Balans
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@ -7,16 +7,16 @@ script = ExtResource("1_definition")
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item_id = "beam_laser"
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display_name = "Laser wiązkowy"
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category = 0
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description = "Laser pulsacyjny o bardzo dużym zasięgu. Koszt impulsu zależy od obrażeń i addonów egzemplarza."
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description = "Oszczędny laser pulsacyjny: małe obrażenia i bardzo duży zasięg. Koszt impulsu rośnie z obrażeniami i addonami egzemplarza."
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primary_stat = "damage"
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primary_value = 8.0
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primary_value = 3.0
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stat_suffix = " DMG"
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weapon_kind = 2
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fire_interval = 0.2
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weapon_range = 800.0
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energy_cost = 12.0
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energy_cost = 2.0
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damage_lower_roll_min = 1
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damage_lower_roll_max = 4
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damage_spread_roll_min = 2
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damage_spread_roll_max = 4
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damage_lower_roll_max = 3
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damage_spread_roll_min = 1
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damage_spread_roll_max = 3
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laser_pulse_duration = 0.08
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@ -9,7 +9,7 @@ display_name = "Działko maszynowe"
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category = 0
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description = "Bardzo szybkostrzelna broń kinetyczna. Zużywa 1 sztukę amunicji na strzał."
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primary_stat = "damage"
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primary_value = 4.0
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primary_value = 3.5
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stat_suffix = " DMG"
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weapon_kind = 1
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fire_interval = 0.1
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@ -19,4 +19,4 @@ energy_cost = 0.0
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damage_lower_roll_min = 2
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damage_lower_roll_max = 4
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damage_spread_roll_min = 1
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damage_spread_roll_max = 2
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damage_spread_roll_max = 1
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@ -7,16 +7,16 @@ script = ExtResource("1_definition")
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item_id = "plasma_cannon"
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display_name = "Działko plazmowe"
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category = 0
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description = "Szybkostrzelna broń krótkiego zasięgu."
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description = "Duże obrażenia na krótkim dystansie. Cztery strzały na sekundę."
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primary_stat = "damage"
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primary_value = 12.0
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primary_value = 12.5
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stat_suffix = " DMG"
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weapon_kind = 0
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fire_interval = 0.2857
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fire_interval = 0.25
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projectile_speed = 720.0
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weapon_range = 350.0
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energy_cost = 4.0
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damage_lower_roll_min = 8
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damage_lower_roll_max = 11
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damage_spread_roll_min = 2
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damage_spread_roll_max = 3
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damage_lower_roll_max = 12
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damage_spread_roll_min = 4
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damage_spread_roll_max = 6
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@ -70,7 +70,7 @@ func _ready() -> void:
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assert(is_equal_approx(enemy.get("hull"), 9998.0))
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assert(is_equal_approx(ship.get("shields"), 0.02))
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print("MACHINE_GUN_RECOVERY: single physical hit: 2 DMG -> +%.4f shields" % ship.get("shields"))
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# Restore the normal starter roll (3–5 DMG), then empty the remaining magazine.
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# Restore the normal starter roll (3–4 DMG), then empty the remaining magazine.
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gun.damage_min = -1.0
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gun.damage_max = -1.0
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Input.action_press("ship_fire_primary")
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@ -13,8 +13,8 @@ class LaserProbe:
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hits.append(damage)
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func _ready() -> void:
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var saw_laser_1_5 := false
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var saw_laser_4_6 := false
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var saw_laser_1_2 := false
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var saw_laser_3_6 := false
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for definition in GENERATOR.DEFINITIONS:
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if definition.category != ItemDefinition.Category.WEAPON:
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continue
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@ -51,9 +51,9 @@ func _ready() -> void:
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assert(item.get_damage_range() == bounds)
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assert(item.get_tooltip_text().contains(item.get_damage_range_text()))
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if definition.item_id == "beam_laser" and level == 1:
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saw_laser_1_5 = saw_laser_1_5 or bounds == Vector2(1, 5)
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saw_laser_4_6 = saw_laser_4_6 or bounds == Vector2(4, 6)
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assert(saw_laser_1_5 and saw_laser_4_6)
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saw_laser_1_2 = saw_laser_1_2 or bounds == Vector2(1, 2)
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saw_laser_3_6 = saw_laser_3_6 or bounds == Vector2(3, 6)
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assert(saw_laser_1_2 and saw_laser_3_6)
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var laser := ItemInstance.new()
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laser.definition = preload("res://resources/items/beam_laser.tres")
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