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31 Commits

Author SHA1 Message Date
Alex
5b5f424f95 Update file weapongenerator.lua 2023-09-02 21:04:38 +00:00
Alex
ee72127b0a Update file inventoryitemprice.lua 2023-09-02 20:59:09 +00:00
Alex
29928558d3 Replace thumb.png 2023-09-02 20:47:48 +00:00
Alex
101d4e1c44 Update file weapongenerator.lua 2023-09-02 20:47:34 +00:00
Alex
314e65c4bc Update 2 files
- /data/scripts/lib/turretgenerator.lua
- /data/scripts/lib/weapongenerator.lua
2023-09-02 20:31:32 +00:00
Alex
577378ae36 Update 2 files
- /data/scripts/lib/turretgenerator.lua
- /data/scripts/lib/weapongenerator.lua
2023-09-02 20:07:13 +00:00
Alex
59c5f2cb36 Replace thumb.png 2023-09-02 20:01:13 +00:00
Slava
138f510ea2 Update 2 files
- /data/scripts/player/ui/encyclopedia/encyclopedia.lua
- /data/scripts/player/ui/encyclopedia/_encyclopedia.lua
2023-09-02 19:39:31 +00:00
Slava
d6ea8f534e Update file README.md 2023-09-02 19:35:58 +00:00
Alex
85889377c9 Replace thumb.png 2023-09-02 19:32:57 +00:00
Alex
f37108304e Update file turretgenerator.lua 2023-09-02 18:56:12 +00:00
Alex
d72a2b701e Update file turretgenerator.lua 2023-09-02 18:55:23 +00:00
Alex
c0b7a4ef83 Update file turretgenerator.lua 2023-09-02 18:55:09 +00:00
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
9 changed files with 157 additions and 112 deletions

View File

@@ -1,6 +1,9 @@
[![pipeline status](http://gl.beaconborn.ru/bacon/weapon-project-extended/badges/main/pipeline.svg)](http://gl.beaconborn.ru/bacon/weapon-project-extended/-/commits/main) [![Latest Release](http://gl.beaconborn.ru/bacon/weapon-project-extended/-/badges/release.svg)](http://gl.beaconborn.ru/bacon/weapon-project-extended/-/releases) [![pipeline status](http://gl.beaconborn.ru/bacon/weapon-project-extended/badges/main/pipeline.svg)](http://gl.beaconborn.ru/bacon/weapon-project-extended/-/commits/main) [![Latest Release](http://gl.beaconborn.ru/bacon/weapon-project-extended/-/badges/release.svg)](http://gl.beaconborn.ru/bacon/weapon-project-extended/-/releases)
# weapon project extended 2.0 # weapon project extended 2.0
![Weapon Pack Extended Remastered](thumb.png)
## Getting started ## Getting started
That mod for Avorion original writed [Alive!](https://steamcommunity.com/id/CasKepler2/) for 0.32 and updated by me with him That mod for Avorion original writed [Alive!](https://steamcommunity.com/id/CasKepler2/) for 0.32 and updated by me with him

View File

@@ -1,5 +1,5 @@
msgid "" msgid ""
msgstr "Project-Id-Version: PACKAGE VERSION\nReport-Msgid-Bugs-To: \nPOT-Creation-Date: 2023-08-29 21:02+0000\nPO-Revision-Date: 2023-08-29 21:28+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" 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 ==========
#: \data\scripts\lib\turretgenerator.lua: #: \data\scripts\lib\turretgenerator.lua:
@@ -10,7 +10,7 @@ msgstr "Умная пушка"
#: \data\scripts\lib\turretgenerator.lua: #: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name" msgctxt "weapon name"
msgid "Ionized SmartCannon" msgid "Ionized SmartCannon"
msgstr "Ионизирующая умная пушка" msgstr "Ионизирущая умная пушка"
#: \data\scripts\lib\turretgenerator.lua: #: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name" msgctxt "weapon name"
@@ -20,7 +20,7 @@ msgstr "Тяжелое орудие"
#: \data\scripts\lib\turretgenerator.lua: #: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name" msgctxt "weapon name"
msgid "Cumulative Heavy Cannon" msgid "Cumulative Heavy Cannon"
msgstr "Кумулятивное тяжелое орудие" msgstr "Кумулятивная тяжелая пушка"
#: \data\scripts\lib\turretgenerator.lua: #: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name" msgctxt "weapon name"
@@ -85,56 +85,67 @@ msgstr "Роевая ракетная установка"
# ========== \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua ========== # ========== \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua ==========
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
#, fuzzy
msgctxt "" msgctxt ""
msgid "WPE Turrets" msgid "WPE Turrets"
msgstr "WPE Турели" msgstr "WPE Турели"
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
#, fuzzy
msgctxt "" msgctxt ""
msgid "Intro" msgid "Intro"
msgstr "Вступление" msgstr "Вступление"
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
#, fuzzy
msgctxt "" 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."
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
#, fuzzy
msgctxt "" msgctxt ""
msgid "SmartCannon" msgid "SmartCannon"
msgstr "Умная пушка" msgstr "Умная пушка"
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
#, fuzzy
msgctxt "" 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 "Облегченный вариант классической пушки.\\n\\о 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)" 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)"
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
#, fuzzy
msgctxt "" msgctxt ""
msgid "Heavy Cannon" msgid "Heavy Cannon"
msgstr "Тяжелое орудие" msgstr "Тяжелое орудие"
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
#, fuzzy
msgctxt "" 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 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" 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"
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
#, fuzzy
msgctxt "" msgctxt ""
msgid "Energy diffuser" msgid "Energy diffuser"
msgstr "Энегретический диффузор" msgstr "Энегретический диффузор"
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
#, fuzzy
msgctxt "" 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"
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
#, fuzzy
msgctxt "" msgctxt ""
msgid "Hookgun" msgid "Hookgun"
msgstr "Гарпун" msgstr "Гарпун"
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua: #: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
#, fuzzy
msgctxt "" 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 "Боевое оружие малой дальности. Не наносит урона щиту, но чрезвычайно эффективно для атак. Требует 2 слота для стрелков.\\nМожет иметь проникающую способность\n" msgstr "Боевое оружие малой дальности. Не наносит урона щиту, но чрезвычайно эффективно для атак. Требует 2 слота для стрелков.nМожет иметь проникающую способность\n"

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 ] = 1.2
valueWeights[WeaponType.HeavyCannon ] = 2.5 valueWeights[WeaponType.HeavyCannon ] = 1
valueWeights[WeaponType.Diffuser ] = 1.7 valueWeights[WeaponType.Diffuser ] = 2
valueWeights[WeaponType.Hookgun ] = 1.5 valueWeights[WeaponType.Hookgun ] = 1
valueWeights[WeaponType.HiveLauncher] = 2 valueWeights[WeaponType.HiveLauncher] = 1

View File

@@ -7,15 +7,15 @@ scales[WeaponType.SmartCannon] = {
{from = 50, to = 52, size = 4.0, usedSlots = 5}, {from = 50, to = 52, size = 4.0, usedSlots = 5},
} }
scales[WeaponType.HeavyCannon] = { -- TODO уточнить размеры scales[WeaponType.HeavyCannon] = {
{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 = 6, usedSlots = 6},
} }
scales[WeaponType.Diffuser] = {-- TODO проверить возможность спавна с определенной дистанции, Уточнить размеры scales[WeaponType.Diffuser] = {
{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
@@ -29,9 +29,10 @@ scales[WeaponType.Hookgun] = {
{from = 51, to = 52, size = 4.0, usedSlots = 6}, {from = 51, to = 52, size = 4.0, usedSlots = 6},
} }
scales[WeaponType.HiveLauncher] = { -- TODO Увеличить разнообразие размеров6 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
@@ -130,6 +128,20 @@ 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
if rand:getInt(0, 1) then
weapon.pcolor = ColorHSV(rand:getFloat(180, 210), 0.8, 0.8)
else
weapon.pcolor = ColorHSV(rand:getFloat(260, 290), 0.8, 0.8)
end
elseif specType == 2 then
weapon.damageType = DamageType.Plasma
weapon.damage = weapon.damage * 0.9
weapon.pcolor = ColorHSV(rand:getFloat(90, 120), 0.7, 1)
end
-- attach weapons to turret -- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons) TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
@@ -144,17 +156,14 @@ 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)
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) if specType == 1 then
outerAdjective = "Ionized "%_T
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 +171,14 @@ 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 +188,26 @@ 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
if result.size >= 4 then
weapon.psize = weapon.psize * 1.5
weapon.speed = weapon.speed * 2
weapon.reach = weapon.reach * 1.2
weapon.pcolor = ColorHSV(rand:getFloat(10, 45), 0.7, 0.7)
end
if result.size >= 5 then
weapon.psize = weapon.psize * 1.5
weapon.speed = weapon.speed * 2
weapon.reach = weapon.reach * 1.5
weapon.pcolor = ColorHSV(rand:getFloat(10, 45), 0.7, 0.9)
end
-- attach weapons to turret -- attach weapons to turret
TurretGenerator.attachWeapons(rand, result, weapon, numWeapons) TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
@@ -193,14 +223,17 @@ 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
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
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 +241,7 @@ 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()
@@ -240,7 +274,7 @@ function TurretGenerator.generateDiffuserTurret(rand, dps, tech, material, rarit
local name = "Diffuser /* 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 +282,7 @@ 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()
@@ -262,6 +297,13 @@ 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)
@@ -278,22 +320,22 @@ function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity
result:updateStaticStats() result:updateStaticStats()
local name = "Hookgun /* weapon name*/"%_T 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) 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)
if spec then
outerAdjective = "Stabilizing"%_T
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
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()
@@ -334,17 +376,14 @@ function TurretGenerator.generateHiveLauncherTurret(rand, dps, tech, material, r
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

@@ -1,56 +1,51 @@
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,},
} }

View File

@@ -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(0.6, 1)
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)
@@ -32,7 +32,7 @@ function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
weapon.psize = rand:getFloat(0.2, 0.5) weapon.psize = rand:getFloat(0.2, 0.5)
weapon.pmaximumTime = existingTime weapon.pmaximumTime = existingTime
weapon.pvelocity = speed weapon.pvelocity = speed
weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1) weapon.pcolor = ColorHSV(rand:getFloat(20, 45), 0.7, 1)
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity) WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
@@ -53,7 +53,7 @@ function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
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
@@ -65,7 +65,7 @@ function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
weapon.name = "Heavy Cannon /* Weapon Name*/"%_t weapon.name = "Heavy Cannon /* Weapon Name*/"%_t
weapon.icon = "data/textures/icons/heavycannon.png" weapon.icon = "data/textures/icons/heavycannon.png"
weapon.sound = "cannon" weapon.sound = "cannon"
weapon.accuracy = 0.95 - rand:getFloat(0, 0.02) weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
weapon.damage = damage weapon.damage = damage
weapon.damageType = DamageType.Physical weapon.damageType = DamageType.Physical
@@ -75,10 +75,10 @@ function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
weapon.otherForce = dps*math.max(1, rarity.value)*89*5 weapon.otherForce = dps*math.max(1, rarity.value)*89*5
weapon.psize = rand:getFloat(0.2, 0.5) weapon.psize = rand:getFloat(1.2, 1.5)
weapon.pmaximumTime = existingTime weapon.pmaximumTime = existingTime
weapon.pvelocity = speed weapon.pvelocity = speed
weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1) weapon.pcolor = ColorHSV(rand:getFloat(10, 45), 0.7, 0.4)
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity) WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
@@ -164,7 +164,6 @@ function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
weapon.blockPenetration = rand:getInt(0, rarity.value) + 2 weapon.blockPenetration = rand:getInt(0, rarity.value) + 2
weapon.otherForce = -500 * dps * rarity.value weapon.otherForce = -500 * dps * rarity.value
weapon.damage = damage weapon.damage = damage
@@ -183,13 +182,11 @@ function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
weapon.banimationAcceleration = 0 weapon.banimationAcceleration = 0
weapon.bshapeSize = 13 weapon.bshapeSize = 13
-- shades of blue weapon.bouterColor = ColorHSV(rand:getInt(255, 260), 0,75, rand:getFloat(0.2, 0.25))
weapon.bouterColor = ColorHSV(0, 0, rand:getFloat(0.35, 0.65)) weapon.binnerColor = ColorHSV(rand:getInt(255, 260), 0,75, rand:getFloat(0, 0.15))
weapon.binnerColor = ColorHSV(1, 1, rand:getFloat(0.35, 0.65))
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity) WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
return weapon return weapon
end end
@@ -204,7 +201,7 @@ function WeaponGenerator.generateHiveLauncher(rand, dps, tech, material, rarity)
local fireDelay = rand:getFloat(2.2, 3) local fireDelay = rand:getFloat(2.2, 3)
local reach = rand:getFloat(1300, 1800) local reach = rand:getFloat(1300, 1800)
local damage = dps * fireDelay local damage = dps * fireDelay
local speed = rand:getFloat(150, 200) local speed = rand:getFloat(200, 250)
local existingTime = reach / speed local existingTime = reach / speed
weapon.fireDelay = fireDelay weapon.fireDelay = fireDelay
@@ -212,8 +209,8 @@ function WeaponGenerator.generateHiveLauncher(rand, dps, tech, material, rarity)
weapon.appearanceSeed = rand:getInt() weapon.appearanceSeed = rand:getInt()
weapon.seeker = true weapon.seeker = true
weapon.appearance = WeaponAppearance.RocketLauncher weapon.appearance = WeaponAppearance.RocketLauncher
weapon.name = "HiveLauncher /* Weapon Name*/"%_t weapon.name = "Hive-Launcher /* Weapon Name*/"%_t
weapon.prefix = "HiveLauncher /* Weapon Prefix*/"%_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 = 0.5 - rand:getFloat(0, 0.02) weapon.accuracy = 0.5 - rand:getFloat(0, 0.02)
@@ -227,7 +224,7 @@ function WeaponGenerator.generateHiveLauncher(rand, dps, tech, material, rarity)
weapon.psize = rand:getFloat(0.2, 0.4) weapon.psize = rand:getFloat(0.2, 0.4)
weapon.pmaximumTime = existingTime weapon.pmaximumTime = existingTime
weapon.pvelocity = speed weapon.pvelocity = speed
weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1) weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.8, rand:getFloat(0.25, 0.75))
weapon.pshape = ProjectileShape.Rocket weapon.pshape = ProjectileShape.Rocket
if rand:test(1) then if rand:test(1) then

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