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22 Commits

Author SHA1 Message Date
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
bacon
6a8483efa5 Merge branch 'HEAD' of git@gl.beaconborn.ru:bacon/weapon-project-extended.git 2023-08-28 00:52:40 +03:00
bacon
e8f8d9d195 - retexture
- rebalance
2023-08-28 00:48:41 +03:00
Alex
eec8c10de4 Update file modinfo.lua 2023-08-27 21:38:49 +00:00
Alex
f51f351e06 Update file modinfo.lua 2023-08-27 21:38:08 +00:00
bacon
7d60ec6da3 Merge remote-tracking branch 'origin/main' 2023-08-27 20:02:13 +03:00
bacon
1eec0fba6c up 2023-08-27 20:01:07 +03:00
Slava
b137aec60a Update file weapongenerator.lua 2023-08-27 17:00:17 +00:00
bacon
f3deba9b30 fixed 2023-08-27 19:46:14 +03:00
Slava
ca00911fd7 Update 2 files
- /data/localization/ru.po
- /data/scripts/lib/weapongenerator.lua
2023-08-27 16:41:44 +00:00
Slava
3b34148f77 Updated balance 2023-08-27 16:32:58 +00:00
Slava
cae212f5a9 Merge branch 'alive-main-patch-16741' into 'main'
Upload New File

See merge request bacon/weapon-project-extended!1
2023-08-27 16:31:14 +00:00
Alex
3988151ccf Upload New File 2023-08-27 16:29:28 +00:00
19 changed files with 925 additions and 573 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

@@ -1,41 +1,28 @@
stages: stages: # List of stages for jobs, and their order of execution
- prepare # List of stages for jobs, and their order of execution
- release - release
image: python:3.10
release_job:
prepare_job:
stage: prepare
script:
- 'pip install requests'
- 'git clone https://gitlab-ci-token:${CI_JOB_TOKEN}@gl.beaconborn.ru/bacon/translation-generator.git'
- 'echo $$CI_PROJECT_DIR'
- 'python3 translation-generator/main.py $CI_PROJECT_DIR'
- 'ls -al'
- cat test.txt
release_job:
needs:
- prepare_job
stage: release # It only runs when *both* jobs in the test stage complete successfully. stage: release # It only runs when *both* jobs in the test stage complete successfully.
image: registry.gitlab.com/gitlab-org/release-cli:latest image: registry.gitlab.com/gitlab-org/release-cli:latest
only: only:
# - if: "$CI_COMMIT_BRANCH == $CI_DEFAULT_BRANCH" # - if: "$CI_COMMIT_BRANCH == $CI_DEFAULT_BRANCH"
refs: refs:
- testing - main
- ^tags - ^tags
changes: changes:
- ^README.md
- ^CHANGELOG
- ^.gitattribute
- ^.gitignore
- ^.gitlab-ci.yml
- data/**/* - data/**/*
- modinfo.lua - modinfo.lua
- thumb.png - thumb.png
- test.txt
script: script:
- echo "Release WPE 2.0_$CI_COMMIT_SHORT_SHA branch $CI_COMMIT_BRANCH" - echo "Release WPE 2.0_$CI_COMMIT_SHORT_SHA"
release: release:
tag_name: v2.0.$CI_PIPELINE_IID tag_name: v2.0.$CI_PIPELINE_IID

View File

@@ -1,92 +1,138 @@
# ========== /mods/WPE2/data/scripts/lib/weapongenerator.lua ========== # ========== \data\scripts\lib\turretgenerator.lua ==========
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua: #: \data\scripts\lib\turretgenerator.lua:
msgctxt "Weapon Name" msgctxt "weapon name"
msgid "Smart Cannon" msgid "SmartCannon"
msgstr "Умная пушка" msgstr ""
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua: #: \data\scripts\lib\turretgenerator.lua:
msgctxt "Weapon Prefix" msgctxt "weapon name"
msgid "Smart Cannon" msgid "Ionized SmartCannon"
msgstr "Умная пушка" msgstr ""
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua: #: \data\scripts\lib\turretgenerator.lua:
msgctxt "Weapon Name" msgctxt "weapon name"
msgid "Heavy Cannon" msgid "Heavy Cannon"
msgstr "Тяжелая Пушка" msgstr ""
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua: #: \data\scripts\lib\turretgenerator.lua:
msgctxt "Weapon Prefix" msgctxt "weapon name"
msgid "Cumulative Heavy Cannon" msgid "Cumulative Heavy Cannon"
msgstr "Кумулятивная тяжелая пушка" msgstr ""
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua: #: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "Diffusor"
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" msgctxt "Weapon Prefix"
msgid "Heavy Cannon" msgid "SmartCannon"
msgstr "Тяжелая Пушка" msgstr ""
#: /mods/WPE2/data/scripts/lib/weapongenerator.lua: #: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Name"
msgid "Heavy Cannon"
msgstr ""
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Name" msgctxt "Weapon Name"
msgid "Diffuser" msgid "Diffuser"
msgstr "Диффузор" msgstr ""
#: /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 ""
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Name"
msgid "Hookgun"
msgstr ""
# ========== /mods/WPE2/data/scripts/lib/weapontype.lua ========== #: \data\scripts\lib\weapongenerator.lua:
#: /mods/WPE2/data/scripts/lib/weapontype.lua: msgctxt "Weapon Prefix"
msgctxt "Weapon Type" msgid "Hookgun"
msgid "Auto Сannon" msgstr ""
msgstr "Автопушка"
#: /mods/WPE2/data/scripts/lib/weapontype.lua: #: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Type" msgctxt "Weapon Name"
msgid "Heavy Cannon" msgid "HiveLauncher"
msgstr "Тяжелая Пушка" msgstr ""
#: /mods/WPE2/data/scripts/lib/weapontype.lua: #: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Type" msgctxt "Weapon Prefix"
msgid "Diffuser" msgid "HiveLauncher"
msgstr "Диффузор" msgstr ""
# ========== \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua ==========
# ========== /mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua ========== #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
#: /mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: msgctxt ""
msgid "WPE Turrets" msgid "WPE Turrets"
msgstr "Расширенный пак оружия" msgstr ""
#: /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 ""
#: /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 ""
#: /mods/WPE2/data/scripts/player/ui/encyclopedia/chapters/wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
msgctxt ""
msgid "Autocannon" msgid "Autocannon"
msgstr "Автопушка" msgstr ""
#: /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 ""
#: /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 ""
#: /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 ""
#: /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 ""
#: /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 ""
#: \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

@@ -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 "Diffusor"
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 "Autocannon"
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.Hookgun] = {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 = 0.6, p = 1.0}
weaponProbabilities[WeaponType.Diffuser] = {d = 0.6, p = 1.0} weaponProbabilities[WeaponType.Diffuser] = {d = 0.6, p = 1.0}
weaponProbabilities[WeaponType.Harpoon] = {d = 0.6, p = 1.0} weaponProbabilities[WeaponType.Hookgun] = {d = 0.6, p = 1.0}
weaponProbabilities[WeaponType.HiveLauncher] = {d = 0.6, p = 1.0} -- TODO Подсмотреть у ванильных ракетниц

View File

@@ -1,5 +1,6 @@
valueWeights[WeaponType.SmartCannon ] = 2 valueWeights[WeaponType.SmartCannon ] = 2
valueWeights[WeaponType.HeavyCannon ] = 1.7 valueWeights[WeaponType.HeavyCannon ] = 2.5
valueWeights[WeaponType.Diffuser ] = 2.1 valueWeights[WeaponType.Diffuser ] = 1.7
valueWeights[WeaponType.Hookgun ] = 2.1 valueWeights[WeaponType.Hookgun ] = 1.5
valueWeights[WeaponType.HiveLauncher] = 2

View File

@@ -1,230 +1,352 @@
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] = { -- TODO уточнить размеры
{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 = 5, usedSlots = 6},
} }
scales[WeaponType.Diffuser] = { scales[WeaponType.Diffuser] = {-- TODO проверить возможность спавна с определенной дистанции, Уточнить размеры
{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] = { -- TODO Увеличить разнообразие размеров6
possibleSpecialties[WeaponType.SmartCannon] = { {from = 0, to = 46, size = 1.0, usedSlots = 2},
{specialty = Specialty.HighDamage, probability = 0.2}, {from = 47, to = 50, size = 2.0, usedSlots = 4},
{specialty = Specialty.HighFireRate, probability = 0.3}, --dummy for cooaxial, add 1 to size and level
{specialty = Specialty.HighRange, probability = 0.7}, {from = 51, to = 52, size = 3.0, usedSlots = 6},
-- {specialty = Specialty.HighHullDamage, probability = 0.5}, }
-- {specialty = Specialty.LessCoolingTime, probability = 0.4},
} if GameVersion() >= Version(0, 31, 0) then
else possibleSpecialties[WeaponType.SmartCannon] = {
possibleSpecialties[WeaponType.SmartCannon] = { {specialty = Specialty.HighDamage, probability = 0.2},
Specialty.HighDamage, {specialty = Specialty.HighFireRate, probability = 0.3},
Specialty.HighFireRate, {specialty = Specialty.HighRange, probability = 0.7},
Specialty.HighRange, -- {specialty = Specialty.HighHullDamage, probability = 0.5},
Specialty.HighHullDamage, -- {specialty = Specialty.LessCoolingTime, probability = 0.4},
Specialty.LessCoolingTime, }
} else
end possibleSpecialties[WeaponType.SmartCannon] = {
Specialty.HighDamage,
if GameVersion() >= Version(0, 31, 0) then Specialty.HighFireRate,
possibleSpecialties[WeaponType.HeavyCannon] = { Specialty.HighRange,
{specialty = Specialty.HighDamage, probability = 0.2}, Specialty.HighHullDamage,
{specialty = Specialty.HighRange, probability = 0.35}, Specialty.LessCoolingTime,
{specialty = Specialty.HighFireRate, probability = 0.3}, }
-- {specialty = Specialty.HighHullDamage, probability = 0.2}, end
-- {specialty = Specialty.HighShieldDamage, probability = 0.2},
-- {specialty = Specialty.LessCoolingTime, probability = 0.2} if GameVersion() >= Version(0, 31, 0) then
} possibleSpecialties[WeaponType.HeavyCannon] = {
else {specialty = Specialty.HighDamage, probability = 0.2},
possibleSpecialties[WeaponType.HeavyCannon] = { {specialty = Specialty.HighRange, probability = 0.35},
Specialty.HighDamage, {specialty = Specialty.HighFireRate, probability = 0.3},
Specialty.HighFireRate, -- {specialty = Specialty.HighHullDamage, probability = 0.2},
Specialty.HighRange, -- {specialty = Specialty.HighShieldDamage, probability = 0.2},
Specialty.HighHullDamage, -- {specialty = Specialty.LessCoolingTime, probability = 0.2}
Specialty.HighShieldDamage, }
Specialty.LessCoolingTime, else
} possibleSpecialties[WeaponType.HeavyCannon] = {
end Specialty.HighDamage,
Specialty.HighFireRate,
if GameVersion() >= Version(0, 31, 0) then Specialty.HighRange,
possibleSpecialties[WeaponType.Diffuser] = { Specialty.HighHullDamage,
{specialty = Specialty.HighDamage, probability = 0.3}, Specialty.HighShieldDamage,
{specialty = Specialty.HighRange, probability = 0.3}, Specialty.LessCoolingTime,
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6}, }
} end
else
possibleSpecialties[WeaponType.Diffuser] = { if GameVersion() >= Version(0, 31, 0) then
Specialty.HighDamage, possibleSpecialties[WeaponType.Diffuser] = {
Specialty.HighRange, {specialty = Specialty.HighDamage, probability = 0.3},
Specialty.FasterRechargeTime, {specialty = Specialty.HighRange, probability = 0.3},
} -- {specialty = Specialty.FasterRechargeTime, probability = 0.6},
end }
else
if GameVersion() >= Version(0, 31, 0) then possibleSpecialties[WeaponType.Diffuser] = {
possibleSpecialties[WeaponType.Hookgun] = { Specialty.HighDamage,
{specialty = Specialty.HighDamage, probability = 0.3}, Specialty.HighRange,
{specialty = Specialty.HighRange, probability = 0.3}, Specialty.FasterRechargeTime,
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6}, }
} end
else
possibleSpecialties[WeaponType.Hookgun] = { if GameVersion() >= Version(0, 31, 0) then
Specialty.HighDamage, possibleSpecialties[WeaponType.Hookgun] = {
Specialty.HighRange, {specialty = Specialty.HighDamage, probability = 0.3},
Specialty.FasterRechargeTime, {specialty = Specialty.HighRange, probability = 0.3},
} -- {specialty = Specialty.FasterRechargeTime, probability = 0.6},
end }
else
function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, rarity) possibleSpecialties[WeaponType.Hookgun] = {
local result = TurretTemplate() Specialty.HighDamage,
Specialty.HighRange,
-- generate turret Specialty.FasterRechargeTime,
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps) }
local crew = Crew() end
crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
result.crew = crew if GameVersion() >= Version(0, 31, 0) then
possibleSpecialties[WeaponType.HiveLauncher] = {
-- generate weapons {specialty = Specialty.HighDamage, probability = 0.3},
local numWeapons = rand:getInt(1, 4) {specialty = Specialty.HighRange, probability = 0.3},
-- {specialty = Specialty.FasterRechargeTime, probability = 0.6},
local weapon = WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity) }
weapon.fireDelay = weapon.fireDelay * numWeapons else
possibleSpecialties[WeaponType.HiveLauncher] = {
-- attach weapons to turret Specialty.HighDamage,
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons) Specialty.HighRange,
Specialty.FasterRechargeTime,
local shootingTime = 25 * rand:getFloat(0.8, 1.2) }
local coolingTime = 15 * rand:getFloat(0.8, 1.2) end
TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, rarity)
TurretGenerator.scale(rand, result, WeaponType.SmartCannon, tech, 0.6) local result = TurretTemplate()
TurretGenerator.addSpecialties(rand, result, WeaponType.SmartCannon)
-- generate turret
result:updateStaticStats() local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
local crew = Crew()
return result crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
end result.crew = crew
generatorFunction[WeaponType.SmartCannon] = TurretGenerator.generateSmartCannonTurret -- generate weapons
local numWeapons = rand:getInt(1, 4)
function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, rarity) local weapon = WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
local result = TurretTemplate() weapon.fireDelay = weapon.fireDelay * numWeapons
-- generate turret -- attach weapons to turret
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps) TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
local crew = Crew()
crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner)) local shootingTime = 25 * rand:getFloat(0.8, 1.2)
crew:add(requiredCrew, CrewMan(CrewProfessionType.Repair)) local coolingTime = 15 * rand:getFloat(0.8, 1.2)
result.crew = crew TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
-- generate weapons TurretGenerator.scale(rand, result, WeaponType.SmartCannon, tech, 0.6)
local numWeapons = rand:getInt(1, 4) local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.SmartCannon)
local weapon = WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity) result.slotType = TurretSlotType.Armed
weapon.fireDelay = weapon.fireDelay * numWeapons result:updateStaticStats()
-- attach weapons to turret local name = "SmartCannon /* weapon name*/"%_T
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
local specType = 1
local shootingTime = 25 * rand:getFloat(0.8, 1.2) if specType > 0 then
local coolingTime = 20 * rand:getFloat(0.8, 1.2) name = "Ionized SmartCannon /* weapon name*/"%_T
TurretGenerator.createStandardCooling(result, coolingTime, shootingTime) weapon.shieldPenetration = 1
end
TurretGenerator.scale(rand, result, WeaponType.HeavyCannon, tech, 0.6)
TurretGenerator.addSpecialties(rand, result, WeaponType.HeavyCannon) local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
result:updateStaticStats() 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.HeavyCannon] = TurretGenerator.generateHeavyCannonTurret generatorFunction[WeaponType.SmartCannon] = TurretGenerator.generateSmartCannonTurret
function TurretGenerator.generateDiffuserTurret(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, CrewMan(CrewProfessionType.Gunner)) crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner))
result.crew = crew crew:add(requiredCrew, CrewMan(CrewProfessionType.Repair))
result.crew = crew
-- generate weapons
local numWeapons = rand:getInt(1, 2) -- generate weapons
local numWeapons = rand:getInt(1, 4)
local weapon = WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
weapon.damage = weapon.damage / numWeapons local weapon = WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
weapon.fireDelay = weapon.fireDelay * numWeapons
-- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons) -- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
local rechargeTime = 20 * rand:getFloat(0.8, 1.2)
local shootingTime = 15 * rand:getFloat(0.8, 1.2) local shootingTime = 25 * rand:getFloat(0.8, 1.2)
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime) local coolingTime = 20 * rand:getFloat(0.8, 1.2)
TurretGenerator.createStandardCooling(result, coolingTime, shootingTime)
TurretGenerator.scale(rand, result, WeaponType.Diffuser, tech, 0.75) TurretGenerator.scale(rand, result, WeaponType.HeavyCannon, tech, 0.6)
TurretGenerator.addSpecialties(rand, result, WeaponType.Diffuser) local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.HeavyCannon)
result:updateStaticStats() result.slotType = TurretSlotType.Armed
result:updateStaticStats()
return result
end local name = "Heavy Cannon /* weapon name*/"%_T
generatorFunction[WeaponType.Diffuser] = TurretGenerator.generateDiffuserTurret local Pen = rand:getInt(0, rarity.value)
if Pen > 0 then
weapon.blockPenetration = Pen
function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity) name = "Cumulative Heavy Cannon /* weapon name*/"%_T
local result = TurretTemplate() end
-- generate turret local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps) 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 crew = Crew()
crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner)) return result
result.crew = crew end
-- generate weapons generatorFunction[WeaponType.HeavyCannon] = TurretGenerator.generateHeavyCannonTurret
local numWeapons = rand:getInt(1, 2)
local weapon = WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity) function TurretGenerator.generateDiffuserTurret(rand, dps, tech, material, rarity)
weapon.damage = weapon.damage / numWeapons local result = TurretTemplate()
-- attach weapons to turret -- generate turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons) local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
local crew = Crew()
local rechargeTime = 4 * rand:getFloat(0.8, 1.2) crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
local shootingTime = 2 * rand:getFloat(0.8, 1.2) result.crew = crew
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime)
-- generate weapons
local numWeapons = rand:getInt(1, 2)
TurretGenerator.scale(rand, result, WeaponType.Hookgun, tech, 0.75)
TurretGenerator.addSpecialties(rand, result, WeaponType.Hookgun) local weapon = WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
weapon.damage = weapon.damage / numWeapons
result:updateStaticStats()
-- attach weapons to turret
return result TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
end
local rechargeTime = 20 * rand:getFloat(0.8, 1.2)
generatorFunction[WeaponType.Hookgun] = TurretGenerator.generateHookgunTurret local shootingTime = 15 * rand:getFloat(0.8, 1.2)
TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime)
TurretGenerator.scale(rand, result, WeaponType.Diffuser, tech, 0.75)
local specialties = TurretGenerator.addSpecialties(rand, result, WeaponType.Diffuser)
result.slotType = TurretSlotType.Armed
result:updateStaticStats()
local name = "Diffusor /* weapon name*/"%_T
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)
return result
end
generatorFunction[WeaponType.Diffuser] = TurretGenerator.generateDiffuserTurret
function TurretGenerator.generateHookgunTurret(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.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 name = "Hookgun /* weapon name*/"%_T
local specType = 0
if specType >0 then
else
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], e.g. Enduring Dual Coaxial Plasmatic Tri-R-Mining Laser T-F */"%_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 = "HiveLauncher /* weapon name*/"%_T
local specType = 0
if specType >0 then
else
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], e.g. Enduring Dual Coaxial Plasmatic Tri-R-Mining Laser T-F */"%_T, outerAdjective, barrel, coax, dmgAdjective, multishot, name, serial)
return result
end
generatorFunction[WeaponType.HiveLauncher] = TurretGenerator.generateHiveLauncherTurret

View File

@@ -1,45 +1,56 @@
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}, -- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat},
} }
TurretIngredients[WeaponType.SmartCannon] = 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}, -- {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 = "Energy Tube", 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}, -- {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 = "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 = "Energy Tube", 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}, -- {name = "Targeting System", amount = 0, investable = 2, minimum = 0, turretStat = "automatic", investFactor = 1, changeType = StatChanges.Flat},
} }
TurretIngredients[WeaponType.HiveLauncher] =
{
{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 = "Energy Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", },
{name = "Steel", amount = 20, investable = 0, minimum = 20,},
{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},
}

View File

@@ -1,201 +1,247 @@
function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity) function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
local weapon = Weapon() local weapon = Weapon()
weapon:setProjectile() weapon:setProjectile()
dps = dps * 0.75 dps = dps * 0.75
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)*2
local existingTime = (reach / speed)*1.2 local existingTime = (reach / speed)*1.2
weapon.fireDelay = fireDelay weapon.fireDelay = fireDelay
weapon.reach = reach weapon.reach = reach
weapon.appearanceSeed = rand:getInt() weapon.appearanceSeed = rand:getInt()
weapon.seeker = rand:test(1 / 2) weapon.seeker = 1
weapon.appearance = WeaponAppearance.Cannon weapon.appearance = WeaponAppearance.Cannon
weapon.name = "Smart Cannon /* Weapon Name*/"%_t weapon.name = "SmartCannon /* Weapon Name*/"%_t
weapon.prefix = "Smart Cannon /* Weapon Prefix*/"%_t weapon.prefix = "SmartCannon /* Weapon Prefix*/"%_t
weapon.icon = "data/textures/icons/autocannon.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)
weapon.damage = damage weapon.damage = damage
weapon.damageType = DamageType.Physical weapon.damageType = DamageType.Physical
weapon.impactParticles = ImpactParticles.Explosion weapon.impactParticles = ImpactParticles.Explosion
weapon.shieldDamageMultiplicator=1.1 + rarity.value * 0.1 weapon.shieldDamageMultiplicator=1.1 + rarity.value * 0.1
weapon.impactSound = 1 weapon.impactSound = 1
weapon.impactExplosion = true weapon.impactExplosion = true
weapon.psize = rand:getFloat(0.2, 0.5)
weapon.pmaximumTime = existingTime weapon.psize = rand:getFloat(0.2, 0.5)
weapon.pvelocity = speed weapon.pmaximumTime = existingTime
weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1) weapon.pvelocity = speed
weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
-- these have to be assigned after the weapon was adjusted since the damage might be changed
weapon.recoil = weapon.damage * 20 * 0.75 -- these have to be assigned after the weapon was adjusted since the damage might be changed
weapon.explosionRadius = math.sqrt(weapon.damage * 6) weapon.recoil = weapon.damage * 20 * 0.75
weapon.explosionRadius = math.sqrt(weapon.damage * 6)
return weapon
end return weapon
end
generatorFunction[WeaponType.SmartCannon] = WeaponGenerator.generateSmartCannon
generatorFunction[WeaponType.SmartCannon] = WeaponGenerator.generateSmartCannon
function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
local weapon = Weapon()
weapon:setProjectile()
function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
dps = dps * 1.85 local weapon = Weapon()
local fireDelay = rand:getFloat(1.5, 2.0)*1.7 weapon:setProjectile()
local reach = rand:getFloat(1100, 1500)*1.2
local damage = dps * fireDelay dps = dps * 1.85
local speed = rand:getFloat(600, 1000)*1.4 local fireDelay = rand:getFloat(1.5, 2.0)*1.7
local existingTime = (reach / speed)*1.1 local reach = rand:getFloat(1100, 1500)*1.2
local damage = dps * fireDelay
weapon.fireDelay = fireDelay local speed = rand:getFloat(600, 1000)*1.4
weapon.reach = reach local existingTime = (reach / speed)*1.1
weapon.appearanceSeed = rand:getInt()
weapon.appearance = WeaponAppearance.Bolter weapon.fireDelay = fireDelay
weapon.name = "Heavy Cannon /* Weapon Name*/"%_t weapon.reach = reach
weapon.icon = "data/textures/icons/heavycannon.png" weapon.appearanceSeed = rand:getInt()
weapon.sound = "cannon" weapon.appearance = WeaponAppearance.Bolter
weapon.accuracy = 0.95 - rand:getFloat(0, 0.02) weapon.name = "Heavy Cannon /* Weapon Name*/"%_t
weapon.icon = "data/textures/icons/heavycannon.png"
weapon.damage = damage weapon.sound = "cannon"
weapon.damageType = DamageType.Physical weapon.accuracy = 0.95 - rand:getFloat(0, 0.02)
weapon.impactParticles = ImpactParticles.Explosion
weapon.impactSound = 1 weapon.damage = damage
weapon.impactExplosion = true weapon.damageType = DamageType.Physical
weapon.otherForce = dps*math.max(1, rarity.value)*89*5 weapon.impactParticles = ImpactParticles.Explosion
weapon.impactSound = 1
weapon.impactExplosion = true
weapon.psize = rand:getFloat(0.2, 0.5) weapon.otherForce = dps*math.max(1, rarity.value)*89*5
weapon.pmaximumTime = existingTime
weapon.pvelocity = speed
weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1) weapon.psize = rand:getFloat(0.2, 0.5)
weapon.pmaximumTime = existingTime
local Pen = rand:getInt(0, rarity.value) weapon.pvelocity = speed
if Pen > 0 then weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
weapon.blockPenetration = Pen
weapon.prefix = "Cumulative Heavy Cannon /* Weapon Prefix*/"%_t WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
else
weapon.prefix = "Heavy Cannon /* Weapon Prefix*/"%_t -- these have to be assigned after the weapon was adjusted since the damage might be changed
end weapon.recoil = weapon.damage * 50
weapon.explosionRadius = math.sqrt(weapon.damage * 7)
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity) return weapon
end
-- these have to be assigned after the weapon was adjusted since the damage might be changed
weapon.recoil = weapon.damage * 50 generatorFunction[WeaponType.HeavyCannon] = WeaponGenerator.generateHeavyCannon
weapon.explosionRadius = math.sqrt(weapon.damage * 7)
return weapon
end function WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
local weapon = Weapon()
generatorFunction[WeaponType.HeavyCannon] = WeaponGenerator.generateHeavyCannon weapon:setBeam()
local fireDelay = rand:getFloat(1, 2.5)*0.5
function WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity) local reach = rand:getFloat(950, 1400)
local weapon = Weapon() local damage = dps * fireDelay
weapon:setBeam()
weapon.fireDelay = fireDelay
local fireDelay = rand:getFloat(1, 2.5)*0.5 weapon.appearanceSeed = rand:getInt()
local reach = rand:getFloat(950, 1400) weapon.reach = reach
local damage = dps * fireDelay weapon.continuousBeam = false
weapon.appearance = WeaponAppearance.Tesla
weapon.fireDelay = fireDelay weapon.name = "Diffuser /* Weapon Name*/"%_t
weapon.appearanceSeed = rand:getInt() weapon.prefix = "Diffuser /* Weapon Prefix*/"%_t
weapon.reach = reach weapon.icon = "data/textures/icons/diffuser.png"
weapon.continuousBeam = false weapon.sound = "railgun"
weapon.appearance = WeaponAppearance.Tesla weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
weapon.name = "Diffuser /* Weapon Name*/"%_t
weapon.prefix = "Diffuser /* Weapon Prefix*/"%_t weapon.damage = damage
weapon.icon = "data/textures/icons/diffuser.png" weapon.damageType = DamageType.Energy
weapon.sound = "railgun" weapon.impactParticles = ImpactParticles.Energy
weapon.accuracy = 0.99 - rand:getFloat(0, 0.02) weapon.shieldDamageMultiplicator = 20 + rand:getFloat(0, 4) + rarity.value * 3
weapon.stoneDamageMultiplicator = 0
weapon.damage = damage weapon.hullDamageMultiplicator = 0
weapon.damageType = DamageType.Energy weapon.impactSound = 1
weapon.impactParticles = ImpactParticles.Energy
weapon.shieldDamageMultiplicator = 20 + rand:getFloat(0, 4) + rarity.value * 3 weapon.blength = weapon.reach
weapon.stoneDamageMultiplicator = 0 weapon.bshape = BeamShape.Lightning
weapon.hullDamageMultiplicator = 0 weapon.bwidth = 0.5
weapon.impactSound = 1 weapon.bauraWidth = 3
weapon.banimationSpeed = 0
weapon.blength = weapon.reach weapon.banimationAcceleration = 0
weapon.bshape = BeamShape.Lightning weapon.bshapeSize = 13
weapon.bwidth = 0.5
weapon.bauraWidth = 3 -- shades of blue
weapon.banimationSpeed = 0 weapon.bouterColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.5, 1), rand:getFloat(0.1, 0.5))
weapon.banimationAcceleration = 0 weapon.binnerColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.1, 0.5), 1)
weapon.bshapeSize = 13
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
-- shades of blue
weapon.bouterColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.5, 1), rand:getFloat(0.1, 0.5)) weapon.recoil = weapon.damage * 5
weapon.binnerColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.1, 0.5), 1)
return weapon
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity) end
weapon.recoil = weapon.damage * 5 generatorFunction[WeaponType.Diffuser] = WeaponGenerator.generateDiffuser
return weapon
end
function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
generatorFunction[WeaponType.Diffuser] = WeaponGenerator.generateDiffuser local weapon = Weapon()
weapon:setBeam()
local fireDelay = rand:getFloat(0.2, 0.5)
function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity) local reach = rand:getFloat(500, 900)
local weapon = Weapon() local damage = dps * fireDelay
weapon:setBeam()
weapon.fireDelay = fireDelay
local fireDelay = rand:getFloat(0.2, 0.5) weapon.appearanceSeed = rand:getInt()
local reach = rand:getFloat(500, 900) weapon.reach = reach
local damage = dps * fireDelay weapon.continuousBeam = true
weapon.appearance = WeaponAppearance.Cannon
weapon.fireDelay = fireDelay weapon.name = "Hookgun /* Weapon Name*/"%_t
weapon.appearanceSeed = rand:getInt() weapon.prefix = "Hookgun /* Weapon Prefix*/"%_t
weapon.reach = reach weapon.icon = "data/textures/icons/hookgun.png"
weapon.continuousBeam = true weapon.sound = "cannon"
weapon.appearance = WeaponAppearance.Cannon weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
weapon.name = "Hookgun /* Weapon Name*/"%_t
weapon.prefix = "Hookgun /* Weapon Prefix*/"%_t weapon.blockPenetration = rand:getInt(0, rarity.value) + 2
weapon.icon = "data/textures/icons/harpoon.png"
weapon.sound = "cannon"
weapon.accuracy = 0.99 - rand:getFloat(0, 0.02) weapon.otherForce = -500 * dps * rarity.value
weapon.blockPenetration = rand:getInt(0, rarity.value) + 2 weapon.damage = damage
weapon.damageType = DamageType.Physical
weapon.impactParticles = ImpactParticles.Physical
weapon.otherForce = -500 * dps * rarity.value weapon.shieldDamageMultiplicator = 0.75
weapon.stoneDamageMultiplicator = 1.2
weapon.damage = damage weapon.hullDamageMultiplicator = 1
weapon.damageType = DamageType.Physical weapon.impactSound = 1
weapon.impactParticles = ImpactParticles.Physical
weapon.shieldDamageMultiplicator = 0.75 weapon.blength = weapon.reach
weapon.stoneDamageMultiplicator = 1.2 weapon.bshape = BeamShape.Swirly
weapon.hullDamageMultiplicator = 1 weapon.bwidth = 0.5
weapon.impactSound = 1 weapon.bauraWidth = 3
weapon.banimationSpeed = 0
weapon.blength = weapon.reach weapon.banimationAcceleration = 0
weapon.bshape = BeamShape.Swirly weapon.bshapeSize = 13
weapon.bwidth = 0.5
weapon.bauraWidth = 3 -- shades of blue
weapon.banimationSpeed = 0 weapon.bouterColor = ColorHSV(0, 0, rand:getFloat(0.35, 0.65))
weapon.banimationAcceleration = 0 weapon.binnerColor = ColorHSV(1, 1, rand:getFloat(0.35, 0.65))
weapon.bshapeSize = 13
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
-- 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)) return weapon
end
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
generatorFunction[WeaponType.Hookgun] = WeaponGenerator.generateHookgun
return weapon
end
function WeaponGenerator.generateHiveLauncher(rand, dps, tech, material, rarity)
generatorFunction[WeaponType.Hookgun] = WeaponGenerator.generateHookgun 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 = "HiveLauncher /* Weapon Name*/"%_t
weapon.prefix = "HiveLauncher /* 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

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@@ -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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@@ -10,13 +10,13 @@ meta =
name = "Weapon_Pack_Extended2", name = "Weapon_Pack_Extended2",
-- Title of your mod that will be displayed to players -- Title of your mod that will be displayed to players
title = "Weapon Pack Extended2", title = "Weapon Pack Extended - Reloaded",
-- Description of your mod that will be displayed to players -- Description of your mod that will be displayed to players
description = "Adds some new weapon to the game.", description = "Adds some new weapon to the game.",
-- Insert all authors into this list -- Insert all authors into this list
authors = {"Alive!"}, authors = {"Casimir Kepler, Baconborn, OmenOs"},
-- Version of your mod, should be in format 1.0.0 (major.minor.patch) or 1.0 (major.minor) -- Version of your mod, should be in format 1.0.0 (major.minor.patch) or 1.0 (major.minor)
-- This will be used to check for unmet dependencies or incompatibilities -- This will be used to check for unmet dependencies or incompatibilities
@@ -52,5 +52,5 @@ meta =
saveGameAltering = false, saveGameAltering = false,
-- Contact info for other users to reach you in case they have questions -- Contact info for other users to reach you in case they have questions
contact = "https://steamcommunity.com/id/CasKepler2/", contact = "https://steamcommunity.com/id/CasKepler2/", "https://steamcommunity.com/id/baconborn/",
} }

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@@ -1 +0,0 @@