86 lines
2.6 KiB
TOML
86 lines
2.6 KiB
TOML
[outfit."plasma engines"]
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name = "Plasma Engines"
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thumbnail = "icon::engine"
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desc = """
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This is the smallest of the plasma propulsion systems produced by
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Delta V Corporation, suitable for very light fighters and interceptors.
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Plasma engines are a bit more powerful than ion engines of the same size,
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but they are less energy efficient and produce more heat.
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"""
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space.engine = 20
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engine.thrust = 100
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engine.flare.sprite = "flare::ion"
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engine.flare.on_start = "rise:top"
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engine.flare.on_stop = "rise:bot"
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steering.power = 20
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[outfit."shield generator"]
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thumbnail = "icon::shield"
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name = "Shield Generator"
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desc = """
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This is the standard shield generator for fighters and interceptors,
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as well as for many non-combat starships. Although it is possible for
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a ship to have no shield generator at all, recharging its shield matrix
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only when landed in a hospitable spaceport, life in deep space is
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unpredictable enough that most pilots find shield generators to be
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well worth the space they take up.
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"""
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space.outfit = 5
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shield.generation = 10
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shield.strength = 500
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shield.delay = 2.0
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[outfit."blaster"]
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thumbnail = "icon::blaster"
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name = "Blaster"
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desc = """
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Although not the most accurate or damaging of weapons, the Energy Blaster is popular because it
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is small enough to be installed on even the tiniest of ships. One blaster is not enough to do
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appreciable damage to anything larger than a fighter, but a ship equipped with several of them
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becomes a force to be reckoned with.
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"""
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space.weapon = 10
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# Average delay between shots
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gun.rate = 0.2
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# Random rate variation (each cooldown is +- this)
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gun.rate_rng = 0.1
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# TODO: apply force to ship on fire
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gun.projectile.sprite = "projectile::blaster"
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# Height of projectile in game units
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gun.projectile.size = 6
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gun.projectile.size_rng = 0.0
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# Speed of projectile, in game units/second
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gun.projectile.speed = 300
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gun.projectile.speed_rng = 10.0
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# Lifetime of projectile, in seconds
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gun.projectile.lifetime = 2.0
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gun.projectile.lifetime_rng = 0.2
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gun.projectile.damage = 10.0
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# Random variation of firing angle.
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# If this is 0, the projectile always goes straight.
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# If this is 10, projectiles will form a cone of 10 degrees
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# ( 5 degrees on each side )
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gun.projectile.angle_rng = 2
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# How much force this projectile will apply to an object it hits
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gun.projectile.force = 0.0
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gun.projectile.collider.ball.radius = 2.0
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gun.projectile.impact_effect = "blaster impact"
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gun.projectile.expire_effect.sprite = "effect::blaster"
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gun.projectile.expire_effect.lifetime = "inherit"
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gun.projectile.expire_effect.size = 3.0
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gun.projectile.expire_effect.velocity.scale_parent = 1.0
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