/// module TK.SpaceTac { export class ModelBreeze extends ShipModel { constructor() { super("breeze", "Breeze"); } getDescription(): string { return "A swift piece of maneuvrability, able to go deep behind enemy lines, and come back without a scratch."; } getLevelUpgrades(level: number): ShipUpgrade[] { if (level == 1) { let engine = new MoveAction("Engine", { distance_per_power: 460, }); engine.configureCooldown(2, 1); let gatling = new TriggerAction("Gatling Gun", { effects: [new DamageEffect(2, DamageEffectMode.SHIELD_THEN_HULL)], power: 2, range: 200, }, "gatlinggun"); gatling.configureCooldown(2, 1); let shield_steal = new TriggerAction("Shield Steal", { effects: [new ValueTransferEffect("shield", -1)], power: 1, blast: 300 }, "shieldtransfer"); shield_steal.configureCooldown(1, 2); return [ { code: "Breeze Base", effects: [ new AttributeEffect("initiative", 3), new AttributeEffect("evasion", 1), new AttributeEffect("hull_capacity", 1), new AttributeEffect("shield_capacity", 2), new AttributeEffect("power_capacity", 6), ] }, { code: "Main Engine", actions: [engine] }, { code: "Gatling Gun", actions: [gatling] }, { code: "Shield Steal", actions: [shield_steal] }, ]; } else { return this.getStandardUpgrades(level); } } } }