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14 Commits

Author SHA1 Message Date
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
7 changed files with 222 additions and 31 deletions

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@@ -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

151
data/localization/ru.po Normal file
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@@ -0,0 +1,151 @@
msgid ""
msgstr "Project-Id-Version: PACKAGE VERSION\nReport-Msgid-Bugs-To: \nPOT-Creation-Date: 2023-09-01 03:33+0000\nPO-Revision-Date: 2023-09-02 07:30+0000\nLast-Translator: Weblate Admin <beaconborn@yandex.ru>\nLanguage-Team: Russian <http://weblate.beaconborn.ru/projects/wpe-2/ru/ru/>\nLanguage: ru\nMIME-Version: 1.0\nContent-Type: text/plain; charset=UTF-8\nContent-Transfer-Encoding: 8bit\nPlural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\nX-Generator: Weblate 5.0\n"
# ========== \data\scripts\lib\turretgenerator.lua ==========
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "SmartCannon"
msgstr "Умная пушка"
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "Ionized SmartCannon"
msgstr "Ионизирущая умная пушка"
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "Heavy Cannon"
msgstr "Тяжелое орудие"
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "Cumulative Heavy Cannon"
msgstr "Кумулятивная тяжелая пушка"
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "Diffuser"
msgstr "Диффузор"
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "Hookgun"
msgstr "Гарпун"
#: \data\scripts\lib\turretgenerator.lua:
msgctxt "weapon name"
msgid "HiveLauncher"
msgstr "Роевая ракетная установка"
# ========== \data\scripts\lib\weapongenerator.lua ==========
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Name"
msgid "SmartCannon"
msgstr "Умная пушка"
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Prefix"
msgid "SmartCannon"
msgstr "Умная пушка"
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Name"
msgid "Heavy Cannon"
msgstr "Тяжелое орудие"
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Name"
msgid "Diffuser"
msgstr "Диффузор"
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Prefix"
msgid "Diffuser"
msgstr "Диффузор"
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Name"
msgid "Hookgun"
msgstr "Гарпун"
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Prefix"
msgid "Hookgun"
msgstr "Гарпун"
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Name"
msgid "HiveLauncher"
msgstr "Роевая ракетная установка"
#: \data\scripts\lib\weapongenerator.lua:
msgctxt "Weapon Prefix"
msgid "HiveLauncher"
msgstr "Роевая ракетная установка"
# ========== \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua ==========
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
#, fuzzy
msgctxt ""
msgid "WPE Turrets"
msgstr "WPE Турели"
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
#, fuzzy
msgctxt ""
msgid "Intro"
msgstr "Вступление"
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
#, fuzzy
msgctxt ""
msgid "In this part of the encyclopedia you will find a description of the turrets from the Weapon Pack Extended mod.\n\nI recommend using turret models from the collection in the workshop."
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:
#, fuzzy
msgctxt ""
msgid "SmartCannon"
msgstr "Умная пушка"
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
#, fuzzy
msgctxt ""
msgid "A lightweight version of the classic cannon.\n\nCompared to conventional cannons:\n+ Increased rate of fire (x2)\n+ Increased projectile speed (x1.5)\n+ A little more damage on the shield (10% - 15%)\n+ Can be equipped with homing missiles.\n- Less damage (x0.75)\n- Shorter damage range (x0.8)"
msgstr "Облегченный вариант классической пушки.nnПо 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:
#, fuzzy
msgctxt ""
msgid "Heavy Cannon"
msgstr "Тяжелое орудие"
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
#, fuzzy
msgctxt ""
msgid "The cannon of the main caliber. It shoots with heavy explosive shells, the hit of which can displace the enemy ship.\n\n+ High damage\n+ High projectile speed\n+ When hit, push the opponent\n+ Also can have a penetration\n- Low rate of fire\n- Occupies many slots\n- Big size\n- Requires more crew"
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:
#, fuzzy
msgctxt ""
msgid "Energy diffuser"
msgstr "Энегретический диффузор"
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
#, fuzzy
msgctxt ""
msgid "Short range combat weapon. Does not cause damage to the hull, but extremely effectively destroys shields. Requires civil slots.\n\nShield Damage x20"
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:
#, fuzzy
msgctxt ""
msgid "Hookgun"
msgstr "Гарпун"
#: \data\scripts\player\ui\encyclopedia\chapters\wpeturrets.lua:
#, fuzzy
msgctxt ""
msgid "Short range combat weapon. Does not cause damage to the shield, but extremely effectively to attrac. Requires 2 gunners slots.\n May have penetration\n"
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

@@ -112,6 +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()
@@ -119,6 +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
@@ -127,16 +129,18 @@ 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 name = "Smart-Cannon /* weapon name*/"%_T
local specType = rand:getInt(0, 2) local specType = rand:getInt(0, 2)
if specType == 1 then if specType == 1 then
name = "Ionized Smart-Cannon /* weapon name*/"%_T
weapon.shieldPenetration = 1 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 elseif specType == 2 then
name = "Plasmed Smart-Cannon /* weapon name*/"%_T
weapon.damageType = DamageType.Plasma weapon.damageType = DamageType.Plasma
weapon.damage = weapon.damage * 0.9 weapon.damage = weapon.damage * 0.9
weapon.pcolor = ColorHSV(rand:getFloat(90, 120), 0.7, 1)
end end
-- attach weapons to turret -- attach weapons to turret
@@ -152,8 +156,15 @@ function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, ra
result.slotType = TurretSlotType.Armed result.slotType = TurretSlotType.Armed
result:updateStaticStats() result:updateStaticStats()
local name = "Smart-Cannon /* weapon name*/"%_T
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical) local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
if specType == 1 then
outerAdjective = "Ionized "%_T
elseif specType == 2 then
outerAdjective = "Plasmed "%_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) 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
@@ -162,6 +173,7 @@ 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()
@@ -184,6 +196,20 @@ function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, ra
outerAdjective = "Cumulative "%_T outerAdjective = "Cumulative "%_T
end 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)
@@ -202,11 +228,11 @@ function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, ra
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical) local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
if result.size >= 4 then if result.size >= 4 then
name = "Mons Meg /* weapon name*/"%_T name = "Mass Driver /* weapon name*/"%_T
end end
if result.size >= 5 then if result.size >= 5 then
name = "Dulle Griet /* weapon name*/"%_T name = "Mass Warper /* weapon name*/"%_T
end 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) 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)
@@ -217,6 +243,7 @@ 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()
@@ -257,6 +284,7 @@ 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()
@@ -272,6 +300,13 @@ 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)
@@ -289,6 +324,11 @@ function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity
local name = "Hookgun /* weapon name*/"%_T local name = "Hookgun /* weapon name*/"%_T
local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical) local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
if 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) 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
@@ -297,7 +337,7 @@ 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()

View File

@@ -2,9 +2,9 @@
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,},
@@ -13,9 +13,9 @@ TurretIngredients[WeaponType.SmartCannon] =
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,},
} }
@@ -24,20 +24,19 @@ 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,},
} }
TurretIngredients[WeaponType.Hookgun] = -- TODO Подумать над составляющими 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,},
} }
TurretIngredients[WeaponType.HiveLauncher] = TurretIngredients[WeaponType.HiveLauncher] =

View File

@@ -3,7 +3,7 @@ function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
local weapon = Weapon() local weapon = Weapon()
weapon:setProjectile() weapon:setProjectile()
dps = dps * 0.75 dps = dps * 0.9
local fireDelay = rand:getFloat(1.5, 2.5)*0.5 local fireDelay = rand:getFloat(1.5, 2.5)*0.5
local reach = rand:getFloat(1100, 1500)*0.7 local reach = rand:getFloat(1100, 1500)*0.7
local damage = dps * fireDelay local damage = dps * fireDelay
@@ -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
@@ -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)
@@ -183,13 +183,11 @@ 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(0.2, 0.25)) -- TODO
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 +202,7 @@ 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
@@ -227,7 +225,7 @@ 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(20, 40), 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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