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Higher range for weapons and engines

This commit is contained in:
Michaël Lemaire 2019-05-23 19:04:22 +02:00
parent 77582d0be7
commit b3fa27cb0e
11 changed files with 40 additions and 40 deletions

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@ -12,7 +12,7 @@ module TK.SpaceTac {
getLevelUpgrades(level: number): ShipUpgrade[] { getLevelUpgrades(level: number): ShipUpgrade[] {
let engine = new MoveAction("Engine", { let engine = new MoveAction("Engine", {
max_distance: 300, max_distance: 600,
min_distance: 100, min_distance: 100,
}); });
engine.configureCooldown(1, 1); engine.configureCooldown(1, 1);
@ -22,14 +22,14 @@ module TK.SpaceTac {
let charged_shot = new TriggerAction("Charged Shot", { let charged_shot = new TriggerAction("Charged Shot", {
effects: [new DamageEffect(3)], effects: [new DamageEffect(3)],
power: 4, power: 4,
range: 900, range: 1800,
}, "gatlinggun"); }, "gatlinggun");
charged_shot.configureCooldown(2, 2); charged_shot.configureCooldown(2, 2);
let long_range_missile = new TriggerAction("Long Range Missile", { let long_range_missile = new TriggerAction("Long Range Missile", {
effects: [new DamageEffect(2)], effects: [new DamageEffect(2)],
power: 4, power: 4,
range: 700, blast: 120, range: 1400, blast: 240,
}, "submunitionmissile"); }, "submunitionmissile");
long_range_missile.configureCooldown(1, 2); long_range_missile.configureCooldown(1, 2);

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@ -13,21 +13,21 @@ module TK.SpaceTac {
getLevelUpgrades(level: number): ShipUpgrade[] { getLevelUpgrades(level: number): ShipUpgrade[] {
if (level == 1) { if (level == 1) {
let engine = new MoveAction("Engine", { let engine = new MoveAction("Engine", {
max_distance: 1000 max_distance: 2000
}); });
engine.configureCooldown(2, 1); engine.configureCooldown(2, 1);
let gatling = new TriggerAction("Gatling Gun", { let gatling = new TriggerAction("Gatling Gun", {
effects: [new DamageEffect(2, DamageEffectMode.SHIELD_THEN_HULL)], effects: [new DamageEffect(2, DamageEffectMode.SHIELD_THEN_HULL)],
power: 2, power: 2,
range: 200, range: 400,
}, "gatlinggun"); }, "gatlinggun");
gatling.configureCooldown(2, 1); gatling.configureCooldown(2, 1);
let shield_steal = new TriggerAction("Shield Steal", { let shield_steal = new TriggerAction("Shield Steal", {
effects: [new ValueTransferEffect("shield", -1)], effects: [new ValueTransferEffect("shield", -1)],
power: 1, power: 1,
blast: 300 blast: 600
}, "shieldtransfer"); }, "shieldtransfer");
shield_steal.configureCooldown(1, 2); shield_steal.configureCooldown(1, 2);

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@ -13,17 +13,17 @@ module TK.SpaceTac {
getLevelUpgrades(level: number): ShipUpgrade[] { getLevelUpgrades(level: number): ShipUpgrade[] {
if (level == 1) { if (level == 1) {
let engine = new MoveAction("Engine", { let engine = new MoveAction("Engine", {
max_distance: 400, max_distance: 800,
}); });
let laser = new TriggerAction("Wingspan Laser", { let laser = new TriggerAction("Wingspan Laser", {
effects: [new DamageEffect(3, DamageEffectMode.SHIELD_THEN_HULL)], effects: [new DamageEffect(3, DamageEffectMode.SHIELD_THEN_HULL)],
power: 4, power: 4,
range: 250, angle: 140, range: 350, angle: 140,
}, "prokhorovlaser"); }, "prokhorovlaser");
laser.configureCooldown(3, 1); laser.configureCooldown(3, 1);
let interceptors = new VigilanceAction("Interceptors Field", { radius: 200, power: 3, filter: ActionTargettingFilter.ENEMIES }, { let interceptors = new VigilanceAction("Interceptors Field", { radius: 400, power: 3, filter: ActionTargettingFilter.ENEMIES }, {
intruder_count: 1, intruder_count: 1,
intruder_effects: [new DamageEffect(4, DamageEffectMode.SHIELD_THEN_HULL)] intruder_effects: [new DamageEffect(4, DamageEffectMode.SHIELD_THEN_HULL)]
}, "interceptors"); }, "interceptors");
@ -31,7 +31,7 @@ module TK.SpaceTac {
let structural_thief = new TriggerAction("Structural Thief", { let structural_thief = new TriggerAction("Structural Thief", {
effects: [new ValueTransferEffect("hull", -1)], effects: [new ValueTransferEffect("hull", -1)],
power: 1, power: 1,
blast: 250 blast: 450
}, "powerdepleter"); }, "powerdepleter");
structural_thief.configureCooldown(1, 1); structural_thief.configureCooldown(1, 1);

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@ -13,26 +13,26 @@ module TK.SpaceTac {
getLevelUpgrades(level: number): ShipUpgrade[] { getLevelUpgrades(level: number): ShipUpgrade[] {
if (level == 1) { if (level == 1) {
let engine = new MoveAction("Engine", { let engine = new MoveAction("Engine", {
max_distance: 600, max_distance: 1200,
}); });
let gatling = new TriggerAction("Gatling Gun", { let gatling = new TriggerAction("Gatling Gun", {
effects: [new DamageEffect(1)], effects: [new DamageEffect(1)],
power: 2, power: 2,
range: 200, range: 400,
}, "gatlinggun"); }, "gatlinggun");
gatling.configureCooldown(1, 1); gatling.configureCooldown(1, 1);
let repulse = new TriggerAction("Repulser", { let repulse = new TriggerAction("Repulser", {
effects: [new RepelEffect(150)], effects: [new RepelEffect(400)],
power: 2, power: 2,
blast: 350, blast: 600,
}, "gravitshield"); }, "gravitshield");
repulse.configureCooldown(1, 1); repulse.configureCooldown(1, 1);
let repairdrone = new DeployDroneAction("Repair Drone", { power: 3, filter: ActionTargettingFilter.ALLIES }, { let repairdrone = new DeployDroneAction("Repair Drone", { power: 3, filter: ActionTargettingFilter.ALLIES }, {
deploy_distance: 300, deploy_distance: 600,
drone_radius: 150, drone_radius: 300,
drone_effects: [ drone_effects: [
new ValueEffect("hull", 0, 0, 0, 1) new ValueEffect("hull", 0, 0, 0, 1)
] ]

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@ -13,13 +13,13 @@ module TK.SpaceTac {
getLevelUpgrades(level: number): ShipUpgrade[] { getLevelUpgrades(level: number): ShipUpgrade[] {
if (level == 1) { if (level == 1) {
let engine = new MoveAction("Engine", { let engine = new MoveAction("Engine", {
max_distance: 500, max_distance: 1000,
}); });
let missile = new TriggerAction("SubMunition Missile", { let missile = new TriggerAction("SubMunition Missile", {
effects: [new DamageEffect(3)], effects: [new DamageEffect(3)],
power: 3, power: 3,
range: 250, blast: 150, range: 400, blast: 250,
}, "submunitionmissile"); }, "submunitionmissile");
missile.configureCooldown(2, 2); missile.configureCooldown(2, 2);
@ -27,7 +27,7 @@ module TK.SpaceTac {
let gatling = new TriggerAction("Multi-head Gatling", { let gatling = new TriggerAction("Multi-head Gatling", {
effects: [new DamageEffect(2)], effects: [new DamageEffect(2)],
power: 2, power: 2,
range: 350, blast: 150, range: 550, blast: 150,
}, "gatlinggun"); }, "gatlinggun");
gatling.configureCooldown(3, 2); gatling.configureCooldown(3, 2);

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@ -13,27 +13,27 @@ module TK.SpaceTac {
getLevelUpgrades(level: number): ShipUpgrade[] { getLevelUpgrades(level: number): ShipUpgrade[] {
if (level == 1) { if (level == 1) {
let engine = new MoveAction("Main Engine", { let engine = new MoveAction("Main Engine", {
max_distance: 850, max_distance: 1700,
}); });
let depleter = new TriggerAction("Power Depleter", { let depleter = new TriggerAction("Power Depleter", {
effects: [new StickyEffect(new AttributeLimitEffect("power_capacity", 3))], effects: [new StickyEffect(new AttributeLimitEffect("power_capacity", 3))],
power: 2, power: 2,
range: 450, range: 700,
}, "powerdepleter"); }, "powerdepleter");
depleter.configureCooldown(1, 1); depleter.configureCooldown(1, 1);
let shield_basher = new TriggerAction("Shield Basher", { let shield_basher = new TriggerAction("Shield Basher", {
effects: [new DamageEffect(2, DamageEffectMode.SHIELD_ONLY, false)], effects: [new DamageEffect(2, DamageEffectMode.SHIELD_ONLY, false)],
power: 3, power: 3,
range: 300, range: 600,
}, "shieldbash"); }, "shieldbash");
shield_basher.configureCooldown(2, 1); shield_basher.configureCooldown(2, 1);
let engine_hijack = new TriggerAction("Engine Hijacking", { let engine_hijack = new TriggerAction("Engine Hijacking", {
effects: [new StickyEffect(new PinnedEffect(), 2)], effects: [new StickyEffect(new PinnedEffect(), 2)],
power: 2, power: 2,
range: 400, range: 500,
}, "pin"); }, "pin");
engine_hijack.configureCooldown(1, 2); engine_hijack.configureCooldown(1, 2);

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@ -13,19 +13,19 @@ module TK.SpaceTac {
getLevelUpgrades(level: number): ShipUpgrade[] { getLevelUpgrades(level: number): ShipUpgrade[] {
if (level == 1) { if (level == 1) {
let engine = new MoveAction("Engine", { let engine = new MoveAction("Engine", {
max_distance: 650, max_distance: 1600,
}); });
let missile = new TriggerAction("SubMunition Missile", { let missile = new TriggerAction("SubMunition Missile", {
effects: [new DamageEffect(2)], effects: [new DamageEffect(2)],
power: 3, power: 3,
range: 400, blast: 120, range: 800, blast: 200,
}, "submunitionmissile"); }, "submunitionmissile");
let protector = new TriggerAction("Damage Reductor", { let protector = new TriggerAction("Damage Reductor", {
effects: [new StickyEffect(new AttributeEffect("evasion", 1), 2)], effects: [new StickyEffect(new AttributeEffect("evasion", 1), 2)],
power: 3, power: 3,
range: 300, blast: 150 range: 600, blast: 300
}, "damageprotector"); }, "damageprotector");
protector.configureCooldown(1, 3); protector.configureCooldown(1, 3);

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@ -13,20 +13,20 @@ module TK.SpaceTac {
getLevelUpgrades(level: number): ShipUpgrade[] { getLevelUpgrades(level: number): ShipUpgrade[] {
if (level == 1) { if (level == 1) {
let engine = new MoveAction("Engine", { let engine = new MoveAction("Engine", {
max_distance: 400, max_distance: 800,
}); });
let gatling = new TriggerAction("Gatling Gun", { let gatling = new TriggerAction("Gatling Gun", {
effects: [new DamageEffect(2)], effects: [new DamageEffect(2)],
power: 3, power: 3,
range: 400, range: 700,
}, "gatlinggun"); }, "gatlinggun");
gatling.configureCooldown(2, 2); gatling.configureCooldown(2, 2);
let laser = new TriggerAction("Prokhorov Laser", { let laser = new TriggerAction("Prokhorov Laser", {
effects: [new DamageEffect(3)], effects: [new DamageEffect(3)],
power: 4, power: 4,
range: 250, angle: 60, range: 300, angle: 60,
}, "prokhorovlaser"); }, "prokhorovlaser");
return [ return [

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@ -13,12 +13,12 @@ module TK.SpaceTac {
getLevelUpgrades(level: number): ShipUpgrade[] { getLevelUpgrades(level: number): ShipUpgrade[] {
if (level == 1) { if (level == 1) {
let engine = new MoveAction("Engine", { let engine = new MoveAction("Engine", {
max_distance: 450, max_distance: 1200,
}); });
let gatling1 = new TriggerAction("Primary Gatling", { let gatling1 = new TriggerAction("Primary Gatling", {
effects: [new DamageEffect(3)], effects: [new DamageEffect(3)],
power: 2, range: 400 power: 2, range: 600
}, "gatlinggun"); }, "gatlinggun");
gatling1.configureCooldown(1, 2); gatling1.configureCooldown(1, 2);
@ -31,7 +31,7 @@ module TK.SpaceTac {
let missile = new TriggerAction("Diffuse Missiles", { let missile = new TriggerAction("Diffuse Missiles", {
effects: [new DamageEffect(2)], effects: [new DamageEffect(2)],
power: 2, power: 2,
range: 200, blast: 100, range: 400, blast: 150,
}, "submunitionmissile"); }, "submunitionmissile");
missile.configureCooldown(1, 2); missile.configureCooldown(1, 2);

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@ -13,13 +13,13 @@ module TK.SpaceTac {
getLevelUpgrades(level: number): ShipUpgrade[] { getLevelUpgrades(level: number): ShipUpgrade[] {
if (level == 1) { if (level == 1) {
let engine = new MoveAction("Engine", { let engine = new MoveAction("Engine", {
max_distance: 550, max_distance: 900,
}); });
engine.configureCooldown(1, 1); engine.configureCooldown(1, 1);
let protector = new ToggleAction("Damage Protector", { let protector = new ToggleAction("Damage Protector", {
power: 4, power: 4,
radius: 300, radius: 400,
effects: [new AttributeEffect("evasion", 1)], effects: [new AttributeEffect("evasion", 1)],
filter: ActionTargettingFilter.ALLIES filter: ActionTargettingFilter.ALLIES
}); });
@ -27,14 +27,14 @@ module TK.SpaceTac {
let depleter = new TriggerAction("Power Depleter", { let depleter = new TriggerAction("Power Depleter", {
effects: [new StickyEffect(new AttributeLimitEffect("power_capacity", 3))], effects: [new StickyEffect(new AttributeLimitEffect("power_capacity", 3))],
power: 2, power: 2,
range: 200, range: 600,
}, "powerdepleter"); }, "powerdepleter");
depleter.configureCooldown(1, 1); depleter.configureCooldown(1, 1);
let missile = new TriggerAction("Defense Missiles", { let missile = new TriggerAction("Defense Missiles", {
effects: [new DamageEffect(3, DamageEffectMode.SHIELD_THEN_HULL)], effects: [new DamageEffect(3, DamageEffectMode.SHIELD_THEN_HULL)],
power: 3, power: 3,
range: 200, blast: 180, range: 500, blast: 250,
}, "submunitionmissile"); }, "submunitionmissile");
return [ return [

View file

@ -13,13 +13,13 @@ module TK.SpaceTac {
getLevelUpgrades(level: number): ShipUpgrade[] { getLevelUpgrades(level: number): ShipUpgrade[] {
if (level == 1) { if (level == 1) {
let engine = new MoveAction("Engine", { let engine = new MoveAction("Engine", {
max_distance: 500, max_distance: 800,
}); });
let laser = new TriggerAction("Prokhorov Laser", { let laser = new TriggerAction("Prokhorov Laser", {
effects: [new DamageEffect(2, DamageEffectMode.SHIELD_THEN_HULL)], effects: [new DamageEffect(2, DamageEffectMode.SHIELD_THEN_HULL)],
power: 3, power: 3,
range: 250, angle: 80, range: 350, angle: 80,
}); });
let hull = new TriggerAction("Hull Shedding", { let hull = new TriggerAction("Hull Shedding", {
@ -29,8 +29,8 @@ module TK.SpaceTac {
hull.configureCooldown(1, 4); hull.configureCooldown(1, 4);
let disengage = new MoveAction("Disengage", { let disengage = new MoveAction("Disengage", {
max_distance: 1000, max_distance: 2000,
min_distance: 600, min_distance: 500,
}, "ionthruster"); }, "ionthruster");
disengage.configureCooldown(1, 3); disengage.configureCooldown(1, 3);