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@@ -65,7 +65,7 @@ function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
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weapon.name = "Heavy Cannon /* Weapon Name*/"%_t
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weapon.name = "Heavy Cannon /* Weapon Name*/"%_t
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weapon.icon = "data/textures/icons/heavycannon.png"
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weapon.icon = "data/textures/icons/heavycannon.png"
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weapon.sound = "cannon"
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weapon.sound = "cannon"
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weapon.accuracy = 0.95 - rand:getFloat(0, 0.02)
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weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
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weapon.damage = damage
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weapon.damage = damage
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weapon.damageType = DamageType.Physical
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weapon.damageType = DamageType.Physical
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@@ -164,7 +164,6 @@ function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
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weapon.blockPenetration = rand:getInt(0, rarity.value) + 2
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weapon.blockPenetration = rand:getInt(0, rarity.value) + 2
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weapon.otherForce = -500 * dps * rarity.value
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weapon.otherForce = -500 * dps * rarity.value
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weapon.damage = damage
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weapon.damage = damage
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@@ -184,7 +183,7 @@ function WeaponGenerator.generateHookgun(rand, dps, tech, material, rarity)
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weapon.bshapeSize = 13
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weapon.bshapeSize = 13
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weapon.bouterColor = ColorHSV(rand:getInt(255, 260), 0,75, rand:getFloat(0.2, 0.25))
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weapon.bouterColor = ColorHSV(rand:getInt(255, 260), 0,75, rand:getFloat(0.2, 0.25))
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weapon.binnerColor = ColorHSV(rand:getInt(255, 260), 0,75, rand:getFloat(0.2, 0.25)) -- TODO
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weapon.binnerColor = ColorHSV(rand:getInt(255, 260), 0,75, rand:getFloat(0, 0.15))
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WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
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WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
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