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7 Commits
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85889377c9 | ||
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f37108304e | ||
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d72a2b701e | ||
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c0b7a4ef83 | ||
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8e63f249a7 | ||
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9a56e21c2a | ||
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32fc8f43ea |
@@ -112,6 +112,7 @@ else
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}
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end
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-- ===========================================================================================================================================================
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function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, rarity)
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local result = TurretTemplate()
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@@ -119,6 +120,7 @@ function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, ra
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local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
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local crew = Crew()
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crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
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crew:add(requiredCrew, CrewMan(CrewProfessionType.Pilot))
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result.crew = crew
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-- generate weapons
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@@ -127,14 +129,10 @@ function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, ra
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local weapon = WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
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weapon.fireDelay = weapon.fireDelay * numWeapons
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local name = "Smart-Cannon /* weapon name*/"%_T
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local specType = rand:getInt(0, 2)
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if specType == 1 then
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name = "Ionized Smart-Cannon /* weapon name*/"%_T
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if specType == 1 then
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weapon.shieldPenetration = 1
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elseif specType == 2 then
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name = "Plasmed Smart-Cannon /* weapon name*/"%_T
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weapon.damageType = DamageType.Plasma
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weapon.damage = weapon.damage * 0.9
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end
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@@ -152,8 +150,14 @@ function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, ra
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result.slotType = TurretSlotType.Armed
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result:updateStaticStats()
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local name = "Smart-Cannon /* weapon name*/"%_T
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local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
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if specType == 1 then
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outerAdjective = "Ionized "%_T
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elseif specType == 2 then
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outerAdjective = "Plasmed "%_T
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weapon.damage = weapon.damage * 0.9
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end
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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)
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return result
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@@ -162,6 +166,7 @@ end
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generatorFunction[WeaponType.SmartCannon] = TurretGenerator.generateSmartCannonTurret
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-- ===========================================================================================================================================================
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function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, rarity)
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local result = TurretTemplate()
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@@ -184,6 +189,16 @@ function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, ra
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outerAdjective = "Cumulative "%_T
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end
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if result.size >= 4 then
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weapon.speed = weapon.speed * 2
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weapon.reach = weapon.reach * 1.2
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end
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if result.size >= 5 then
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weapon.speed = weapon.speed * 2
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weapon.reach = weapon.reach * 1.5
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end
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-- attach weapons to turret
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TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
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@@ -202,11 +217,11 @@ function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, ra
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local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
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if result.size >= 4 then
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name = "Mons Meg /* weapon name*/"%_T
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name = "Mass Driver /* weapon name*/"%_T
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end
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if result.size >= 5 then
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name = "Dulle Griet /* weapon name*/"%_T
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name = "Mass Warper /* weapon name*/"%_T
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end
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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)
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@@ -217,6 +232,7 @@ end
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generatorFunction[WeaponType.HeavyCannon] = TurretGenerator.generateHeavyCannonTurret
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-- ===========================================================================================================================================================
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function TurretGenerator.generateDiffuserTurret(rand, dps, tech, material, rarity)
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local result = TurretTemplate()
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@@ -257,6 +273,7 @@ end
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generatorFunction[WeaponType.Diffuser] = TurretGenerator.generateDiffuserTurret
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-- ===========================================================================================================================================================
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function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity)
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local result = TurretTemplate()
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@@ -271,6 +288,13 @@ function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity
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local weapon = WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
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weapon.damage = weapon.damage / numWeapons
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local spec = rand:getInt(0, 1)
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if spec then
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weapon.holdingForce = weapon.otherForce * 2
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weapon.otherForce = 0
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end
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-- attach weapons to turret
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TurretGenerator.attachWeapons(rand, result, weapon, numWeapons)
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@@ -289,6 +313,11 @@ function TurretGenerator.generateHookgunTurret(rand, dps, tech, material, rarity
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local name = "Hookgun /* weapon name*/"%_T
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local dmgAdjective, outerAdjective, barrel, multishot, coax, serial = makeTitleParts(rand, specialties, result, DamageType.Physical)
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if spec then
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outerAdjective = "Stabilizing"%_T
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end
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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)
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return result
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@@ -297,7 +326,7 @@ end
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generatorFunction[WeaponType.Hookgun] = TurretGenerator.generateHookgunTurret
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-- ===========================================================================================================================================================
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function TurretGenerator.generateHiveLauncherTurret(rand, dps, tech, material, rarity)
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local result = TurretTemplate()
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@@ -2,9 +2,9 @@
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TurretIngredients[WeaponType.SmartCannon] =
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{
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{name = "Servo", amount = 15, investable = 10, minimum = 5, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
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{name = "Warhead", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", },
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{name = "High Pressure Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "reach", },
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{name = "Ammunition M", amount = 2, investable = 4, minimum = 1, weaponStat = "damage", investFactor = 0.5,},
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{name = "Processor", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", },
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{name = "High Pressure Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "reach", investFactor = 1.5, changeType = StatChanges.Percentage},
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{name = "Ammunition M", amount = 2, investable = 4, minimum = 1, weaponStat = "damage", investFactor = 1, changeType = StatChanges.Percentage},
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{name = "Targeting Card", amount = 3, investable = 3, minimum = 0, weaponStat = "seeker", investFactor = 1, changeType = StatChanges.Flat},
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{name = "Steel", amount = 8, investable = 10, minimum = 3,},
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{name = "Steel Tube", amount = 5, investable = 10, minimum = 3,},
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@@ -13,9 +13,9 @@ TurretIngredients[WeaponType.SmartCannon] =
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TurretIngredients[WeaponType.HeavyCannon] =
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{
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{name = "Servo", amount = 8, investable = 8, minimum = 4, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
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{name = "Warhead", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", },
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{name = "Explosive Charge", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", },
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{name = "High Pressure Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "reach", },
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{name = "Ammunition", amount = 5, investable = 10, minimum = 3, weaponStat = "damage", investFactor = 0.2,},
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{name = "Ammunition L", amount = 5, investable = 10, minimum = 3, weaponStat = "damage", investFactor = 0.2,},
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{name = "Steel", amount = 20, investable = 10, minimum = 20,},
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{name = "Metal Plate", amount = 8, investable = 10, minimum = 10,},
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}
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@@ -24,20 +24,19 @@ TurretIngredients[WeaponType.Diffuser] =
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{
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{name = "Plasma Cell", amount = 10, investable = 10, minimum = 10, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
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{name = "High Capacity Lens", amount = 5, investable = 6, minimum = 1, weaponStat = "reach", },
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{name = "Energy Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", },
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{name = "Industrial Tesla Coil",amount = 2, investable = 6, minimum = 1, weaponStat = "damage", },
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{name = "Steel", amount = 20, investable = 0, minimum = 20,},
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{name = "Copper", amount = 10, investable = 0, minimum = 10,},
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{name = "Silver", amount = 5, investable = 0, minimum = 5,},
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}
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TurretIngredients[WeaponType.Hookgun] = -- TODO Подумать над составляющими
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TurretIngredients[WeaponType.Hookgun] =
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{
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{name = "Plasma Cell", amount = 10, investable = 10, minimum = 10, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
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{name = "High Capacity Lens", amount = 5, investable = 6, minimum = 1, weaponStat = "reach", },
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{name = "Energy Tube", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", },
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{name = "Force Generator", amount = 10, investable = 10, minimum = 10, weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
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{name = "Energy Tube", amount = 5, investable = 6, minimum = 1, weaponStat = "reach", },
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{name = "Power Unit", amount = 2, investable = 6, minimum = 1, weaponStat = "damage", },
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{name = "Steel", amount = 20, investable = 0, minimum = 20,},
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{name = "Copper", amount = 10, investable = 0, minimum = 10,},
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{name = "Silver", amount = 5, investable = 0, minimum = 5,},
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{name = "Conductor", amount = 10, investable = 0, minimum = 10,},
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}
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TurretIngredients[WeaponType.HiveLauncher] =
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@@ -53,7 +53,7 @@ function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
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dps = dps * 1.85
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local fireDelay = rand:getFloat(1.5, 2.0)*1.7
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local reach = rand:getFloat(1100, 1500)*1.2
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local reach = rand:getFloat(1100, 1500)*1.5
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local damage = dps * fireDelay
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local speed = rand:getFloat(600, 1000)*1.4
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local existingTime = (reach / speed)*1.1
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Reference in New Issue
Block a user