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5 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
4 changed files with 8 additions and 11 deletions

View File

@@ -1,6 +1,6 @@
valueWeights[WeaponType.SmartCannon ] = 1.5
valueWeights[WeaponType.HeavyCannon ] = 1.5
valueWeights[WeaponType.SmartCannon ] = 1.2
valueWeights[WeaponType.HeavyCannon ] = 1
valueWeights[WeaponType.Diffuser ] = 2
valueWeights[WeaponType.Hookgun ] = 1.5
valueWeights[WeaponType.HiveLauncher] = 1.5
valueWeights[WeaponType.Hookgun ] = 1
valueWeights[WeaponType.HiveLauncher] = 1

View File

@@ -162,8 +162,6 @@ function TurretGenerator.generateSmartCannonTurret(rand, dps, tech, material, ra
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)

View File

@@ -4,7 +4,7 @@ function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
weapon:setProjectile()
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 damage = dps * fireDelay
local speed = rand:getFloat(300, 400)*4
@@ -65,7 +65,7 @@ function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
weapon.name = "Heavy Cannon /* Weapon Name*/"%_t
weapon.icon = "data/textures/icons/heavycannon.png"
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.damageType = DamageType.Physical
@@ -164,7 +164,6 @@ function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
weapon.blockPenetration = rand:getInt(0, rarity.value) + 2
weapon.otherForce = -500 * dps * rarity.value
weapon.damage = damage
@@ -184,7 +183,7 @@ function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
weapon.bshapeSize = 13
weapon.bouterColor = ColorHSV(rand:getInt(255, 260), 0,75, rand:getFloat(0.2, 0.25))
weapon.binnerColor = ColorHSV(rand:getInt(255, 260), 0,75, rand:getFloat(0.2, 0.25)) -- TODO
weapon.binnerColor = ColorHSV(rand:getInt(255, 260), 0,75, rand:getFloat(0, 0.15))
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
@@ -225,7 +224,7 @@ function WeaponGenerator.generateHiveLauncher(rand, dps, tech, material, rarity)
weapon.psize = rand:getFloat(0.2, 0.4)
weapon.pmaximumTime = existingTime
weapon.pvelocity = speed
weapon.pcolor = ColorHSV(rand:getFloat(20, 40), 0.8, rand:getFloat(0.25, 0.75))
weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.8, rand:getFloat(0.25, 0.75))
weapon.pshape = ProjectileShape.Rocket
if rand:test(1) then

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