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4 Commits
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e90ff8f1e2 |
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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.gitlab-ci.yml export-ignore
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.git export-ignore
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.git export-ignore
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.vs 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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@@ -148,7 +148,7 @@ function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, ra
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local specType = 1
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local specType = 1
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if specType > 0 then
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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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weapon.shieldPenetration = 1
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end
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end
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@@ -201,22 +201,22 @@ function WeaponGenerator.generateHiveLauncher(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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local weapon = Weapon()
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weapon:setProjectile()
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weapon:setProjectile()
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local fireDelay = rand:getFloat(0.5, 1.5)
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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 reach = rand:getFloat(1300, 1800)
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local damage = dps * fireDelay
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local damage = dps * fireDelay
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local speed = rand:getFloat(150, 200)
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local speed = rand:getFloat(150, 200)
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local existingTime = reach / speed
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local existingTime = reach / speed
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weapon.fireDelay = fireDelay
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weapon.fireDelay = fireDelay
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weapon.reach = reach
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weapon.reach = reach
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weapon.appearanceSeed = rand:getInt()
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weapon.appearanceSeed = rand:getInt()
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weapon.seeker = rand:test(1 / 8)
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weapon.seeker = true
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weapon.appearance = WeaponAppearance.RocketLauncher
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weapon.appearance = WeaponAppearance.RocketLauncher
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weapon.name = "HiveLauncher /* Weapon Name*/"%_t
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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.prefix = "HiveLauncher /* Weapon Prefix*/"%_t
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weapon.icon = "data/textures/icons/hivelauncher.png"
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weapon.icon = "data/textures/icons/hivelauncher.png"
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weapon.sound = "cannon"
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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.accuracy = 0.5 - rand:getFloat(0, 0.02)
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weapon.damage = damage
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weapon.damage = damage
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weapon.damageType = DamageType.Physical
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weapon.damageType = DamageType.Physical
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@@ -230,9 +230,10 @@ function WeaponGenerator.generateHiveLauncher(rand, dps, tech, material, rarity)
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weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
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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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weapon.pshape = ProjectileShape.Rocket
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if rand:test(0.05) then
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if rand:test(1) then
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local shots = {2, 2, 2, 2, 2, 3, 4}
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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.shotsFired = shots[rand:getInt(1, #shots)]
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print()
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weapon.damage = (weapon.damage * 1.5) / weapon.shotsFired
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weapon.damage = (weapon.damage * 1.5) / weapon.shotsFired
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end
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end
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Before Width: | Height: | Size: 25 KiB After Width: | Height: | Size: 25 KiB |
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