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32 Commits

Author SHA1 Message Date
Alex
8e63f249a7 Update file turretgenerator.lua 2023-09-02 18:54:06 +00:00
Alex
9a56e21c2a Update file turretgenerator.lua 2023-09-02 18:49:04 +00:00
Alex
32fc8f43ea Update 3 files
- /data/scripts/lib/weapongenerator.lua
- /data/scripts/lib/turretgenerator.lua
- /data/scripts/lib/turretingredients.lua
2023-09-02 18:19:34 +00:00
Weblate Admin
b7351d174a Translated using Weblate (Russian)
Currently translated at 59.2% (16 of 27 strings)

Translation: WPE-2/ru
2023-09-02 07:30:17 +00:00
Weblate Admin
f4ca4afa45 Added translation using Weblate (Russian) 2023-09-01 03:33:57 +00:00
Alex
863e00a5d0 Update file weapongenerator.lua 2023-08-30 20:17:50 +00:00
Alex
f258093ca3 Update file weapongenerator.lua 2023-08-30 19:19:23 +00:00
Slava
a0a45906a1 Delete ru.po 2023-08-30 18:40:03 +00:00
Alex
0a3f032d56 Update file turretgenerator.lua 2023-08-30 18:37:08 +00:00
Alex
e531517104 Update file turretgenerator.lua 2023-08-30 18:30:44 +00:00
Alex
c2d09f1cc2 Update file turretgenerator.lua 2023-08-30 18:22:54 +00:00
Alex
c232b70341 Update 5 files
- /data/scripts/lib/inventoryitemprice.lua
- /data/scripts/lib/galaxy.lua
- /data/scripts/lib/turretingredients.lua
- /data/scripts/lib/weapongenerator.lua
- /data/scripts/lib/turretgenerator.lua
2023-08-30 18:21:10 +00:00
Alex
f7d95dab9d Update file turretgenerator.lua 2023-08-30 06:41:01 +00:00
Weblate
fa2efb38ff Merge branch 'origin/main' into Weblate. 2023-08-29 23:10:52 +00:00
Weblate Admin
0dc950077d Translated using Weblate (Russian)
Currently translated at 100.0% (27 of 27 strings)

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

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

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

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

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

Translation: WPE-2/ru
Translate-URL: http://weblate.beaconborn.ru/projects/wpe-2/ru/ru/
2023-08-29 21:02:10 +00:00
Slava
de517a1b5b Update 2 files
- /data/localization/template.pot
- /data/localization/ru.po
2023-08-29 20:52:08 +00:00
Slava
b5036334b1 Update 3 files
- /data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua
- /data/localization/ru.po
- /data/localization/template.pot
2023-08-29 20:48:31 +00:00
Slava
385608bb7a Update 3 files
- /data/localization/template.pot
- /data/localization/ru.po
- /data/scripts/lib/turretgenerator.lua
2023-08-29 19:21:40 +00:00
Slava
357d46cd1f Reset Translate 2023-08-29 19:03:58 +00:00
Slava
3cd1e2d575 Add translation template file 2023-08-29 15:31:29 +00:00
Alex
9111bf856e Update 2 files
- /data/scripts/lib/weapongenerator.lua
- /data/scripts/lib/turretgenerator.lua
2023-08-29 15:11:13 +00:00
bacon
f74138d77b changed main 2023-08-29 02:06:55 +03:00
Slava
cbcc5ae680 Update file .gitattributes 2023-08-28 21:01:26 +00:00
Alex
fc351d2555 Update 2 files
- /data/textures/icons/hive.png
- /data/textures/icons/hivelauncher.png
2023-08-28 20:08:36 +00:00
Alex
e90ff8f1e2 Update file weapongenerator.lua 2023-08-28 20:08:13 +00:00
Alex
13a688edb3 Update 2 files
- /data/scripts/lib/turretgenerator.lua
- /data/scripts/lib/weapongenerator.lua
2023-08-28 20:07:43 +00:00
10 changed files with 397 additions and 230 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 +1,151 @@
# ========== 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: 2023-09-01 03:33+0000\nPO-Revision-Date: 2023-09-02 07:30+0000\nLast-Translator: Weblate Admin <beaconborn@yandex.ru>\nLanguage-Team: Russian <http://weblate.beaconborn.ru/projects/wpe-2/ru/ru/>\nLanguage: ru\nMIME-Version: 1.0\nContent-Type: text/plain; charset=UTF-8\nContent-Transfer-Encoding: 8bit\nPlural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\nX-Generator: Weblate 5.0\n"
# ========== \data\scripts\lib\turretgenerator.lua ==========
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name" 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 "Ионизирущая 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 "Кумулятивная тяжелая пушка"
#: 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:
#, fuzzy
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:
#, fuzzy
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:
#, fuzzy
msgctxt ""
msgid "In this part of the encyclopedia you will find a description of the turrets from the Weapon Pack Extended mod.\n\nI recommend using turret models from the collection in the workshop." msgid "In this part of the encyclopedia you will find a description of the turrets from the Weapon Pack Extended mod.\n\nI recommend using turret models from the collection in the workshop."
msgstr "В этой части энциклопедии вы найдете описание турелей из мода Weapon Pack Extended. \n\nЯ рекомендую использовать модели турелей из коллекции в мастерской" msgstr "В этой части энциклопедии вы найдете описание турелей из мода Weapon Pack Extended.nnЯ рекомендую использовать модели турелей из коллекции в мастерской."
#: 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" #, fuzzy
msgstr "Автопушка" msgctxt ""
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:
#, fuzzy
msgctxt ""
msgid "A lightweight version of the classic cannon.\n\nCompared to conventional cannons:\n+ Increased rate of fire (x2)\n+ Increased projectile speed (x1.5)\n+ A little more damage on the shield (10% - 15%)\n+ Can be equipped with homing missiles.\n- Less damage (x0.75)\n- Shorter damage range (x0.8)" msgid "A lightweight version of the classic cannon.\n\nCompared to conventional cannons:\n+ Increased rate of fire (x2)\n+ Increased projectile speed (x1.5)\n+ A little more damage on the shield (10% - 15%)\n+ Can be equipped with homing missiles.\n- Less damage (x0.75)\n- Shorter damage range (x0.8)"
msgstr "Облегченная версия классической пушки.\n\о сравнению с обычными пушками:\n+ Увеличенная скорострельность (x2)\n+ Увеличенная скорость полета снаряда (x1.5)\n+ Немного больший урон по щиту (10% - 15%)\n+ Может оснащаться самонаводящимися ракетами.\n- Меньший урон (x0.75)\n- Меньшая дальность поражения (x0.8)." msgstr "Облегченный вариант классической пушки.nо сравнению с обычными пушками:\\n+ Увеличенная скорострельность (x2)\\n+ Увеличенная скорость полета снаряда (x1,5)\\n+ Немного больше урон по щиту (10% - 15%)\\n+ Может быть оснащена самонаводящимися ракетами.\\n- Меньший урон (x0,75)\\n- Меньшая дальность поражения (x0,8)"
#: C:/Users/riksl/AppData/Roaming/Avorion/mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
#, fuzzy
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:
#, fuzzy
msgctxt ""
msgid "The cannon of the main caliber. It shoots with heavy explosive shells, the hit of which can displace the enemy ship.\n\n+ High damage\n+ High projectile speed\n+ When hit, push the opponent\n+ Also can have a penetration\n- Low rate of fire\n- Occupies many slots\n- Big size\n- Requires more crew" 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:
#, fuzzy
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:
#, fuzzy
msgctxt ""
msgid "Short range combat weapon. Does not cause damage to the hull, but extremely effectively destroys shields. Requires civil slots.\n\nShield Damage x20" 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:
#, fuzzy
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:
#, fuzzy
msgctxt ""
msgid "Short range combat weapon. Does not cause damage to the shield, but extremely effectively to attrac. Requires 2 gunners slots.\n May have penetration\n" 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

@@ -1,6 +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} -- TODO Подсмотреть у ванильных ракетниц weaponProbabilities[WeaponType.HiveLauncher] = {d = 0.6, p = 1.0}

View File

@@ -1,6 +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] = 2 valueWeights[WeaponType.HiveLauncher] = 1.5

View File

@@ -1,8 +1,8 @@
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},
} }
@@ -12,7 +12,7 @@ scales[WeaponType.HeavyCannon] = {
{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] = {
@@ -26,12 +26,13 @@ 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},
} }
scales[WeaponType.HiveLauncher] = { scales[WeaponType.HiveLauncher] = {
{from = 0, to = 46, size = 1.0, usedSlots = 2}, {from = 0, to = 32, size = 1.0, usedSlots = 2},
{from = 47, to = 50, size = 2.0, usedSlots = 4}, {from = 33, to = 40, size = 1.5, usedSlots = 3},
{from = 41, to = 50, size = 2.0, usedSlots = 4},
--dummy for cooaxial, add 1 to size and level --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},
} }
@@ -41,8 +42,6 @@ if GameVersion() >= Version(0, 31, 0) then
{specialty = Specialty.HighDamage, probability = 0.2}, {specialty = Specialty.HighDamage, probability = 0.2},
{specialty = Specialty.HighFireRate, probability = 0.3}, {specialty = Specialty.HighFireRate, probability = 0.3},
{specialty = Specialty.HighRange, probability = 0.7}, {specialty = Specialty.HighRange, probability = 0.7},
-- {specialty = Specialty.HighHullDamage, probability = 0.5},
-- {specialty = Specialty.LessCoolingTime, probability = 0.4},
} }
else else
possibleSpecialties[WeaponType.SmartCannon] = { possibleSpecialties[WeaponType.SmartCannon] = {
@@ -59,9 +58,6 @@ if GameVersion() >= Version(0, 31, 0) then
{specialty = Specialty.HighDamage, probability = 0.2}, {specialty = Specialty.HighDamage, probability = 0.2},
{specialty = Specialty.HighRange, probability = 0.35}, {specialty = Specialty.HighRange, probability = 0.35},
{specialty = Specialty.HighFireRate, probability = 0.3}, {specialty = Specialty.HighFireRate, probability = 0.3},
-- {specialty = Specialty.HighHullDamage, probability = 0.2},
-- {specialty = Specialty.HighShieldDamage, probability = 0.2},
-- {specialty = Specialty.LessCoolingTime, probability = 0.2}
} }
else else
possibleSpecialties[WeaponType.HeavyCannon] = { possibleSpecialties[WeaponType.HeavyCannon] = {
@@ -78,7 +74,6 @@ if GameVersion() >= Version(0, 31, 0) then
possibleSpecialties[WeaponType.Diffuser] = { possibleSpecialties[WeaponType.Diffuser] = {
{specialty = Specialty.HighDamage, probability = 0.3}, {specialty = Specialty.HighDamage, probability = 0.3},
{specialty = Specialty.HighRange, probability = 0.3}, {specialty = Specialty.HighRange, probability = 0.3},
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6},
} }
else else
possibleSpecialties[WeaponType.Diffuser] = { possibleSpecialties[WeaponType.Diffuser] = {
@@ -92,7 +87,6 @@ if GameVersion() >= Version(0, 31, 0) then
possibleSpecialties[WeaponType.Hookgun] = { possibleSpecialties[WeaponType.Hookgun] = {
{specialty = Specialty.HighDamage, probability = 0.3}, {specialty = Specialty.HighDamage, probability = 0.3},
{specialty = Specialty.HighRange, probability = 0.3}, {specialty = Specialty.HighRange, probability = 0.3},
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6},
} }
else else
possibleSpecialties[WeaponType.Hookgun] = { possibleSpecialties[WeaponType.Hookgun] = {
@@ -104,9 +98,11 @@ end
if GameVersion() >= Version(0, 31, 0) then if GameVersion() >= Version(0, 31, 0) then
possibleSpecialties[WeaponType.HiveLauncher] = { possibleSpecialties[WeaponType.HiveLauncher] = {
{specialty = Specialty.HighDamage, probability = 0.3}, {specialty = Specialty.HighShootingTime, probability = 0.2},
{specialty = Specialty.HighRange, probability = 0.3}, {specialty = Specialty.HighDamage, probability = 0.15},
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6}, {specialty = Specialty.HighFireRate, probability = 0.15},
{specialty = Specialty.HighRange, probability = 0.25},
{specialty = Specialty.BurstFire, probability = 0.1},
} }
else else
possibleSpecialties[WeaponType.HiveLauncher] = { possibleSpecialties[WeaponType.HiveLauncher] = {
@@ -116,6 +112,7 @@ else
} }
end end
-- ===========================================================================================================================================================
function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, rarity) function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, rarity)
local result = TurretTemplate() local result = TurretTemplate()
@@ -123,6 +120,7 @@ function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, ra
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps) local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
local crew = Crew() local crew = Crew()
crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner)) crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
crew:add(requiredCrew, CrewMan(CrewProfessionType.Pilot))
result.crew = crew result.crew = crew
-- generate weapons -- generate weapons
@@ -131,6 +129,14 @@ function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, ra
local weapon = WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity) local weapon = WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
weapon.fireDelay = weapon.fireDelay * numWeapons weapon.fireDelay = weapon.fireDelay * numWeapons
local specType = rand:getInt(0, 2)
if specType == 1 then
weapon.shieldPenetration = 1
elseif specType == 2 then
weapon.damageType = DamageType.Plasma
weapon.damage = weapon.damage * 0.9
end
-- attach weapons to turret -- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons) TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
@@ -144,17 +150,15 @@ function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, ra
result.slotType = TurretSlotType.Armed result.slotType = TurretSlotType.Armed
result:updateStaticStats() result:updateStaticStats()
local name = "SmartCannon /* weapon name*/"%_T local name = "Smart-Cannon /* weapon name*/"%_T
local specType = 1
if specType > 0 then
name = "Ionized SmartCannon/* weapon name*/"%_T
weapon.shieldPenetration = 1
end
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical) local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
if specType == 1 then
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) outerAdjective = "Ionized "%_T
elseif specType == 2 then
outerAdjective = "Plasmed "%_T
weapon.damage = weapon.damage * 0.9
end
result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial] */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
return result return result
end end
@@ -162,13 +166,14 @@ end
generatorFunction[WeaponType.SmartCannon] = TurretGenerator.generateSmartCannonTurret generatorFunction[WeaponType.SmartCannon] = TurretGenerator.generateSmartCannonTurret
-- ===========================================================================================================================================================
function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, rarity) function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, rarity)
local result = TurretTemplate() local result = TurretTemplate()
-- generate turret -- generate turret
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps) local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
local crew = Crew() local crew = Crew()
crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner)) crew:add(requiredCrew * 3, CrewMan(CrewProfessionType.Gunner))
crew:add(requiredCrew, CrewMan(CrewProfessionType.Repair)) crew:add(requiredCrew, CrewMan(CrewProfessionType.Repair))
result.crew = crew result.crew = crew
@@ -178,6 +183,12 @@ function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, ra
local weapon = WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity) local weapon = WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
weapon.fireDelay = weapon.fireDelay * numWeapons weapon.fireDelay = weapon.fireDelay * numWeapons
local Pen = rand:getInt(0, rarity.value)
if Pen > 0 then
weapon.blockPenetration = Pen
outerAdjective = "Cumulative "%_T
end
-- attach weapons to turret -- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons) TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
@@ -193,14 +204,21 @@ function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, ra
local name = "Heavy Cannon /* weapon name*/"%_T local name = "Heavy Cannon /* weapon name*/"%_T
local Pen = rand:getInt(0, rarity.value) local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
if Pen > 0 then
weapon.blockPenetration = Pen if result.size >= 4 then
name = "Cumulative Heavy Cannon /* weapon name*/"%_T name = "Mass Driver /* weapon name*/"%_T
weapom.speed = weapon.speed * 2
weapon.reach = weapon.reach * 1.2
end end
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical) if result.size >= 5 then
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) name = "Mass Warper /* weapon name*/"%_T
weapom.speed = weapon.speed * 2
weapon.reach = weapon.reach * 1.5
end
result.title = Format("%1%%2%%3%%4%%5%%6%%7% /* [outer-adjective][barrel][coax][dmg-adjective][multishot][name][serial] */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
return result return result
end end
@@ -208,6 +226,7 @@ end
generatorFunction[WeaponType.HeavyCannon] = TurretGenerator.generateHeavyCannonTurret generatorFunction[WeaponType.HeavyCannon] = TurretGenerator.generateHeavyCannonTurret
-- ===========================================================================================================================================================
function TurretGenerator.generateDiffuserTurret(rand, dps, tech, material, rarity) function TurretGenerator.generateDiffuserTurret(rand, dps, tech, material, rarity)
local result = TurretTemplate() local result = TurretTemplate()
@@ -237,10 +256,10 @@ function TurretGenerator.generateDiffuserTurret(rand, dps, tech, material, rarit
result.slotType = TurretSlotType.Armed result.slotType = TurretSlotType.Armed
result:updateStaticStats() result:updateStaticStats()
local name = "Diffusor /* weapon name*/"%_T local name = "Diffuser /* weapon name*/"%_T
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Energy) 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) 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 return result
end end
@@ -248,6 +267,7 @@ end
generatorFunction[WeaponType.Diffuser] = TurretGenerator.generateDiffuserTurret generatorFunction[WeaponType.Diffuser] = TurretGenerator.generateDiffuserTurret
-- ===========================================================================================================================================================
function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity) function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity)
local result = TurretTemplate() local result = TurretTemplate()
@@ -263,6 +283,13 @@ function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity
local weapon = WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity) local weapon = WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
weapon.damage = weapon.damage / numWeapons weapon.damage = weapon.damage / numWeapons
local spec = rand:getInt(0, 1)
if spec then
weapon.holdingForce = weapon.otherForce * 2
weapon.otherForce = 0
end
-- attach weapons to turret -- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons) TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
@@ -279,21 +306,21 @@ function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity
local name = "Hookgun /* weapon name*/"%_T local name = "Hookgun /* weapon name*/"%_T
local specType = 0 local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
if specType >0 then
else
if spec then
outerAdjective = "Stabilizing"%_T
end 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] */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
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 return result
end end
generatorFunction[WeaponType.Hookgun] = TurretGenerator.generateHookgunTurret generatorFunction[WeaponType.Hookgun] = TurretGenerator.generateHookgunTurret
-- ===========================================================================================================================================================
function TurretGenerator.generateHiveLauncherTurret(rand, dps, tech, material, rarity) function TurretGenerator.generateHiveLauncherTurret(rand, dps, tech, material, rarity)
local result = TurretTemplate() local result = TurretTemplate()
@@ -310,30 +337,38 @@ function TurretGenerator.generateHiveLauncherTurret(rand, dps, tech, material, r
weapon.damage = weapon.damage / numWeapons weapon.damage = weapon.damage / numWeapons
-- attach weapons to turret -- 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) -- attach
local shootingTime = 2 * rand:getFloat(0.8, 1.2) for _, position in pairs(positions) do
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime) 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) TurretGenerator.scale(rand, result, WeaponType.RocketLauncher, tech, 0.6, coaxialAllowed)
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.HiveLauncher) local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.RocketLauncher)
result.slotType = TurretSlotType.Armed result.slotType = TurretSlotType.Armed
result:updateStaticStats() result:updateStaticStats()
local name = "HiveLauncher /* weapon name*/"%_T local name = "Hive-Launcher /* weapon name*/"%_T
if weapon.shotsFired > 20 then
local specType = 0 name = "Swarm-Launcher /* weapon name*/"%_T
if specType >0 then
else
end end
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical) 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) 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 return result
end end

View File

@@ -2,55 +2,50 @@
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 = "Processor", 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", investFactor = 1.5, changeType = StatChanges.Percentage},
{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 = 1, changeType = StatChanges.Percentage},
{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 = "Explosive Charge", 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 L", 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 = "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 = "Industrial Tesla Coil",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},
} }
TurretIngredients[WeaponType.Hookgun] = TurretIngredients[WeaponType.Hookgun] =
{ {
{name = "Plasma Cell", amount = 10, investable = 10, minimum = 10, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage}, {name = "Force Generator", 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 = 5, investable = 6, minimum = 1, weaponStat = "reach", },
{name = "Energy Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", }, {name = "Power Unit", 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 = "Conductor", 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.HiveLauncher] = TurretIngredients[WeaponType.HiveLauncher] =
{ {
{name = "Plasma Cell", amount = 10, investable = 10, minimum = 10, 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 = "High Capacity Lens", amount = 5, investable = 6, minimum = 1, weaponStat = "reach", }, {name = "Rocket", amount = 15, investable = 10, minimum = 15, weaponStat = "damage", investFactor = 0.2, changeType = StatChanges.Percentage},
{name = "Energy Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", }, {name = "High Pressure Tube", amount = 6, investable = 12, minimum = 1, weaponStat = "reach", investFactor = 0.4, changeType = StatChanges.Percentage},
{name = "Steel", amount = 20, investable = 0, minimum = 20,}, {name = "Fuel", amount = 6, investable = 12, minimum = 1, weaponStat = "reach", investFactor = 0.5, changeType = StatChanges.Percentage},
{name = "Copper", amount = 10, investable = 0, minimum = 10,}, {name = "Targeting Card", amount = 10, investable = 10, minimum = 0, weaponStat = "seeker", investFactor = 1, changeType = StatChanges.Flat},
{name = "Silver", amount = 5, investable = 0, minimum = 5,}, {name = "Steel", amount = 8, investable = 10, minimum = 3,},
-- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat}, {name = "Wire", amount = 5, investable = 10, minimum = 3,},
} }

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@@ -3,11 +3,11 @@ function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
local weapon = Weapon() local weapon = Weapon()
weapon:setProjectile() weapon:setProjectile()
dps = dps * 0.75 dps = dps * 0.9
local fireDelay = rand:getFloat(1.5, 2.5)*0.5 local fireDelay = rand:getFloat(1.5, 2.5)*0.5
local reach = rand:getFloat(1100, 1500)*0.7 local reach = rand:getFloat(1100, 1500)*0.7
local damage = dps * fireDelay local damage = dps * fireDelay
local speed = rand:getFloat(300, 400)*2 local speed = rand:getFloat(300, 400)*4
local existingTime = (reach / speed)*1.2 local existingTime = (reach / speed)*1.2
weapon.fireDelay = fireDelay weapon.fireDelay = fireDelay
@@ -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)
@@ -46,13 +46,14 @@ 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()
dps = dps * 1.85 dps = dps * 1.85
local fireDelay = rand:getFloat(1.5, 2.0)*1.7 local fireDelay = rand:getFloat(1.5, 2.0)*1.7
local reach = rand:getFloat(1100, 1500)*1.2 local reach = rand:getFloat(1100, 1500)*1.5
local damage = dps * fireDelay local damage = dps * fireDelay
local speed = rand:getFloat(600, 1000)*1.4 local speed = rand:getFloat(600, 1000)*1.4
local existingTime = (reach / speed)*1.1 local existingTime = (reach / speed)*1.1
@@ -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()
@@ -193,52 +195,51 @@ end
generatorFunction[WeaponType.Hookgun] = WeaponGenerator.generateHookgun generatorFunction[WeaponType.Hookgun] = WeaponGenerator.generateHookgun
function WeaponGenerator.generateHiveLauncher(rand, dps, tech, material, rarity) function WeaponGenerator.generateHiveLauncher(rand, dps, tech, material, rarity)
local weapon = Weapon() local weapon = Weapon()
weapon:setBeam() weapon:setProjectile()
local fireDelay = rand:getFloat(0.2, 0.5) local fireDelay = rand:getFloat(2.2, 3)
local reach = rand:getFloat(500, 900) local reach = rand:getFloat(1300, 1800)
local damage = dps * fireDelay local damage = dps * fireDelay
local speed = rand:getFloat(150, 200)
local existingTime = reach / speed
weapon.fireDelay = fireDelay weapon.fireDelay = fireDelay
weapon.appearanceSeed = rand:getInt()
weapon.reach = reach weapon.reach = reach
weapon.continuousBeam = true weapon.appearanceSeed = rand:getInt()
weapon.appearance = WeaponAppearance.Cannon weapon.seeker = true
weapon.name = "HiveLauncher /* Weapon Name*/"%_t weapon.appearance = WeaponAppearance.RocketLauncher
weapon.prefix = "HiveLauncher /* Weapon Prefix*/"%_t weapon.name = "Hive-Launcher /* Weapon Name*/"%_t
weapon.prefix = "Hive-Launcher /* Weapon Prefix*/"%_t
weapon.icon = "data/textures/icons/hivelauncher.png" weapon.icon = "data/textures/icons/hivelauncher.png"
weapon.sound = "cannon" weapon.sound = "cannon"
weapon.accuracy = 0.99 - rand:getFloat(0, 0.02) weapon.accuracy = 0.5 - rand:getFloat(0, 0.02)
weapon.blockPenetration = rand:getInt(0, rarity.value) + 2
weapon.otherForce = -500 * dps * rarity.value
weapon.damage = damage weapon.damage = damage
weapon.damageType = DamageType.Physical weapon.damageType = DamageType.Physical
weapon.impactParticles = ImpactParticles.Physical weapon.impactParticles = ImpactParticles.Explosion
weapon.shieldDamageMultiplicator = 0.75
weapon.stoneDamageMultiplicator = 1.2
weapon.hullDamageMultiplicator = 1
weapon.impactSound = 1 weapon.impactSound = 1
weapon.impactExplosion = true
weapon.blength = weapon.reach weapon.psize = rand:getFloat(0.2, 0.4)
weapon.bshape = BeamShape.Swirly weapon.pmaximumTime = existingTime
weapon.bwidth = 0.5 weapon.pvelocity = speed
weapon.bauraWidth = 3 weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
weapon.banimationSpeed = 0 weapon.pshape = ProjectileShape.Rocket
weapon.banimationAcceleration = 0
weapon.bshapeSize = 13
-- shades of blue if rand:test(1) then
weapon.bouterColor = ColorHSV(0, 0, rand:getFloat(0.35, 0.65)) local shots = {6, 10, 14, 18, 22, 26, 30}
weapon.binnerColor = ColorHSV(1, 1, rand:getFloat(0.35, 0.65)) weapon.shotsFired = shots[rand:getInt(1, #shots)]
weapon.damage = (weapon.damage * 1.5) / weapon.shotsFired
end
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity) WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
weapon.recoil = weapon.damage * 2
weapon.explosionRadius = math.sqrt(weapon.damage * 5)
return weapon return weapon
end end

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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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