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@ -56,6 +56,37 @@ module TK.SpaceTac {
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actions: [long_range_missile]
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actions: [long_range_missile]
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},
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},
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];
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];
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} else if (level == 2) {
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let tracker = new TriggerAction("Tracking Beacon", {
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effects: [new StickyEffect(new AttributeLimitEffect("evasion", 0), 2)],
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power: 2,
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range: 300
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}, "precisionboost");
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return [
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{
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code: "Tracking Beacon",
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cost: 2,
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description: "If an enemy comes too close, mark it with a low-power beacon, so that it will not evade your revenge",
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actions: [tracker]
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},
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{
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code: "Cyclomatic Power Output",
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cost: 3,
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description: "Clever usage of thermo-harmonics to boost the power core output",
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effects: [
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new AttributeEffect("power_capacity", 1),
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]
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},
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{
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code: "Fast Tactical Scanner",
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cost: 1,
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description: "Deploy a scanner at the start of battle to be ready to shoot as soon as possible",
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effects: [
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new AttributeEffect("initiative", 1),
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]
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}
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];
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} else {
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} else {
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return this.getStandardUpgrades(level);
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return this.getStandardUpgrades(level);
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}
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}
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@ -25,21 +25,14 @@ module TK.SpaceTac {
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}, "gatlinggun");
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}, "gatlinggun");
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gatling.configureCooldown(2, 1);
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gatling.configureCooldown(2, 1);
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let shield_steal = new TriggerAction("Shield Steal", {
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effects: [new ValueTransferEffect("shield", -1)],
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power: 1,
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blast: 300
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}, "shieldtransfer");
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shield_steal.configureCooldown(1, 2);
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return [
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return [
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{
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{
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code: "Breeze Base",
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code: "Breeze Base",
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effects: [
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effects: [
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new AttributeEffect("initiative", 3),
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new AttributeEffect("initiative", 3),
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new AttributeEffect("evasion", 1),
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new AttributeEffect("hull_capacity", 1),
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new AttributeEffect("hull_capacity", 1),
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new AttributeEffect("shield_capacity", 2),
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new AttributeEffect("shield_capacity", 2),
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new AttributeEffect("evasion", 1),
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new AttributeEffect("power_capacity", 6),
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new AttributeEffect("power_capacity", 6),
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]
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]
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},
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},
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@ -51,11 +44,40 @@ module TK.SpaceTac {
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code: "Gatling Gun",
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code: "Gatling Gun",
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actions: [gatling]
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actions: [gatling]
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},
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},
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];
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} else if (level == 2) {
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let shield_steal = new TriggerAction("Shield Steal", {
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effects: [new ValueTransferEffect("shield", -1)],
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power: 1,
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blast: 300
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}, "shieldtransfer");
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shield_steal.configureCooldown(1, 2);
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let escape_plan = new TriggerAction("Escape Route Planner", {
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effects: [new StickyEffect(new AttributeEffect("evasion", 1), 1)],
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power: 3
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}, "evasion");
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return [
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{
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code: "Escape Route Planner",
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cost: 2,
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description: "Compute escape routes to evade a dangerous situation",
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actions: [escape_plan],
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},
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{
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code: "Deflective Hull",
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cost: 3,
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description: "High-density hull modifications to deflect a part of received damage",
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effects: [new AttributeEffect("hull_capacity", 1)],
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},
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{
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{
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code: "Shield Steal",
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code: "Shield Steal",
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actions: [shield_steal]
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cost: 2,
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description: "When among enemy lines, suck some shield power to help your artillery",
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actions: [shield_steal],
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},
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},
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];
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]
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} else {
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} else {
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return this.getStandardUpgrades(level);
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return this.getStandardUpgrades(level);
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}
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}
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