function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity) local weapon = Weapon() weapon:setProjectile() dps = dps * 0.75 local fireDelay = rand:getFloat(1.5, 2.5)*0.5 local reach = rand:getFloat(1100, 1500)*0.7 local damage = dps * fireDelay local speed = rand:getFloat(300, 400)*2 local existingTime = (reach / speed)*1.2 weapon.fireDelay = fireDelay weapon.reach = reach weapon.appearanceSeed = rand:getInt() weapon.seeker = 1 weapon.appearance = WeaponAppearance.Cannon weapon.name = "SmartCannon /* Weapon Name*/"%_t -- weapon.prefix = "SmartCannon /* Weapon Prefix*/"%_t weapon.icon = "data/textures/icons/autocannon.png" weapon.sound = "cannon" weapon.accuracy = 0.99 - rand:getFloat(0, 0.03) weapon.damage = damage weapon.damageType = DamageType.Physical weapon.impactParticles = ImpactParticles.Explosion weapon.shieldDamageMultiplicator=1.1 + rarity.value * 0.1 weapon.impactSound = 1 weapon.impactExplosion = true local specType = rand:getInt(0, 1) if specType > 0 then weapon.prefix = "Ionized /* Weapon Prefix*/"%_t weapon.shieldPenetration = 1 else weapon.prefix = "SmartCannon /* Weapon Prefix*/"%_t end weapon.psize = rand:getFloat(0.2, 0.5) weapon.pmaximumTime = existingTime weapon.pvelocity = speed weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1) WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity) -- these have to be assigned after the weapon was adjusted since the damage might be changed weapon.recoil = weapon.damage * 20 * 0.75 weapon.explosionRadius = math.sqrt(weapon.damage * 6) return weapon end generatorFunction[WeaponType.SmartCannon] = WeaponGenerator.generateSmartCannon function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity) local weapon = Weapon() weapon:setProjectile() dps = dps * 1.85 local fireDelay = rand:getFloat(1.5, 2.0)*1.7 local reach = rand:getFloat(1100, 1500)*1.2 local damage = dps * fireDelay local speed = rand:getFloat(600, 1000)*1.4 local existingTime = (reach / speed)*1.1 weapon.fireDelay = fireDelay weapon.reach = reach weapon.appearanceSeed = rand:getInt() weapon.appearance = WeaponAppearance.Bolter 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.damage = damage weapon.damageType = DamageType.Physical weapon.impactParticles = ImpactParticles.Explosion weapon.impactSound = 1 weapon.impactExplosion = true weapon.otherForce = dps*math.max(1, rarity.value)*89*5 weapon.psize = rand:getFloat(0.2, 0.5) weapon.pmaximumTime = existingTime weapon.pvelocity = speed weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1) local Pen = rand:getInt(0, rarity.value) if Pen > 0 then weapon.blockPenetration = Pen weapon.prefix = "Cumulative/* Weapon Prefix*/"%_t else weapon.prefix = "Heavy Cannon /* Weapon Prefix*/"%_t end WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity) -- these have to be assigned after the weapon was adjusted since the damage might be changed weapon.recoil = weapon.damage * 50 weapon.explosionRadius = math.sqrt(weapon.damage * 7) return weapon end generatorFunction[WeaponType.HeavyCannon] = WeaponGenerator.generateHeavyCannon function WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity) local weapon = Weapon() weapon:setBeam() local fireDelay = rand:getFloat(1, 2.5)*0.5 local reach = rand:getFloat(950, 1400) local damage = dps * fireDelay weapon.fireDelay = fireDelay weapon.appearanceSeed = rand:getInt() weapon.reach = reach weapon.continuousBeam = false weapon.appearance = WeaponAppearance.Tesla weapon.name = "Diffuser /* Weapon Name*/"%_t weapon.prefix = "Diffuser /* Weapon Prefix*/"%_t weapon.icon = "data/textures/icons/diffuser.png" weapon.sound = "railgun" weapon.accuracy = 0.99 - rand:getFloat(0, 0.02) weapon.damage = damage weapon.damageType = DamageType.Energy weapon.impactParticles = ImpactParticles.Energy weapon.shieldDamageMultiplicator = 20 + rand:getFloat(0, 4) + rarity.value * 3 weapon.stoneDamageMultiplicator = 0 weapon.hullDamageMultiplicator = 0 weapon.impactSound = 1 weapon.blength = weapon.reach weapon.bshape = BeamShape.Lightning weapon.bwidth = 0.5 weapon.bauraWidth = 3 weapon.banimationSpeed = 0 weapon.banimationAcceleration = 0 weapon.bshapeSize = 13 -- shades of blue weapon.bouterColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.5, 1), rand:getFloat(0.1, 0.5)) weapon.binnerColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.1, 0.5), 1) WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity) weapon.recoil = weapon.damage * 5 return weapon end generatorFunction[WeaponType.Diffuser] = WeaponGenerator.generateDiffuser function WeaponGenerator.generateHarpoon(rand, dps, tech, material, rarity) local weapon = Weapon() weapon:setBeam() local fireDelay = rand:getFloat(0.2, 0.5) local reach = rand:getFloat(500, 900) local damage = dps * fireDelay weapon.fireDelay = fireDelay weapon.appearanceSeed = rand:getInt() weapon.reach = reach weapon.continuousBeam = true weapon.appearance = WeaponAppearance.Cannon weapon.name = "Harpoon /* Weapon Name*/"%_t weapon.prefix = "Harpoon /* Weapon Prefix*/"%_t weapon.icon = "data/textures/icons/harpoon.png" weapon.sound = "cannon" weapon.accuracy = 0.99 - rand:getFloat(0, 0.02) weapon.blockPenetration = rand:getInt(0, rarity.value) + 2 weapon.otherForce = -500 * dps * rarity.value weapon.damage = damage weapon.damageType = DamageType.Physical weapon.impactParticles = ImpactParticles.Physical weapon.shieldDamageMultiplicator = 0.75 weapon.stoneDamageMultiplicator = 1.2 weapon.hullDamageMultiplicator = 1 weapon.impactSound = 1 weapon.blength = weapon.reach weapon.bshape = BeamShape.Swirly weapon.bwidth = 0.5 weapon.bauraWidth = 3 weapon.banimationSpeed = 0 weapon.banimationAcceleration = 0 weapon.bshapeSize = 13 -- shades of blue weapon.bouterColor = ColorHSV(0, 0, rand:getFloat(0.35, 0.65)) weapon.binnerColor = ColorHSV(1, 1, rand:getFloat(0.35, 0.65)) WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity) return weapon end generatorFunction[WeaponType.Harpoon] = WeaponGenerator.generateHarpoon