavy Cannon"
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msgstr ""
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#: /data/scripts/lib/turretgenerator.lua:
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msgctxt "weapon name"
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msgid "Diffusor"
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msgstr ""
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#: /data/scripts/lib/turretgenerator.lua:
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msgctxt "weapon name"
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msgid "Hookgun"
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msgstr ""
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#: /data/scripts/lib/turretgenerator.lua:
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msgctxt "weapon name"
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msgid "HiveLauncher"
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msgstr ""
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# ========== /data/scripts/lib/weapongenerator.lua ==========
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#: /data/scripts/lib/weapongenerator.lua:
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msgctxt "Weapon Name"
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msgid "SmartCannon"
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msgstr ""
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#: /data/scripts/lib/weapongenerator.lua:
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msgctxt "Weapon Prefix"
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msgid "SmartCannon"
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msgstr ""
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#: /data/scripts/lib/weapongenerator.lua:
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msgctxt "Weapon Name"
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msgid "Heavy Cannon"
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msgstr ""
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#: /data/scripts/lib/weapongenerator.lua:
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msgctxt "Weapon Name"
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msgid "Diffuser"
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msgstr ""
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#: /data/scripts/lib/weapongenerator.lua:
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msgctxt "Weapon Prefix"
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msgid "Diffuser"
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msgstr ""
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#: /data/scripts/lib/weapongenerator.lua:
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msgctxt "Weapon Name"
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msgid "Hookgun"
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msgstr ""
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#: /data/scripts/lib/weapongenerator.lua:
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msgctxt "Weapon Prefix"
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msgid "Hookgun"
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msgstr ""
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#: /data/scripts/lib/weapongenerator.lua:
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msgctxt "Weapon Name"
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msgid "HiveLauncher"
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msgstr ""
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#: /data/scripts/lib/weapongenerator.lua:
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msgctxt "Weapon Prefix"
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msgid "HiveLauncher"
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msgstr ""
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# ========== /data/scripts/lib/weapontype.lua ==========
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#: /data/scripts/lib/weapontype.lua:
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msgctxt "Weapon Type"
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msgid "Smart Сannon"
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msgstr ""
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#: /data/scripts/lib/weapontype.lua:
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msgctxt "Weapon Type"
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msgid "Heavy Cannon"
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msgstr ""
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#: /data/scripts/lib/weapontype.lua:
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msgctxt "Weapon Type"
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msgid "Diffuser"
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msgstr ""
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#: /data/scripts/lib/weapontype.lua:
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msgctxt "Weapon Type"
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msgid "Hookgun"
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msgstr ""
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#: /data/scripts/lib/weapontype.lua:
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msgctxt "Weapon Type"
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msgid "HiveLauncher"
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msgstr ""
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# ========== /data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua ==========
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#: /data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua:
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msgid "WPE Turrets"
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msgstr ""
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#: /data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua:
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msgid "Intro"
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msgstr ""
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#: /data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua:
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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."
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msgstr ""
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#: /data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua:
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msgid "Autocannon"
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msgstr ""
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#: /data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua:
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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)"
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msgstr ""
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#: /data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua:
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msgid "Heavy Cannon"
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msgstr ""
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#: /data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua:
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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"
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msgstr ""
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#: /data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua:
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msgid "Energy diffuser"
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msgstr ""
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#: /data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua:
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msgid "Short range combat weapon. Does not cause damage to the hull, but extremely effectively destroys shields. Requires civil slots.\n\nShield Damage x20"
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msgstr ""
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#: /data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua:
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msgid "Hookgun"
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msgstr ""
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#: /data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua:
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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"
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msgstr ""
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@@ -1,13 +1,13 @@
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scales[WeaponType.SmartCannon] = {
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{from = 0, to = 28, size = 1.0, usedSlots = 2},
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{from = 29, to = 38, size = 2.0, usedSlots = 3},
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{from = 39, to = 49, size = 3.0, usedSlots = 4},
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{from = 29, to = 38, size = 1,5, usedSlots = 3},
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{from = 39, to = 49, size = 2.0, usedSlots = 4},
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--dummy for cooaxial, add 1 to size and level
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{from = 50, to = 52, size = 4.0, usedSlots = 5},
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}
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scales[WeaponType.HeavyCannon] = {
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scales[WeaponType.HeavyCannon] = { -- TODO уточнить размеры
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{from = 0, to = 28, size = 3.0, usedSlots = 4},
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{from = 29, to = 38, size = 4.0, usedSlots = 5},
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{from = 39, to = 49, size = 5.0, usedSlots = 6},
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@@ -15,7 +15,7 @@ scales[WeaponType.HeavyCannon] = {
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{from = 50, to = 52, size = 5, usedSlots = 6},
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}
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scales[WeaponType.Diffuser] = {
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scales[WeaponType.Diffuser] = {-- TODO проверить возможность спавна с определенной дистанции, Уточнить размеры
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{from = 0, to = 46, size = 1.0, usedSlots = 2},
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{from = 47, to = 50, size = 2.0, usedSlots = 4},
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--dummy for cooaxial, add 1 to size and level
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@@ -26,10 +26,10 @@ scales[WeaponType.Hookgun] = {
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{from = 0, to = 46, size = 1.0, usedSlots = 2},
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{from = 47, to = 50, size = 2.0, usedSlots = 4},
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--dummy for cooaxial, add 1 to size and level
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{from = 51, to = 52, size = 3.0, usedSlots = 6},
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{from = 51, to = 52, size = 4.0, usedSlots = 6},
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}
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scales[WeaponType.HiveLauncher] = {
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scales[WeaponType.HiveLauncher] = { -- TODO Увеличить разнообразие размеров6
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{from = 0, to = 46, size = 1.0, usedSlots = 2},
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{from = 47, to = 50, size = 2.0, usedSlots = 4},
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--dummy for cooaxial, add 1 to size and level
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@@ -148,7 +148,7 @@ function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, ra
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local specType = 1
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if specType > 0 then
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name = "Ionized SmartCannon/* weapon name*/"%_T
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name = "Ionized SmartCannon /* weapon name*/"%_T
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weapon.shieldPenetration = 1
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end
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@@ -310,15 +310,26 @@ function TurretGenerator.generateHiveLauncherTurret(rand, dps, tech, material, r
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weapon.damage = weapon.damage / numWeapons
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-- attach weapons to turret
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TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
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local positions = {}
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if rand:getBool() then
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table.insert(positions, vec3(0, 0.3, 0))
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else
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table.insert(positions, vec3(0.4, 0.3, 0))
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table.insert(positions, vec3(-0.4, 0.3, 0))
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end
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local rechargeTime = 4 * rand:getFloat(0.8, 1.2)
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local shootingTime = 2 * rand:getFloat(0.8, 1.2)
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TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime)
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-- attach
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for _, position in pairs(positions) do
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weapon.localPosition = position * result.size
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result:addWeapon(weapon)
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end
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local shootingTime = 20 * rand:getFloat(0.8, 1.2)
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local coolingTime = 15 * rand:getFloat(0.8, 1.2)
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TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
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TurretGenerator.scale(rand, result, WeaponType.HiveLauncher, tech, 0.75)
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local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.HiveLauncher)
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TurretGenerator.scale(rand, result, WeaponType.RocketLauncher, tech, 0.6, coaxialAllowed)
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local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.RocketLauncher)
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result.slotType = TurretSlotType.Armed
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result:updateStaticStats()
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@@ -46,6 +46,7 @@ end
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generatorFunction[WeaponType.SmartCannon] = WeaponGenerator.generateSmartCannon
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function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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weapon:setProjectile()
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@@ -91,6 +92,7 @@ end
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generatorFunction[WeaponType.HeavyCannon] = WeaponGenerator.generateHeavyCannon
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function WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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weapon:setBeam()
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@@ -193,52 +195,51 @@ end
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generatorFunction[WeaponType.Hookgun] = WeaponGenerator.generateHookgun
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function WeaponGenerator.generateHiveLauncher(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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weapon:setBeam()
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weapon:setProjectile()
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local fireDelay = rand:getFloat(0.2, 0.5)
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local reach = rand:getFloat(500, 900)
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local fireDelay = rand:getFloat(2.2, 3)
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local reach = rand:getFloat(1300, 1800)
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local damage = dps * fireDelay
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local speed = rand:getFloat(150, 200)
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local existingTime = reach / speed
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weapon.fireDelay = fireDelay
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weapon.appearanceSeed = rand:getInt()
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weapon.fireDelay = fireDelay
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weapon.reach = reach
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weapon.continuousBeam = true
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weapon.appearance = WeaponAppearance.Cannon
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weapon.appearanceSeed = rand:getInt()
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weapon.seeker = true
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weapon.appearance = WeaponAppearance.RocketLauncher
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weapon.name = "HiveLauncher /* Weapon Name*/"%_t
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weapon.prefix = "HiveLauncher /* Weapon Prefix*/"%_t
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weapon.icon = "data/textures/icons/hivelauncher.png"
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weapon.sound = "cannon"
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weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
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weapon.blockPenetration = rand:getInt(0, rarity.value) + 2
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weapon.otherForce = -500 * dps * rarity.value
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weapon.accuracy = 0.5 - rand:getFloat(0, 0.02)
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weapon.damage = damage
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weapon.damageType = DamageType.Physical
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weapon.impactParticles = ImpactParticles.Physical
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weapon.shieldDamageMultiplicator = 0.75
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weapon.stoneDamageMultiplicator = 1.2
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weapon.hullDamageMultiplicator = 1
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weapon.impactParticles = ImpactParticles.Explosion
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weapon.impactSound = 1
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weapon.impactExplosion = true
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weapon.blength = weapon.reach
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weapon.bshape = BeamShape.Swirly
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weapon.bwidth = 0.5
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weapon.bauraWidth = 3
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weapon.banimationSpeed = 0
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weapon.banimationAcceleration = 0
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weapon.bshapeSize = 13
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weapon.psize = rand:getFloat(0.2, 0.4)
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weapon.pmaximumTime = existingTime
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weapon.pvelocity = speed
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weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
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weapon.pshape = ProjectileShape.Rocket
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-- shades of blue
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weapon.bouterColor = ColorHSV(0, 0, rand:getFloat(0.35, 0.65))
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weapon.binnerColor = ColorHSV(1, 1, rand:getFloat(0.35, 0.65))
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if rand:test(1) then
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local shots = {6, 10, 14, 18, 22, 26, 30}
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weapon.shotsFired = shots[rand:getInt(1, #shots)]
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weapon.damage = (weapon.damage * 1.5) / weapon.shotsFired
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end
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WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
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weapon.recoil = weapon.damage * 2
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weapon.explosionRadius = math.sqrt(weapon.damage * 5)
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return weapon
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end
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Before Width: | Height: | Size: 25 KiB After Width: | Height: | Size: 25 KiB |
Reference in New Issue
Block a user