3409 lines
No EOL
102 KiB
XML
Executable file
3409 lines
No EOL
102 KiB
XML
Executable file
<?xml version="1.0" encoding="UTF-8"?>
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<crewBlueprint name="ghost">
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<desc>Remnant of the long-forgotten past.</desc>
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<cost>40</cost>
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<bp>2</bp>
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<title>Ghost</title>
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<short>Ghost</short>
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<rarity>0</rarity>
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<powerList>
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<power>No damage from lack of oxygen</power>
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<power>Max health reduced to 50</power>
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</powerList>
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</crewBlueprint>
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<systemBlueprint name="oxygen">
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<type>oxygen</type>
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<title id="system_oxygen_title"/>
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<desc id="system_oxygen_desc"/>
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<startPower>1</startPower>
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<maxPower>3</maxPower>
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<rarity>1</rarity>
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<upgradeCost>
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<level>25</level> <!-- level 2 -->
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<level>50</level> <!-- level 3 -->
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<level>75</level> <!-- imaginary level 4 -->
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</upgradeCost>
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<cost>100</cost>
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</systemBlueprint>
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<weaponBlueprint name="MISSILES_MINI_HULL">
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<type>MISSILES</type>
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<tip>tip_missiles</tip>
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<title>Mini Hull Missile</title>
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<short>Mini Hull</short>
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<tip>tip_hull</tip>
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<desc>High hull damage plus a quick charge time.</desc>
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<tooltip id="weapon_MISSILES_HULL_tooltip" />
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<!--<desc>Power Req: 2 Fires a missile that deals 2 damage to rooms with a system or subsystem and double damage to rooms without either.</desc>-->
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<damage>1</damage>
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<missiles>1</missiles>
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<shots>1</shots>
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<sp>5</sp>
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<fireChance>1</fireChance>
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<breachChance>2</breachChance>
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<stunChance>1</stunChance>
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<hullBust>1</hullBust>
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<cooldown>7</cooldown>
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<power>2</power>
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<cost>25</cost> <!-- was 75-->
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<bp>6</bp>
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<rarity>0</rarity>
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<image>missile_mini_hull</image>
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<launchSounds>
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<sound>smallMissile1</sound>
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<sound>smallMissile2</sound>
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</launchSounds>
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<hitShipSounds>
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<sound>smallExplosion</sound>
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</hitShipSounds>
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<hitShieldSounds>
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<sound>hitShield1</sound>
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<sound>hitShield2</sound>
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<sound>hitShield3</sound>
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</hitShieldSounds>
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<missSounds>
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<sound>miss</sound>
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</missSounds>
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<weaponArt>missiles_1</weaponArt>
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<iconImage>missileH</iconImage>
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</weaponBlueprint>
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<weaponBlueprint name="LASER_HEAVYIER">
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<type>LASER</type>
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<title>Heavier Laser</title>
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<short>Heavier Laser</short>
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<tip>tip_laser</tip>
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<desc>Heavy lasers can wreak more havoc than their smaller, burst laser counterparts. This modified version deals extra damage.</desc>
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<tooltip id="weapon_LASER_HEAVY_1_tooltip"/>
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<damage>3</damage>
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<shots>1</shots>
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<sp>0</sp>
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<fireChance>0</fireChance>
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<breachChance>0</breachChance>
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<stunChance>0</stunChance>
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<cooldown>11</cooldown>
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<power>1</power>
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<cost>38</cost> <!-- was 55-->
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<bp>6</bp>
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<rarity>0</rarity>
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<image>laser_heavy1</image>
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<launchSounds>
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<sound>heavyLaser1</sound>
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<sound>heavyLaser2</sound>
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<sound>heavyLaser3</sound>
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</launchSounds>
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<hitShipSounds>
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<sound>hitHull1</sound>
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</hitShipSounds>
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<hitShieldSounds>
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<sound>hitShield1</sound>
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<sound>hitShield2</sound>
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<sound>hitShield3</sound>
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</hitShieldSounds>
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<missSounds>
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<sound>miss</sound>
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</missSounds>
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<weaponArt>laser_heavyier</weaponArt>
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<iconImage>heavyL</iconImage>
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</weaponBlueprint>
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<weaponBlueprint name="LASER_HEAVY_STUN">
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<type>LASER</type>
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<title>Heavy Stun Laser</title>
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<short>Heavy Stun</short>
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<tip>tip_laser</tip>
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<desc>Heavy lasers can wreak more havoc than their smaller, burst laser counterparts. This modified version always stuns crew.</desc>
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<tooltip id="weapon_LASER_HEAVY_1_tooltip"/>
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<damage>2</damage>
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<shots>1</shots>
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<sp>0</sp>
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<fireChance>0</fireChance>
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<breachChance>0</breachChance>
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<stun>5</stun>
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<cooldown>10</cooldown>
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<power>1</power>
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<cost>40</cost> <!-- was 55-->
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<bp>6</bp>
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<rarity>0</rarity>
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<image>laser_heavy1</image>
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<launchSounds>
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<sound>heavyLaser1</sound>
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<sound>heavyLaser2</sound>
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<sound>heavyLaser3</sound>
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</launchSounds>
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<hitShipSounds>
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<sound>hitHull1</sound>
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</hitShipSounds>
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<hitShieldSounds>
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<sound>hitShield1</sound>
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<sound>hitShield2</sound>
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<sound>hitShield3</sound>
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</hitShieldSounds>
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<missSounds>
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<sound>miss</sound>
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</missSounds>
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<weaponArt>laser_heavy_stun</weaponArt>
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<iconImage>heavyL</iconImage>
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</weaponBlueprint>
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<weaponBlueprint name="MISSILES_ATHENA">
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<type>MISSILES</type>
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<tip>tip_missiles</tip>
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<title>Athena Missiles</title>
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<short>Athena</short>
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<desc>Fast projectile speed plus a decent breach chance.</desc>
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<tooltip id="weapon_MISSILES_2_PLAYER_tooltip"/>
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<damage>2</damage>
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<missiles>1</missiles>
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<shots>1</shots>
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<sp>5</sp>
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<fireChance>1</fireChance>
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<breachChance>4</breachChance>
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<stunChance>1</stunChance>
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<cooldown>14</cooldown>
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<power>1</power>
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<speed>50</speed>
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<cost>26</cost>
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<bp>5</bp>
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<rarity>0</rarity>
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<image>missile_2</image>
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<launchSounds>
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<sound>smallMissile1</sound>
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<sound>smallMissile2</sound>
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</launchSounds>
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<hitShipSounds>
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<sound>smallExplosion</sound>
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</hitShipSounds>
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<hitShieldSounds>
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<sound>hitShield1</sound>
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<sound>hitShield2</sound>
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<sound>hitShield3</sound>
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</hitShieldSounds>
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<missSounds>
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<sound>miss</sound>
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</missSounds>
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<weaponArt>missiles_1</weaponArt>
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<iconImage>missile</iconImage>
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</weaponBlueprint>
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<droneBlueprint name="ANTI_DRONE_2">
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<type>DEFENSE</type>
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<tip>tip_defense</tip>
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<target>DRONES</target>
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<level>1</level>
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<title>Anti-Combat Drone Mark II</title>
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<short>Anti-D. II</short>
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<desc>Stuns combat drones attacking your ship. Can fire more than twice as fast as Mark I.</desc>
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<power>2</power>
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<cooldown>3000</cooldown> <!-- Shooting cooldown for shooting at missiles, in ms -->
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<dodge>0</dodge>
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<speed>7</speed> <!-- Superficial change.. just makes it fly faster -->
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<cost>38</cost>
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<bp>2</bp>
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<droneImage>drone_a2</droneImage>
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<!-- WEAPON INFO -->
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<weaponBlueprint>ANTI_DRONE_ION</weaponBlueprint>
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<!-- -->
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<rarity>0</rarity>
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<iconImage>antiD</iconImage>
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</droneBlueprint>
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<weaponBlueprint name="CRYSTAL_BASIC">
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<type>MISSILES</type>
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<title>Single-Shot Crystal</title>
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<short>Basic Crystal</short>
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<tip>tip_crystal</tip>
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<desc>A strange alien weapon that is able to pierce through a single shield layer.</desc>
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<tooltip id="weapon_CRYSTAL_BURST_1_tooltip"/>
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<damage>1</damage>
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<shots>1</shots>
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<sp>1</sp>
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<fireChance>0</fireChance>
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<breachChance>1</breachChance>
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<stunChance>0</stunChance>
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<cooldown>14</cooldown>
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<power>1</power>
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<speed>50</speed>
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<cost>20</cost>
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<bp>2</bp>
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<rarity>0</rarity>
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<image>crystal_shard2</image>
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<launchSounds>
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<sound>lightLaser1</sound>
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<sound>lightLaser2</sound>
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<sound>lightLaser3</sound>
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</launchSounds>
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<hitShipSounds>
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<sound>crystalExplosion_small</sound>
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</hitShipSounds>
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<hitShieldSounds>
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<sound>hitShield1</sound>
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<sound>hitShield2</sound>
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<sound>hitShield3</sound>
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</hitShieldSounds>
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<missSounds>
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<sound>miss</sound>
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</missSounds>
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<explosion>explosion_crystal_2</explosion>
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<weaponArt>crystal_basic</weaponArt>
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<iconImage>crystal</iconImage>
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</weaponBlueprint>
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<weaponBlueprint name="ION_4_PLAYER">
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<type>LASER</type>
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<title>Adv. Ion Blast</title>
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<short>Adv. Ion Blast</short>
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<tip>tip_ion</tip>
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<desc id="weapon_ION_4_desc"/>
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<tooltip id="weapon_ION_4_tooltip"/>
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<damage>0</damage>
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<ion>1</ion>
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<speed>30</speed>
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<shots>1</shots>
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<sp>0</sp>
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<fireChance>0</fireChance>
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<breachChance>0</breachChance>
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<stunChance>1</stunChance>
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<cooldown>3.5</cooldown>
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<power>2</power>
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<cost>65</cost>
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<bp>6</bp>
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<rarity>0</rarity>
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<image>ion_1_shot</image>
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<explosion>explosion_small_ion</explosion>
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<launchSounds>
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<sound>ionShoot1</sound>
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<sound>ionShoot2</sound>
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<sound>ionShoot3</sound>
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</launchSounds>
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<hitShipSounds>
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<sound>ionHit1</sound>
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<sound>ionHit2</sound>
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<sound>ionHit3</sound>
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</hitShipSounds>
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<hitShieldSounds>
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<sound>ionShields1</sound>
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<sound>ionShields2</sound>
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<sound>ionShields3</sound>
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</hitShieldSounds>
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<missSounds>
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<sound>miss</sound>
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</missSounds>
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<weaponArt>ion_4</weaponArt>
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<iconImage>ion</iconImage>
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</weaponBlueprint>
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<weaponBlueprint name="ION_CHARGEGUN_MINI">
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<type>LASER</type>
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<title>Mini Ion Charger</title>
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<short>Mini C.I.</short>
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<tip>tip_charge</tip>
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<desc>This ion weapon can charge two times, giving it an additional projectile.</desc>
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<tooltip id="weapon_ION_CHARGEGUN_tooltip"/>
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<damage>0</damage>
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<ion>1</ion>
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<shots>1</shots>
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<sp>0</sp>
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<fireChance>0</fireChance>
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<speed>30</speed>
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<breachChance>0</breachChance>
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<cooldown>6</cooldown>
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<power>1</power>
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<cost>36</cost>
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<bp>2</bp>
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<rarity>0</rarity>
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<image>ion_1_shot</image>
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<chargeLevels>2</chargeLevels>
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<explosion>explosion_small_ion</explosion>
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<launchSounds>
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<sound>ionShoot1</sound>
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<sound>ionShoot2</sound>
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<sound>ionShoot3</sound>
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</launchSounds>
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<hitShipSounds>
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<sound>ionHit1</sound>
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<sound>ionHit2</sound>
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<sound>ionHit3</sound>
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</hitShipSounds>
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<hitShieldSounds>
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<sound>ionShields1</sound>
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<sound>ionShields2</sound>
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<sound>ionShields3</sound>
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</hitShieldSounds>
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<missSounds>
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<sound>miss</sound>
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</missSounds>
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<weaponArt>chargeion_mini</weaponArt>
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<iconImage>ion_charge</iconImage>
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</weaponBlueprint>
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<weaponBlueprint name="ION_DAMAGE">
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<type>LASER</type>
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<title>Ion Smasher</title>
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<short>Smasher Ion</short>
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<tip>tip_ion</tip>
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<desc>An ion weapon powerful enough to damage, as well as ionize systems. The hull still remains undamaged.</desc>
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<tooltip id="weapon_ION_1_tooltip"/>
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<damage>0</damage>
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<sysDamage>1</sysDamage>
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<ion>1</ion>
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<speed>40</speed>
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<shots>1</shots>
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<sp>0</sp>
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<fireChance>0</fireChance>
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<breachChance>0</breachChance>
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<stunChance>0</stunChance>
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<cooldown>9</cooldown>
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<power>1</power>
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<cost>32</cost>
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<bp>3</bp>
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<rarity>0</rarity>
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<image>ion_damage_shot</image>
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<explosion>explosion_small_ion</explosion>
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<launchSounds>
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<sound>ionShoot1</sound>
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<sound>ionShoot2</sound>
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<sound>ionShoot3</sound>
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</launchSounds>
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<hitShipSounds>
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<sound>ionHit1</sound>
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<sound>ionHit2</sound>
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<sound>ionHit3</sound>
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</hitShipSounds>
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<hitShieldSounds>
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<sound>ionShields1</sound>
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<sound>ionShields2</sound>
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<sound>ionShields3</sound>
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</hitShieldSounds>
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<missSounds>
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<sound>miss</sound>
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</missSounds>
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<weaponArt>ion_damage</weaponArt>
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<iconImage>ion</iconImage>
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</weaponBlueprint>
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<droneBlueprint name="COMBAT_BEAM_PLAYER">
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<type>COMBAT</type>
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<tip>tip_combat</tip>
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<title id="drone_COMBAT_BEAM_title"/>
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<short>Beam I+</short>
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<desc>Combat Drone that repeatedly attacks with a small beam weapon. This improved version only requires 1 power.</desc>
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<power>1</power>
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<cooldown>1000</cooldown> <!-- Doesn't affect combat drone -->
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<dodge>0</dodge>
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<speed>15</speed> <!-- Change this to increase/decrease firing speed -->
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<cost>40</cost>
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<bp>3</bp>
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<droneImage>drone_beam</droneImage>
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<weaponBlueprint>DRONE_BEAM</weaponBlueprint>
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<rarity>0</rarity>
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<iconImage>beam</iconImage>
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</droneBlueprint>
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<weaponBlueprint name="LASER_HEAVY_FIRE">
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<type>LASER</type>
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<title>Heavy Fire Laser</title>
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<short>Heavy Fire</short>
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<tip>tip_laser</tip>
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<desc>Heavy lasers can wreak more havoc than their smaller, burst laser counterparts. This modified version always starts a fire.</desc>
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<tooltip id="weapon_LASER_HEAVY_1_tooltip"/>
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<damage>2</damage>
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<shots>1</shots>
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<sp>0</sp>
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<fireChance>10</fireChance>
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<breachChance>0</breachChance>
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<stunChance>0</stunChance>
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<cooldown>12</cooldown>
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<power>1</power>
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<cost>40</cost> <!-- was 55-->
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<bp>6</bp>
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<rarity>0</rarity>
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<image>laser_heavy1</image>
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<launchSounds>
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<sound>heavyLaser1</sound>
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<sound>heavyLaser2</sound>
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<sound>heavyLaser3</sound>
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</launchSounds>
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<hitShipSounds>
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<sound>hitHull1</sound>
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</hitShipSounds>
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<hitShieldSounds>
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<sound>hitShield1</sound>
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<sound>hitShield2</sound>
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<sound>hitShield3</sound>
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</hitShieldSounds>
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<missSounds>
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<sound>miss</sound>
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</missSounds>
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<weaponArt>laser_heavy_fire</weaponArt>
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<iconImage>heavyL</iconImage>
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</weaponBlueprint>
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<weaponBlueprint name="LASER_HEAVY_BREACH">
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<type>LASER</type>
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<title>Heavy Breach Laser</title>
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<short>Heavy Breach</short>
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<tip>tip_laser</tip>
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<desc>Heavy lasers can wreak more havoc than their smaller, burst laser counterparts. This modified version always creates a breach.</desc>
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<tooltip id="weapon_LASER_HEAVY_1_tooltip"/>
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<damage>2</damage>
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<shots>1</shots>
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<sp>0</sp>
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<fireChance>0</fireChance>
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<breachChance>10</breachChance>
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<stunChance>0</stunChance>
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<cooldown>11</cooldown>
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<power>1</power>
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<cost>40</cost> <!-- was 55-->
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<bp>6</bp>
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<rarity>0</rarity>
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<image>laser_heavy1</image>
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<launchSounds>
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<sound>heavyLaser1</sound>
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<sound>heavyLaser2</sound>
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<sound>heavyLaser3</sound>
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</launchSounds>
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<hitShipSounds>
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<sound>hitHull1</sound>
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</hitShipSounds>
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<hitShieldSounds>
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|
<sound>hitShield1</sound>
|
|
<sound>hitShield2</sound>
|
|
<sound>hitShield3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>miss</sound>
|
|
</missSounds>
|
|
<weaponArt>laser_heavy_breach</weaponArt>
|
|
<iconImage>heavyL</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="SHOTGUN_CRYSTAL">
|
|
<type>BURST</type>
|
|
<flavorType id="weapon_SHOTGUN_flavorType"/>
|
|
<drone_targetable>1</drone_targetable>
|
|
<title>Crystal Flak Gun</title>
|
|
<tip>tip_flak</tip>
|
|
<short>Crystal Flak</short>
|
|
<desc>This flak gun has been modified with crystal technology and now pierces 1 shield.</desc>
|
|
<tooltip id="weapon_SHOTGUN_tooltip"/>
|
|
<radius>40</radius>
|
|
<damage>1</damage>
|
|
<shots>1</shots>
|
|
<sp>1</sp>
|
|
<spin>720</spin>
|
|
<fireChance>0</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<cooldown>12</cooldown>
|
|
<power>2</power>
|
|
<cost>20</cost>
|
|
<bp>10</bp>
|
|
<speed>26</speed>
|
|
<rarity>0</rarity>
|
|
<projectiles>
|
|
<projectile count="3" fake="false">debris_crystal</projectile>
|
|
</projectiles>
|
|
<launchSounds>
|
|
<sound>flak</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>crystalExplosion_small</sound>
|
|
<sound>crystalExplosion</sound>
|
|
</hitShipSounds>
|
|
<hitShieldSounds>
|
|
<sound>hitShield1</sound>
|
|
<sound>hitShield2</sound>
|
|
<sound>hitShield3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>miss</sound>
|
|
</missSounds>
|
|
<weaponArt>shotgun_crystal</weaponArt>
|
|
<iconImage>flak</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="BOMB_DEFENSE">
|
|
<type>BOMB</type>
|
|
<tip>tip_repair_bomb</tip>
|
|
<title>Defensive Burst</title>
|
|
<short>Def. B.</short>
|
|
<desc>Self-teleporting nano-bot unit that attacks living things while fully repairing systems.</desc>
|
|
<tooltip id="weapon_BOMB_ION_tooltip"/>
|
|
<damage>0</damage>
|
|
<sysDamage>-8</sysDamage>
|
|
<persDamage>5</persDamage>
|
|
<missiles>1</missiles>
|
|
<shots>1</shots>
|
|
<sp>0</sp>
|
|
<fireChance>0</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<stunChance>0</stunChance>
|
|
<cooldown>11</cooldown>
|
|
<power>2</power>
|
|
<cost>40</cost>
|
|
<bp>4</bp>
|
|
<rarity>0</rarity>
|
|
<image>bombdefense</image>
|
|
<explosion>explosion_unused</explosion>
|
|
<launchSounds>
|
|
<sound>bombTeleport</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>ionHit1</sound>
|
|
<sound>ionHit2</sound>
|
|
<sound>ionHit3</sound>
|
|
</hitShipSounds>
|
|
<weaponArt>bomb_defense</weaponArt>
|
|
<iconImage>bomb</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="FLAK_CHAINGUN">
|
|
<type>BURST</type>
|
|
<title>Chain Flak Gun</title>
|
|
<short>Chain F.</short>
|
|
<desc>Fires a blast of debris across a random area doing up to 3 damage. Decreases in cooldown the more it fires.</desc>
|
|
<tooltip id="weapon_LASER_CHAINGUN_2_tooltip"/>
|
|
<radius>44</radius>
|
|
<damage>1</damage>
|
|
<shots>1</shots>
|
|
<missiles>0</missiles>
|
|
<sp>0</sp>
|
|
<spin>720</spin>
|
|
<fireChance>0</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<cooldown>14</cooldown>
|
|
<power>2</power>
|
|
<cost>55</cost>
|
|
<bp>2</bp>
|
|
<speed>26</speed>
|
|
<rarity>0</rarity>
|
|
<boost>
|
|
<type>cooldown</type>
|
|
<amount>2</amount>
|
|
<count>3</count>
|
|
</boost>
|
|
<projectiles>
|
|
<projectile count="3" fake="false">debris_med</projectile>
|
|
<projectile count="2" fake="true">debris_small</projectile>
|
|
</projectiles>
|
|
<launchSounds>
|
|
<sound>flak</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>flakImpact1</sound>
|
|
<sound>flakImpact2</sound>
|
|
<sound>flakImpact3</sound>
|
|
<sound>flakImpact4</sound>
|
|
</hitShipSounds>
|
|
<hitShieldSounds>
|
|
<sound>hitShield1</sound>
|
|
<sound>hitShield2</sound>
|
|
<sound>hitShield3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>miss</sound>
|
|
</missSounds>
|
|
<weaponArt>shotchain</weaponArt>
|
|
<iconImage>flak</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="BOMB_REHULL">
|
|
<type>BOMB</type>
|
|
<title>Hull Repair Burst</title>
|
|
<short>Hull R.</short>
|
|
<desc>Self-teleporting nano-bot unit that slightly repairs the hull as well as the targeted system.</desc>
|
|
<tooltip id="weapon_BOMB_HEAL_SYSTEM_tooltip"/>
|
|
<damage>-2</damage>
|
|
<sysDamage>-2</sysDamage>
|
|
<persDamage>0</persDamage>
|
|
<missiles>1</missiles>
|
|
<shots>1</shots>
|
|
<sp>0</sp>
|
|
<fireChance>0</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<cooldown>7</cooldown>
|
|
<power>2</power>
|
|
<cost>24</cost>
|
|
<bp>4</bp>
|
|
<rarity>0</rarity>
|
|
<image>bombrehull</image>
|
|
<explosion>explosion_repair</explosion>
|
|
<launchSounds>
|
|
<sound>bombTeleport</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>healBomb</sound>
|
|
</hitShipSounds>
|
|
<weaponArt>bomb_rehull</weaponArt>
|
|
<iconImage>bomb_heal</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="BOMB_HBROKE">
|
|
<type>BOMB</type>
|
|
<tip>tip_heal_bomb</tip>
|
|
<title>Defective Healing Burst</title>
|
|
<short>D. Heal</short>
|
|
<desc>This barely functional, self-teleporting healing unit can still heal crew for a small amount. Can target your own ship.</desc>
|
|
<tooltip id="weapon_BOMB_HEAL_tooltip"/>
|
|
<damage>0</damage>
|
|
<sysDamage>0</sysDamage>
|
|
<persDamage>-1</persDamage>
|
|
<missiles>1</missiles>
|
|
<shots>1</shots>
|
|
<sp>0</sp>
|
|
<fireChance>0</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<cooldown>6</cooldown>
|
|
<power>1</power>
|
|
<cost>10</cost>
|
|
<bp>4</bp>
|
|
<rarity>0</rarity>
|
|
<image>bombhbroke</image>
|
|
<explosion>explosion_big1_heal</explosion>
|
|
<launchSounds>
|
|
<sound>bombTeleport</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>healBomb</sound>
|
|
</hitShipSounds>
|
|
<weaponArt>bomb_hbroke</weaponArt>
|
|
<iconImage>bomb_heal</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="BOMB_QUICK">
|
|
<type>BOMB</type>
|
|
<tip>tip_bombs</tip>
|
|
<title>Quick Bomb</title>
|
|
<short>Quick B.</short>
|
|
<desc>Self-teleporting explosive that doesn't do much, but deploys quickly. Can target your own ship.</desc>
|
|
<tooltip>Fast deploying bomb.</tooltip>
|
|
<damage>0</damage>
|
|
<sysDamage>1</sysDamage>
|
|
<persDamage>1</persDamage>
|
|
<missiles>1</missiles>
|
|
<shots>1</shots>
|
|
<sp>0</sp>
|
|
<fireChance>0</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<stunChance>1</stunChance>
|
|
<cooldown>5.5</cooldown>
|
|
<power>1</power>
|
|
<cost>40</cost>
|
|
<bp>4</bp>
|
|
<rarity>0</rarity>
|
|
<image>bombemp</image>
|
|
<explosion>explosion_random</explosion>
|
|
<launchSounds>
|
|
<sound>bombTeleport</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>smallExplosion</sound>
|
|
</hitShipSounds>
|
|
<weaponArt>bomb_emp</weaponArt>
|
|
<iconImage>bomb</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="LASER_BROKEN"> <!--1 power 2 shots-->
|
|
<type>LASER</type>
|
|
<title>Defective Dual Lasers</title>
|
|
<short>Broken Dual L.</short>
|
|
<tip>tip_laser</tip>
|
|
<desc>Barely functional two-shot laser.</desc>
|
|
<tooltip id="weapon_LASER_BURST_2_tooltip"/>
|
|
<damage>1</damage>
|
|
<shots>2</shots>
|
|
<fireChance>1</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<cooldown>20</cooldown>
|
|
<power>1</power>
|
|
<cost>15</cost>
|
|
<bp>4</bp>
|
|
<rarity>0</rarity>
|
|
<image>laser_light1</image>
|
|
<launchSounds>
|
|
<sound>lightLaser1</sound>
|
|
<sound>lightLaser2</sound>
|
|
<sound>lightLaser3</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>hitHull2</sound>
|
|
<sound>hitHull3</sound>
|
|
</hitShipSounds>
|
|
<hitShieldSounds>
|
|
<sound>hitShield1</sound>
|
|
<sound>hitShield2</sound>
|
|
<sound>hitShield3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>miss</sound>
|
|
</missSounds>
|
|
<weaponArt>laser_broken</weaponArt>
|
|
<iconImage>laser</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="BEAM_MIHU">
|
|
<type>BEAM</type>
|
|
<tip>tip_beams</tip>
|
|
<title>Mini Hull Beam</title>
|
|
<short>Mini Hull Beam</short>
|
|
<desc>This compact hull beam has been specially engineered for efficient destruction.</desc>
|
|
<tooltip id="weapon_BEAM_1_tooltip"/>
|
|
<damage>1</damage>
|
|
<sp>0</sp>
|
|
<fireChance>0</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<cooldown>10</cooldown>
|
|
<hullBust>1</hullBust>
|
|
<power>1</power>
|
|
<cost>35</cost>
|
|
<bp>2</bp>
|
|
<rarity>0</rarity>
|
|
<image>beam_contact</image>
|
|
<length>45</length>
|
|
<launchSounds>
|
|
<sound>beam1</sound>
|
|
<sound>beam1_2</sound>
|
|
</launchSounds>
|
|
<weaponArt>beam_mihu</weaponArt>
|
|
<iconImage>beam</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="BEAM_HALF">
|
|
<type>BEAM</type>
|
|
<tip>tip_beams</tip>
|
|
<title>Lance Beam</title>
|
|
<short>Lance Beam</short>
|
|
<desc>Can cut across a good portion of ships, assuming there's no shield in the way.</desc>
|
|
<tooltip id="weapon_BEAM_1_tooltip"/>
|
|
<damage>1</damage>
|
|
<sp>0</sp>
|
|
<fireChance>0</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<cooldown>15</cooldown>
|
|
<power>1</power>
|
|
<cost>30</cost>
|
|
<bp>2</bp>
|
|
<rarity>0</rarity>
|
|
<image>beam_contact</image>
|
|
<length>80</length>
|
|
<launchSounds>
|
|
<sound>beam1</sound>
|
|
<sound>beam1_2</sound>
|
|
</launchSounds>
|
|
<weaponArt>beam_half</weaponArt>
|
|
<iconImage>beam</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="BEAM_FIRE_PLAYER">
|
|
<type>BOMB</type>
|
|
<tip>tip_bombs</tip>
|
|
<title>Molten Crystal Bomb</title>
|
|
<short>Hot Cry.</short>
|
|
<desc>Starts a fire and locks the doors! Can target your own ship.</desc>
|
|
<tooltip id="weapon_BOMB_LOCK_tooltip"/>
|
|
<damage>0</damage>
|
|
<sysDamage>1</sysDamage>
|
|
<persDamage>0</persDamage>
|
|
<missiles>1</missiles>
|
|
<shots>1</shots>
|
|
<sp>0</sp>
|
|
<fireChance>10</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<lockdown>1</lockdown>
|
|
<cooldown>13</cooldown>
|
|
<power>2</power>
|
|
<cost>20</cost> <!--was 60-->
|
|
<bp>4</bp>
|
|
<rarity>0</rarity>
|
|
<image>bombcru</image>
|
|
<explosion>explosion_lockdown</explosion>
|
|
<launchSounds>
|
|
<sound>bombTeleport</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>smallExplosion</sound>
|
|
</hitShipSounds>
|
|
<weaponArt>bomb_cru</weaponArt>
|
|
<iconImage>bomb</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="LASER_BASIC_2"> <!-- 1 shot 1power-->
|
|
<type>LASER</type>
|
|
<title>Defense Laser Mark II</title>
|
|
<short>Basic Laser II</short>
|
|
<tip>tip_laser</tip>
|
|
<desc>A weak single-shot laser that has been modified to deal extra hull damage and have an added breach chance.</desc>
|
|
<tooltip id="weapon_LASER_BURST_1_tooltip"/>
|
|
<damage>1</damage>
|
|
<shots>1</shots>
|
|
<sp>0</sp>
|
|
<fireChance>1</fireChance>
|
|
<breachChance>2</breachChance>
|
|
<cooldown>13</cooldown>
|
|
<hullBust>1</hullBust>
|
|
<power>1</power>
|
|
<cost>22</cost>
|
|
<bp>2</bp>
|
|
<rarity>0</rarity>
|
|
<speed>75</speed>
|
|
<image>laser_heavy1</image>
|
|
<launchSounds>
|
|
<sound>heavyLaser1</sound>
|
|
<sound>heavyLaser2</sound>
|
|
<sound>heavyLaser3</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>hitHull1</sound>
|
|
</hitShipSounds>
|
|
<hitShieldSounds>
|
|
<sound>hitShield1</sound>
|
|
<sound>hitShield2</sound>
|
|
<sound>hitShield3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>miss</sound>
|
|
</missSounds>
|
|
<weaponArt>laser_basic_2</weaponArt>
|
|
<iconImage>laserH</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="LASER_BURST_GOLD"> <!--1 power 2 shots-->
|
|
<type>LASER</type>
|
|
<title>Tri Shot Laser</title>
|
|
<short>Tri Lasers</short>
|
|
<tip>tip_laser</tip>
|
|
<desc>The finest weapon in the galaxy.</desc>
|
|
<tooltip id="weapon_LASER_BURST_2_tooltip"/>
|
|
<damage>1</damage>
|
|
<shots>3</shots>
|
|
<fireChance>1</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<cooldown>10</cooldown>
|
|
<power>1</power>
|
|
<cost>30</cost>
|
|
<bp>4</bp>
|
|
<rarity>0</rarity>
|
|
<image>laser_light1</image>
|
|
<launchSounds>
|
|
<sound>lightLaser1</sound>
|
|
<sound>lightLaser2</sound>
|
|
<sound>lightLaser3</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>hitHull2</sound>
|
|
<sound>hitHull3</sound>
|
|
</hitShipSounds>
|
|
<hitShieldSounds>
|
|
<sound>hitShield1</sound>
|
|
<sound>hitShield2</sound>
|
|
<sound>hitShield3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>miss</sound>
|
|
</missSounds>
|
|
<weaponArt>laser_burst_gold</weaponArt>
|
|
<iconImage>laser</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="LASER_BURST_5_PLAYER">
|
|
<type>BURST</type>
|
|
<flavorType>Laser Blast</flavorType>
|
|
<title>Speed Laser Mark I</title>
|
|
<short>Speed Laser I</short>
|
|
<desc>This modified basic laser sacrifices accuracy for speed.</desc>
|
|
<tooltip>This modified basic laser sacrifices accuracy for speed.</tooltip>
|
|
<radius>52</radius>
|
|
<damage>1</damage>
|
|
<shots>1</shots>
|
|
<sp>0</sp>
|
|
<fireChance>1</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<cooldown>3</cooldown>
|
|
<power>1</power>
|
|
<cost>18</cost>
|
|
<bp>10</bp>
|
|
<speed>60</speed>
|
|
<rarity>0</rarity>
|
|
<projectiles>
|
|
<projectile count="1" fake="false">laser_light1</projectile>
|
|
</projectiles>
|
|
<launchSounds>
|
|
<sound>lightLaser1</sound>
|
|
<sound>lightLaser2</sound>
|
|
<sound>lightLaser3</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>hitHull2</sound>
|
|
<sound>hitHull3</sound>
|
|
</hitShipSounds>
|
|
<hitShieldSounds>
|
|
<sound>hitShield1</sound>
|
|
<sound>hitShield2</sound>
|
|
<sound>hitShield3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>miss</sound>
|
|
</missSounds>
|
|
<weaponArt>laser_burst_sg1</weaponArt>
|
|
<iconImage>laser</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<augBlueprint name="SHIELD_RECHARGE">
|
|
<title>Enhanced Shield Charge</title>
|
|
<desc>Reduces the ship's shield recharge time by 92 percent.</desc>
|
|
<cost>110</cost>
|
|
<bp>5</bp>
|
|
<rarity>0</rarity>
|
|
<stackable>true</stackable>
|
|
<value>11.0</value>
|
|
</augBlueprint>
|
|
|
|
<weaponBlueprint name="SHOTGUN_MINI">
|
|
<type>BURST</type>
|
|
<flavorType id="weapon_SHOTGUN_flavorType"/>
|
|
<drone_targetable>1</drone_targetable>
|
|
<title>Mini Flak Gun</title>
|
|
<tip>tip_flak</tip>
|
|
<short>Mini Flak</short>
|
|
<desc>Fires a blast of debris across a random area doing up to 2 damage. Good at taking down shields but hard to aim.</desc>
|
|
<tooltip id="weapon_SHOTGUN_tooltip"/>
|
|
<radius>30</radius>
|
|
<damage>1</damage>
|
|
<shots>1</shots>
|
|
<sp>0</sp>
|
|
<spin>720</spin>
|
|
<fireChance>0</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<cooldown>9</cooldown>
|
|
<power>2</power>
|
|
<cost>40</cost>
|
|
<bp>10</bp>
|
|
<speed>26</speed>
|
|
<rarity>0</rarity>
|
|
<projectiles>
|
|
<projectile count="2" fake="false">debris_med</projectile>
|
|
<projectile count="2" fake="true">debris_small</projectile>
|
|
</projectiles>
|
|
<launchSounds>
|
|
<sound>flak</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>flakImpact1</sound>
|
|
<sound>flakImpact2</sound>
|
|
<sound>flakImpact3</sound>
|
|
<sound>flakImpact4</sound>
|
|
</hitShipSounds>
|
|
<hitShieldSounds>
|
|
<sound>hitShield1</sound>
|
|
<sound>hitShield2</sound>
|
|
<sound>hitShield3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>miss</sound>
|
|
</missSounds>
|
|
<weaponArt>shotgun_mini</weaponArt>
|
|
<iconImage>flak</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="ARTILLERY_SIX">
|
|
<type>BURST</type>
|
|
<flavorType id="weapon_ARTILLERY_FED_C_flavorType"/>
|
|
<title>Laser Artillery</title>
|
|
<short>Laser Artillery</short>
|
|
<desc>Powers a slow, high-powered, seven-shot laser weapon. More power means faster cooldown.</desc>
|
|
<tooltip>Fires 7 laser shots.</tooltip>
|
|
<radius>35</radius>
|
|
<damage>1</damage>
|
|
<shots>1</shots>
|
|
<sp>0</sp>
|
|
<fireChance>1</fireChance>
|
|
<breachChance>1</breachChance>
|
|
<cooldown>40</cooldown>
|
|
<power>3</power>
|
|
<cost>75</cost>
|
|
<bp>10</bp>
|
|
<speed>75</speed>
|
|
<rarity>0</rarity>
|
|
<projectiles>
|
|
<projectile count="7" fake="false">laser_heavy1</projectile>
|
|
</projectiles>
|
|
<launchSounds>
|
|
<sound>heavyLaser1</sound>
|
|
<sound>heavyLaser2</sound>
|
|
<sound>heavyLaser3</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>hitHull1</sound>
|
|
</hitShipSounds>
|
|
<hitShieldSounds>
|
|
<sound>hitShield1</sound>
|
|
<sound>hitShield2</sound>
|
|
<sound>hitShield3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>miss</sound>
|
|
</missSounds>
|
|
<iconImage>ion</iconImage>
|
|
<weaponArt>artillery_fed</weaponArt>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="MISSILES_BURST_KEST">
|
|
<type>MISSILES</type>
|
|
<tip>tip_missiles</tip>
|
|
<title>Burst Leto Missile</title>
|
|
<short>Burst M.</short>
|
|
<desc>Fires three projectiles for the cost of one.</desc>
|
|
<tooltip id="weapon_MISSILES_1_tooltip"/>
|
|
<damage>1</damage>
|
|
<missiles>1</missiles>
|
|
<shots>3</shots>
|
|
<sp>5</sp>
|
|
<fireChance>1</fireChance>
|
|
<breachChance>1</breachChance>
|
|
<stunChance>1</stunChance>
|
|
<cooldown>12</cooldown>
|
|
<power>2</power>
|
|
<cost>80</cost>
|
|
<bp>2</bp>
|
|
<rarity>0</rarity>
|
|
<image>missile_1</image>
|
|
<launchSounds>
|
|
<sound>smallMissile1</sound>
|
|
<sound>smallMissile2</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>smallExplosion</sound>
|
|
</hitShipSounds>
|
|
<hitShieldSounds>
|
|
<sound>hitShield1</sound>
|
|
<sound>hitShield2</sound>
|
|
<sound>hitShield3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>miss</sound>
|
|
</missSounds>
|
|
<weaponArt>missiles_1</weaponArt>
|
|
<iconImage>missile</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="BEAM_4">
|
|
<type>BEAM</type>
|
|
<title>Trident Beam</title>
|
|
<short>Trident Beam</short>
|
|
<tip>tip_beams</tip>
|
|
<desc>Sears a hole clean through the enemy ship. Aimed well, it can take out some ships in a single blast.</desc>
|
|
<tooltip id="weapon_BEAM_3_tooltip"/>
|
|
<!--<desc>Power Req: 4 A very powerful beam weapon that cuts through ships like butter. Deals 3 damage in a line.</desc>-->
|
|
<damage>4</damage>
|
|
<sp>0</sp>
|
|
<fireChance>4</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<cooldown>26</cooldown>
|
|
<power>4</power>
|
|
<speed>3</speed>
|
|
<cost>75</cost> <!--was 120-->
|
|
<bp>12</bp>
|
|
<rarity>0</rarity>
|
|
<length>45</length>
|
|
<image>beam_contact</image>
|
|
<launchSounds>
|
|
<sound>beam2</sound>
|
|
</launchSounds>
|
|
<weaponArt>beam_4</weaponArt>
|
|
<iconImage>beam</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="ION_CHAINGUN_PLAYER">
|
|
<type>LASER</type>
|
|
<title>Ion Burner</title>
|
|
<short>Ion Burner</short>
|
|
<tip>tip_ion</tip>
|
|
<desc>Ion weapons can disable systems without causing hull damage. This ion weapon starts fires in the room that it hits.</desc>
|
|
<tooltip id="weapon_ION_CHAINGUN_tooltip"/>
|
|
<damage>0</damage>
|
|
<ion>1</ion>
|
|
<speed>30</speed>
|
|
<shots>1</shots>
|
|
<sp>0</sp>
|
|
<fireChance>10</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<cooldown>12</cooldown>
|
|
<power>1</power>
|
|
<cost>28</cost>
|
|
<bp>3</bp>
|
|
<rarity>0</rarity>
|
|
<image>ion_fire_shot</image>
|
|
<explosion>explosion_small_ion</explosion>
|
|
<launchSounds>
|
|
<sound>ionShoot1</sound>
|
|
<sound>ionShoot2</sound>
|
|
<sound>ionShoot3</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>ionHit1</sound>
|
|
<sound>ionHit2</sound>
|
|
<sound>ionHit3</sound>
|
|
</hitShipSounds>
|
|
<hitShieldSounds>
|
|
<sound>ionShields1</sound>
|
|
<sound>ionShields2</sound>
|
|
<sound>ionShields3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>miss</sound>
|
|
</missSounds>
|
|
<weaponArt>ion_fire</weaponArt>
|
|
</weaponBlueprint>
|
|
|
|
<droneBlueprint name="COMBAT_BEAM_3">
|
|
<type>COMBAT</type>
|
|
<title>Beam Drone Mark III</title>
|
|
<tip>tip_combat</tip>
|
|
<short>Beam III</short>
|
|
<desc>Combat drone that repeatedly attacks with a larger beam weapon. Moves and shoots faster than Mark II.</desc>
|
|
<power>4</power>
|
|
<cooldown>1000</cooldown> <!-- Doesn't affect combat drone -->
|
|
<dodge>0</dodge>
|
|
<speed>26</speed> <!-- Change this to increase/decrease firing speed -->
|
|
<cost>60</cost>
|
|
<bp>3</bp>
|
|
<droneImage>drone_beam_3</droneImage>
|
|
<weaponBlueprint>DRONE_BEAM2</weaponBlueprint>
|
|
<rarity>0</rarity>
|
|
<iconImage>beam2</iconImage>
|
|
</droneBlueprint>
|
|
|
|
<droneBlueprint name="COMBAT_HEAVY">
|
|
<type>COMBAT</type>
|
|
<tip>tip_combat</tip>
|
|
<title>Heavy Combat Drone Mark I</title>
|
|
<short>Heavy I</short>
|
|
<desc>Powerful drone that continually attacks the enemy ship using a laser weapon that deals 2 damage per shot.</desc>
|
|
<power>2</power>
|
|
<cooldown>1000</cooldown> <!-- Doesn't affect combat drone -->
|
|
<dodge>0</dodge>
|
|
<speed>13</speed> <!-- Change this to increase/decrease firing speed --> <!-- was 20-->
|
|
<cost>45</cost>
|
|
<bp>3</bp>
|
|
<droneImage>drone_heavy</droneImage>
|
|
<weaponBlueprint>LASER_HEAVY_1</weaponBlueprint>
|
|
<rarity>0</rarity>
|
|
<iconImage>combat</iconImage>
|
|
</droneBlueprint>
|
|
|
|
<droneBlueprint name="COMBAT_FLAK">
|
|
<type>COMBAT</type>
|
|
<tip>tip_combat</tip>
|
|
<title>Crystal Combat Drone Mark I</title>
|
|
<short>Crystal I</short>
|
|
<desc>Combat Drone that repeatedly attacks with a small crystal weapon that pierces 1 shield.</desc>
|
|
<power>2</power>
|
|
<cooldown>1000</cooldown>
|
|
<dodge>0</dodge>
|
|
<speed>11</speed>
|
|
<cost>20</cost>
|
|
<bp>3</bp>
|
|
<droneImage>drone_flak</droneImage>
|
|
<weaponBlueprint>DRONE_SHOTGUN</weaponBlueprint>
|
|
<rarity>0</rarity>
|
|
<iconImage>combat</iconImage>
|
|
</droneBlueprint>
|
|
|
|
<weaponBlueprint name="DRONE_SHOTGUN">
|
|
<type>MISSILES</type>
|
|
<title>Drone Crystal</title>
|
|
<damage>1</damage>
|
|
<missiles>0</missiles>
|
|
<shots>1</shots>
|
|
<sp>1</sp>
|
|
<fireChance>0</fireChance>
|
|
<breachChance>1</breachChance>
|
|
<speed>50</speed>
|
|
<rarity>0</rarity>
|
|
<image>crystal_shard2</image>
|
|
<launchSounds>
|
|
<sound>lightLaser1</sound>
|
|
<sound>lightLaser2</sound>
|
|
<sound>lightLaser3</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>crystalExplosion_small</sound>
|
|
</hitShipSounds>
|
|
<hitShieldSounds>
|
|
<sound>hitShield1</sound>
|
|
<sound>hitShield2</sound>
|
|
<sound>hitShield3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>miss</sound>
|
|
</missSounds>
|
|
<explosion>explosion_crystal_2</explosion>
|
|
<weaponArt>shotgun</weaponArt>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="ION_CRYSTAL">
|
|
<type>LASER</type>
|
|
<drone_targetable>1</drone_targetable>
|
|
<title>Crystal Disruptor</title>
|
|
<short>Crystal Disrupt</short>
|
|
<desc>Temporarily disables the targeted room, including locking its doors. Pierces all shields, and deals 1 additional ion damage as it passes through them.</desc>
|
|
<tooltip id="weapon_ION_1_tooltip"/>
|
|
<damage>0</damage>
|
|
<ion>1</ion>
|
|
<speed>30</speed>
|
|
<shots>1</shots>
|
|
<sp>5</sp>
|
|
<fireChance>0</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<stunChance>1</stunChance>
|
|
<lockdown>1</lockdown>
|
|
<cooldown>14</cooldown>
|
|
<power>1</power>
|
|
<cost>20</cost>
|
|
<bp>3</bp>
|
|
<rarity>0</rarity>
|
|
<image>ion_crystal_shot</image>
|
|
<explosion>explosion_small_ion</explosion>
|
|
<launchSounds>
|
|
<sound>ionShoot1</sound>
|
|
<sound>ionShoot2</sound>
|
|
<sound>ionShoot3</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>ionHit1</sound>
|
|
<sound>ionHit2</sound>
|
|
<sound>ionHit3</sound>
|
|
</hitShipSounds>
|
|
<hitShieldSounds>
|
|
<sound>ionShields1</sound>
|
|
<sound>ionShields2</sound>
|
|
<sound>ionShields3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>miss</sound>
|
|
</missSounds>
|
|
<weaponArt>ion_crystal</weaponArt>
|
|
<iconImage>ion</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="LASER_MISSILE">
|
|
<type>MISSILES</type>
|
|
<title>Leto Chain Laser-Missiles</title>
|
|
<short>Leto C.L.</short>
|
|
<tip>tip_chain_laser</tip>
|
|
<desc>Advanced technology combining the benefits of missiles and lasers.</desc>
|
|
<tooltip>Laser-Missile</tooltip>
|
|
<damage>1</damage>
|
|
<missiles>0</missiles>
|
|
<shots>1</shots>
|
|
<sp>5</sp>
|
|
<fireChance>1</fireChance>
|
|
<breachChance>1</breachChance>
|
|
<cooldown>12</cooldown>
|
|
<power>2</power>
|
|
<cost>60</cost>
|
|
<speed>40</speed>
|
|
<bp>2</bp>
|
|
<rarity>0</rarity>
|
|
<image>laser_missile</image>
|
|
<boost>
|
|
<type>cooldown</type>
|
|
<amount>2</amount>
|
|
<count>3</count>
|
|
</boost>
|
|
<launchSounds>
|
|
<sound>lightLaser1</sound>
|
|
<sound>lightLaser2</sound>
|
|
<sound>lightLaser3</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>smallExplosion</sound>
|
|
</hitShipSounds>
|
|
<hitShieldSounds>
|
|
<sound>hitShield1</sound>
|
|
<sound>hitShield2</sound>
|
|
<sound>hitShield3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>miss</sound>
|
|
</missSounds>
|
|
<weaponArt>laser_missiles</weaponArt>
|
|
<iconImage>laser_chain</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="BEAM_MACRO">
|
|
<type>BEAM</type>
|
|
<tip>tip_beams</tip>
|
|
<title>Macro Beam</title>
|
|
<short>Macro Beam</short>
|
|
<desc>Fairly cheap and slow beam weapon.</desc>
|
|
<tooltip>Short 2 damage beam.</tooltip>
|
|
<damage>2</damage>
|
|
<sp>0</sp>
|
|
<fireChance>0</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<cooldown>19</cooldown>
|
|
<speed>3</speed>
|
|
<power>1</power>
|
|
<cost>30</cost>
|
|
<bp>2</bp>
|
|
<rarity>0</rarity>
|
|
<image>beam_contact</image>
|
|
<length>45</length>
|
|
<launchSounds>
|
|
<sound>beam1</sound>
|
|
<sound>beam1_2</sound>
|
|
</launchSounds>
|
|
<weaponArt>beam_macro</weaponArt>
|
|
<iconImage>beam</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="ARTILLERY_FIVE">
|
|
<type>BURST</type>
|
|
<flavorType id="weapon_ARTILLERY_FED_C_flavorType"/>
|
|
<title>Ion Artillery</title>
|
|
<short>Ion Artillery</short>
|
|
<desc>Powers a slow, high-powered, fifteen-shot ion weapon. More power means faster cooldown.</desc>
|
|
<tooltip>Fires 15 ion shots.</tooltip>
|
|
<radius>35</radius>
|
|
<damage>0</damage>
|
|
<ion>1</ion>
|
|
<shots>1</shots>
|
|
<sp>0</sp>
|
|
<fireChance>0</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<cooldown>40</cooldown>
|
|
<power>3</power>
|
|
<cost>75</cost>
|
|
<bp>10</bp>
|
|
<speed>30</speed>
|
|
<rarity>0</rarity>
|
|
<explosion>explosion_small_ion</explosion>
|
|
<projectiles>
|
|
<projectile count="15" fake="false">ion_1_shot</projectile>
|
|
</projectiles>
|
|
<launchSounds>
|
|
<sound>ionShoot1</sound>
|
|
<sound>ionShoot2</sound>
|
|
<sound>ionShoot3</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>ionHit1</sound>
|
|
<sound>ionHit2</sound>
|
|
<sound>ionHit3</sound>
|
|
</hitShipSounds>
|
|
<hitShieldSounds>
|
|
<sound>ionShields1</sound>
|
|
<sound>ionShields2</sound>
|
|
<sound>ionShields3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>miss</sound>
|
|
</missSounds>
|
|
<iconImage>ion</iconImage>
|
|
<weaponArt>artillery_fed</weaponArt>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="LASER_HEAVY_3">
|
|
<type>LASER</type>
|
|
<title>Heavy Laser Mark III</title>
|
|
<short>Heavy L. III</short>
|
|
<desc>This heavy laser fires a single shot dealing impressively high damage. Powerful enough to pierce 1 shield.</desc>
|
|
<tooltip>5 damage laser shot.</tooltip>
|
|
<damage>5</damage>
|
|
<shots>1</shots>
|
|
<sp>1</sp>
|
|
<fireChance>5</fireChance>
|
|
<breachChance>10</breachChance>
|
|
<stunChance>5</stunChance>
|
|
<cooldown>12</cooldown>
|
|
<power>3</power>
|
|
<cost>55</cost> <!--was 75-->
|
|
<bp>10</bp>
|
|
<rarity>0</rarity>
|
|
<image>laser_color</image>
|
|
<launchSounds>
|
|
<sound>heavyLaser1</sound>
|
|
<sound>heavyLaser2</sound>
|
|
<sound>heavyLaser3</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>hitHull1</sound>
|
|
</hitShipSounds>
|
|
<hitShieldSounds>
|
|
<sound>hitShield1</sound>
|
|
<sound>hitShield2</sound>
|
|
<sound>hitShield3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>missWhoosh</sound>
|
|
</missSounds>
|
|
<weaponArt>laser_heavy_3</weaponArt>
|
|
<iconImage>heavyL</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="MISSILES_BURST_PLAYER">
|
|
<type>MISSILES</type>
|
|
<tip>tip_missiles</tip>
|
|
<title id="weapon_MISSILES_BURST_title"/>
|
|
<short>Pegasus+</short>
|
|
<desc>Creative missile design allows for two projectiles for the cost of one. This more efficient version only requires 2 power.</desc>
|
|
<tooltip id="weapon_MISSILES_BURST_tooltip"/>
|
|
<!--<desc>Power Req: 3 Fires 2 missiles that pierces through all shields and deals 2 damage. Consumes 2 missile per shot.</desc>-->
|
|
<damage>2</damage>
|
|
<missiles>1</missiles>
|
|
<shots>2</shots>
|
|
<sp>5</sp>
|
|
<fireChance>3</fireChance>
|
|
<breachChance>2</breachChance>
|
|
<cooldown>19</cooldown>
|
|
<power>2</power>
|
|
<cost>50</cost> <!--was 80 -->
|
|
<bp>7</bp>
|
|
<rarity>0</rarity>
|
|
<image>missile_2</image>
|
|
<launchSounds>
|
|
<sound>smallMissile1</sound>
|
|
<sound>smallMissile2</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>smallExplosion</sound>
|
|
</hitShipSounds>
|
|
<hitShieldSounds>
|
|
<sound>hitShield1</sound>
|
|
<sound>hitShield2</sound>
|
|
<sound>hitShield3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>miss</sound>
|
|
</missSounds>
|
|
<weaponArt>missiles_1</weaponArt>
|
|
<iconImage>missile</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="MISSILES_3_PLAYER">
|
|
<type>MISSILES</type>
|
|
<tip>tip_missiles</tip>
|
|
<title id="weapon_MISSILES_3_title"/>
|
|
<short>Hermes+</short>
|
|
<desc>Standard but powerful missile. This more efficient version only requires 2 power.</desc>
|
|
<tooltip id="weapon_MISSILES_3_tooltip"/>
|
|
<!--<desc>Power Req: 2 Pierces through all shields and deals 3 damage with a chance of fire and breaches. Uses 1 missile per shot.</desc>-->
|
|
<damage>3</damage>
|
|
<missiles>1</missiles>
|
|
<shots>1</shots>
|
|
<sp>5</sp>
|
|
<fireChance>3</fireChance>
|
|
<breachChance>2</breachChance>
|
|
<stunChance>1</stunChance>
|
|
<cooldown>13</cooldown>
|
|
<power>2</power>
|
|
<cost>40</cost> <!--was 50-->
|
|
<bp>6</bp>
|
|
<rarity>0</rarity>
|
|
<image>missile_3</image>
|
|
<launchSounds>
|
|
<sound>smallMissile1</sound>
|
|
<sound>smallMissile2</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>smallExplosion</sound>
|
|
</hitShipSounds>
|
|
<hitShieldSounds>
|
|
<sound>hitShield1</sound>
|
|
<sound>hitShield2</sound>
|
|
<sound>hitShield3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>miss</sound>
|
|
</missSounds>
|
|
<weaponArt>missiles_2</weaponArt>
|
|
<iconImage>missile</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="BEAM_BIO_2">
|
|
<type>BEAM</type>
|
|
<title>Anti-Bio Beam Mark II</title>
|
|
<short>Bio Beam II</short>
|
|
<desc>This upgraded beam pierces all shields to eviscerate living matter.</desc>
|
|
<tooltip id="weapon_BEAM_BIO_tooltip"/>
|
|
<damage>0</damage>
|
|
<persDamage>8</persDamage>
|
|
<sp>5</sp>
|
|
<fireChance>0</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<cooldown>24</cooldown>
|
|
<color> <!-- Color only works for beams -->
|
|
<r>255</r>
|
|
<g>110</g>
|
|
<b>0</b>
|
|
</color>
|
|
<speed>13</speed>
|
|
<power>4</power>
|
|
<cost>65</cost>
|
|
<bp>6</bp>
|
|
<rarity>0</rarity>
|
|
<length>140</length>
|
|
<image>beam_contact</image>
|
|
<launchSounds>
|
|
<sound>beam2</sound>
|
|
</launchSounds>
|
|
<weaponArt>beam_bio_2</weaponArt>
|
|
<iconImage>beam</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="SHOTGUN_LASER">
|
|
<type>BURST</type>
|
|
<flavorType>Laser Blast</flavorType>
|
|
<title>Speed Laser Mark II</title>
|
|
<short>Speed Laser II</short>
|
|
<desc>This modified burst laser sacrifices accuracy for power and speed.</desc>
|
|
<tooltip>This modified burst laser sacrifices accuracy for power and speed.</tooltip>
|
|
<radius>52</radius>
|
|
<damage>1</damage>
|
|
<shots>1</shots>
|
|
<sp>0</sp>
|
|
<fireChance>1</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<cooldown>8</cooldown>
|
|
<power>3</power>
|
|
<cost>60</cost>
|
|
<bp>10</bp>
|
|
<speed>60</speed>
|
|
<rarity>0</rarity>
|
|
<projectiles>
|
|
<projectile count="4" fake="false">laser_light2</projectile>
|
|
</projectiles>
|
|
<launchSounds>
|
|
<sound>lightLaser1</sound>
|
|
<sound>lightLaser2</sound>
|
|
<sound>lightLaser3</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>hitHull2</sound>
|
|
<sound>hitHull3</sound>
|
|
</hitShipSounds>
|
|
<hitShieldSounds>
|
|
<sound>hitShield1</sound>
|
|
<sound>hitShield2</sound>
|
|
<sound>hitShield3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>miss</sound>
|
|
</missSounds>
|
|
<weaponArt>laser_burst_speed</weaponArt>
|
|
<iconImage>laser</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="BOMB_BIG">
|
|
<type>BOMB</type>
|
|
<title>Big Bomb</title>
|
|
<short>B. Bomb</short>
|
|
<desc>Powerful bomb weapon that costs 2 missiles per shot. Guaranteed to stun crew and light fires. Can target your own ship.</desc>
|
|
<tooltip>Heavy crew damage.</tooltip>
|
|
<damage>0</damage>
|
|
<sysDamage>4</sysDamage>
|
|
<persDamage>3</persDamage>
|
|
<missiles>2</missiles>
|
|
<shots>1</shots>
|
|
<sp>0</sp>
|
|
<fireChance>10</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<stun>10</stun>
|
|
<cooldown>15</cooldown>
|
|
<power>3</power>
|
|
<cost>50</cost>
|
|
<bp>4</bp>
|
|
<rarity>0</rarity>
|
|
<image>bombbig</image>
|
|
<explosion>explosion_random</explosion>
|
|
<launchSounds>
|
|
<sound>bombTeleport</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>smallExplosion</sound>
|
|
</hitShipSounds>
|
|
<weaponArt>bomb_big</weaponArt>
|
|
<iconImage>bomb</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<droneBlueprint name="DEFENSE_3">
|
|
<type>DEFENSE</type>
|
|
<tip>tip_defense</tip>
|
|
<target>LASERS</target>
|
|
<title>Defense Drone Mark III</title>
|
|
<short>Defense III</short>
|
|
<desc>Fires faster than the Mark II while targeting the same projectiles.</desc>
|
|
<power>4</power>
|
|
<cooldown>700</cooldown> <!-- Was 750--> <!-- Shooting cooldown for shooting at asteroids/missiles, in ms -->
|
|
<dodge>0</dodge>
|
|
<speed>9</speed> <!-- Superficial change.. just makes it fly faster -->
|
|
<cost>75</cost> <!-- Was 75 -->
|
|
<bp>6</bp>
|
|
<droneImage>drone_defense3</droneImage>
|
|
<!-- WEAPON INFO -->
|
|
<weaponBlueprint>DRONE_LASER_HULL</weaponBlueprint>
|
|
<iconImage>defense3</iconImage>
|
|
<!-- -->
|
|
<rarity>0</rarity>
|
|
</droneBlueprint>
|
|
|
|
<weaponBlueprint name="DRONE_LASER_HULL">
|
|
<type>LASER</type>
|
|
<title>Drone Laser 3</title>
|
|
<damage>1</damage>
|
|
<shots>1</shots>
|
|
<fireChance>0</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<power>2</power>
|
|
<rarity>0</rarity>
|
|
<image>laser_heavy1</image>
|
|
<launchSounds>
|
|
<sound>heavyLaser1</sound>
|
|
<sound>heavyLaser2</sound>
|
|
<sound>heavyLaser3</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>hitHull1</sound>
|
|
</hitShipSounds>
|
|
<hitShieldSounds>
|
|
<sound>hitShield1</sound>
|
|
<sound>hitShield2</sound>
|
|
<sound>hitShield3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>miss</sound>
|
|
</missSounds>
|
|
<weaponArt>laser_burst_1</weaponArt>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="BEAM_LONG_PLAYER">
|
|
<type>BEAM</type>
|
|
<tip>tip_beams</tip>
|
|
<title>Adv. Halberd Beam</title>
|
|
<short>Adv. Halberd</short>
|
|
<desc id="weapon_BEAM_2_desc"/>
|
|
<tooltip id="weapon_BEAM_2_tooltip"/>
|
|
<!--<desc>Power Req: 3 A powerful but slow beam that deals 2 damage in a short line with a low chance of breaches.</desc>-->
|
|
<damage>2</damage>
|
|
<sp>0</sp>
|
|
<fireChance>0</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<cooldown>14</cooldown>
|
|
<power>2</power>
|
|
<cost>60</cost> <!--was 70-->
|
|
<bp>7</bp>
|
|
<rarity>0</rarity>
|
|
<length>80</length>
|
|
<image>beam_contact</image>
|
|
<launchSounds>
|
|
<sound>beam2</sound>
|
|
</launchSounds>
|
|
<weaponArt>beam_2</weaponArt>
|
|
<iconImage>beam</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<droneBlueprint name="BOARDER_BOSS" NOLOC="1">
|
|
<type>BOARDER</type>
|
|
<tip>tip_boarding</tip>
|
|
<title>Boarding Drone</title>
|
|
<short>Boarding+</short>
|
|
<desc>Breaches through the enemy hull and wreaks havoc. This improved version only requires 2 power.</desc>
|
|
<power>2</power>
|
|
<speed>18</speed>
|
|
<cost>55</cost>
|
|
<rarity>0</rarity>
|
|
</droneBlueprint>
|
|
|
|
<droneBlueprint name="COMBAT_1_PLAYER">
|
|
<type>COMBAT</type>
|
|
<tip>tip_combat</tip>
|
|
<title id="drone_COMBAT_1_title"/>
|
|
<short>Combat I+</short>
|
|
<desc>Powerful drone that continually attacks the enemy ship. This improved version only requires 1 power.</desc>
|
|
<power>1</power>
|
|
<cooldown>1000</cooldown> <!-- Doesn't affect combat drone -->
|
|
<dodge>0</dodge>
|
|
<speed>15</speed> <!-- Change this to increase/decrease firing speed --> <!-- was 20-->
|
|
<cost>40</cost>
|
|
<bp>3</bp>
|
|
<droneImage>drone_combat</droneImage>
|
|
<weaponBlueprint>DRONE_LASER</weaponBlueprint>
|
|
<rarity>0</rarity>
|
|
<iconImage>combat</iconImage>
|
|
</droneBlueprint>
|
|
|
|
<droneBlueprint name="DEFENSE_2_PLAYER">
|
|
<type>DEFENSE</type>
|
|
<tip>tip_defense</tip>
|
|
<target>LASERS</target>
|
|
<title id="drone_DEFENSE_2_title"/>
|
|
<short>Defense II+</short>
|
|
<desc>It fires faster than Mark I and can also shoot down incoming lasers. This improved version only requires 2 power.</desc>
|
|
<power>2</power>
|
|
<cooldown>880</cooldown> <!-- Was 750--> <!-- Shooting cooldown for shooting at asteroids/missiles, in ms -->
|
|
<dodge>0</dodge>
|
|
<speed>7</speed> <!-- Superficial change.. just makes it fly faster -->
|
|
<cost>55</cost> <!-- Was 75 -->
|
|
<bp>6</bp>
|
|
<droneImage>drone_defense2</droneImage>
|
|
<!-- WEAPON INFO -->
|
|
<weaponBlueprint>DRONE_LASER_2</weaponBlueprint>
|
|
<iconImage>defense2</iconImage>
|
|
<!-- -->
|
|
<rarity>0</rarity>
|
|
</droneBlueprint>
|
|
|
|
<weaponBlueprint name="BOMB_BIO">
|
|
<type>BOMB</type>
|
|
<tip>tip_bombs</tip>
|
|
<title>Anti-Bio Bomb</title>
|
|
<short>Bio B.</short>
|
|
<desc>Causes minimal system damage while dealing heavy damage to any living matter. Can target your own ship.</desc>
|
|
<tooltip>Heavy crew damage.</tooltip>
|
|
<damage>0</damage>
|
|
<sysDamage>1</sysDamage>
|
|
<persDamage>6</persDamage>
|
|
<missiles>1</missiles>
|
|
<shots>1</shots>
|
|
<sp>0</sp>
|
|
<fireChance>2</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<cooldown>14</cooldown>
|
|
<power>1</power>
|
|
<cost>40</cost>
|
|
<bp>4</bp>
|
|
<rarity>0</rarity>
|
|
<image>bombbio</image>
|
|
<explosion>explosion_random</explosion>
|
|
<launchSounds>
|
|
<sound>bombTeleport</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>smallExplosion</sound>
|
|
</hitShipSounds>
|
|
<weaponArt>bomb_bio</weaponArt>
|
|
<iconImage>bomb</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="BEAM_BREACH">
|
|
<type>BEAM</type>
|
|
<title>Breach Beam</title>
|
|
<short>Breach Beam</short>
|
|
<desc>Tears apart ship interiors while leaving the hull completely intact.</desc>
|
|
<tooltip>Tears apart systems.</tooltip>
|
|
<damage>0</damage>
|
|
<sysDamage>2</sysDamage>
|
|
<persDamage>1</persDamage>
|
|
<sp>0</sp>
|
|
<fireChance>0</fireChance>
|
|
<breachChance>5</breachChance>
|
|
<cooldown>13</cooldown>
|
|
<color> <!-- Color only works for beams -->
|
|
<r>125</r>
|
|
<g>125</g>
|
|
<b>125</b>
|
|
</color>
|
|
<speed>4</speed>
|
|
<power>2</power>
|
|
<cost>46</cost>
|
|
<bp>6</bp>
|
|
<rarity>0</rarity>
|
|
<length>60</length>
|
|
<image>beam_contact</image>
|
|
<launchSounds>
|
|
<sound>beam2</sound>
|
|
</launchSounds>
|
|
<weaponArt>beam_breach</weaponArt>
|
|
<iconImage>beam</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="LASER_BURST_2_PIERCE"> <!--1 power 2 shots-->
|
|
<type>LASER</type>
|
|
<title>Dual Shot Pierce Lasers</title>
|
|
<short>Dual Pierce</short>
|
|
<tip>tip_laser</tip>
|
|
<desc>Basic weak dual lasers. This modified version pierces 1 shield.</desc>
|
|
<tooltip id="weapon_LASER_BURST_2_tooltip"/>
|
|
<damage>1</damage>
|
|
<shots>2</shots>
|
|
<sp>1</sp>
|
|
<fireChance>1</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<cooldown>11</cooldown>
|
|
<power>2</power>
|
|
<cost>25</cost>
|
|
<bp>4</bp>
|
|
<rarity>0</rarity>
|
|
<image>laser_light1</image>
|
|
<launchSounds>
|
|
<sound>lightLaser1</sound>
|
|
<sound>lightLaser2</sound>
|
|
<sound>lightLaser3</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>hitHull2</sound>
|
|
<sound>hitHull3</sound>
|
|
</hitShipSounds>
|
|
<hitShieldSounds>
|
|
<sound>hitShield1</sound>
|
|
<sound>hitShield2</sound>
|
|
<sound>hitShield3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>miss</sound>
|
|
</missSounds>
|
|
<weaponArt>laser_burst_2</weaponArt>
|
|
<iconImage>laser</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="BEAM_CRYSTAL">
|
|
<type>BEAM</type>
|
|
<title>Crystal Mini Beam</title>
|
|
<short>Crystal Beam</short>
|
|
<tip>tip_crystal</tip>
|
|
<desc>This mini beam has been modified with crystal technology and now pierces 1 shield.</desc>
|
|
<tooltip>Mini beam with added shield piercing.</tooltip>
|
|
<damage>1</damage>
|
|
<sp>1</sp>
|
|
<fireChance>0</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<cooldown>14</cooldown>
|
|
<speed>3</speed>
|
|
<power>1</power>
|
|
<cost>20</cost>
|
|
<bp>2</bp>
|
|
<rarity>0</rarity>
|
|
<image>beam_contact</image>
|
|
<length>45</length>
|
|
<launchSounds>
|
|
<sound>beam1</sound>
|
|
<sound>beam1_2</sound>
|
|
</launchSounds>
|
|
<weaponArt>beam_crystal</weaponArt>
|
|
<iconImage>beam</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<weaponBlueprint name="BOMB_SCRAP">
|
|
<type>BOMB</type>
|
|
<tip>tip_heal_bomb</tip>
|
|
<title>Metal Absorption Bomb</title>
|
|
<short>Absp. B.</short>
|
|
<desc>Deals system damage while also fully healing any friendly crew in the room. Can target your own ship.</desc>
|
|
<tooltip>Heals crew while also dealing system damage.</tooltip>
|
|
<damage>0</damage>
|
|
<sysDamage>2</sysDamage>
|
|
<persDamage>-10</persDamage>
|
|
<missiles>1</missiles>
|
|
<shots>1</shots>
|
|
<sp>0</sp>
|
|
<fireChance>0</fireChance>
|
|
<breachChance>1</breachChance>
|
|
<cooldown>14</cooldown>
|
|
<power>2</power>
|
|
<cost>30</cost>
|
|
<bp>4</bp>
|
|
<rarity>0</rarity>
|
|
<image>bombscrap</image>
|
|
<explosion>explosion_big1_heal</explosion>
|
|
<launchSounds>
|
|
<sound>bombTeleport</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>smallExplosion</sound>
|
|
</hitShipSounds>
|
|
<weaponArt>bomb_scrap</weaponArt>
|
|
<iconImage>bomb_scrap</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<droneBlueprint name="COMBAT_ENGI_ION">
|
|
<type>COMBAT</type>
|
|
<tip>tip_combat</tip>
|
|
<title>Anti-Ship Ion Drone Mark I</title>
|
|
<short>Ion I</short>
|
|
<desc>Periodically fires an ion weapon at the enemy ship.</desc>
|
|
<power>3</power>
|
|
<cooldown>1000</cooldown> <!-- Doesn't affect combat drone -->
|
|
<dodge>0</dodge>
|
|
<speed>12</speed> <!-- Change this to increase/decrease firing speed --> <!-- was 45-->
|
|
<cost>60</cost> <!--was 100-->
|
|
<bp>8</bp>
|
|
<droneImage>drone_combation</droneImage>
|
|
<weaponBlueprint>ION_1</weaponBlueprint>
|
|
<rarity>0</rarity>
|
|
<iconImage>combation</iconImage>
|
|
</droneBlueprint>
|
|
|
|
<augBlueprint name="AUTO_COOLDOWN">
|
|
<title>Zoltan Overcharger</title>
|
|
<desc>Cooldown between weapon shots is improved 50 percent.</desc>
|
|
<cost>130</cost>
|
|
<bp>5</bp>
|
|
<rarity>0</rarity>
|
|
<stackable>true</stackable>
|
|
<value>1</value>
|
|
</augBlueprint>
|
|
|
|
<augBlueprint name="NANO_MEDBAY">
|
|
<title id="aug_NANO_MEDBAY_title"/>
|
|
<desc id="aug_NANO_MEDBAY_desc"/>
|
|
<cost>2</cost>
|
|
<bp>12</bp>
|
|
<rarity>0</rarity>
|
|
<stackable>false</stackable>
|
|
<value>0.5</value>
|
|
</augBlueprint>
|
|
|
|
<augBlueprint name="TRUST_FUND">
|
|
<title>Inheritance Fund</title>
|
|
<desc>Does not provide any benefit. Can be sold for a large amount of scrap.</desc>
|
|
<cost>320</cost>
|
|
<bp>5</bp>
|
|
<rarity>0</rarity>
|
|
<stackable>true</stackable>
|
|
</augBlueprint>
|
|
|
|
<weaponBlueprint name="ARTILLERY_FOUR">
|
|
<type>MISSILES</type>
|
|
<title>Fire Barrage</title>
|
|
<short>Fire Barrage</short>
|
|
<desc>Powers a slow, high-powered fire bombing weapon. More power means faster cooldown. Does not require missiles.</desc>
|
|
<tooltip>Launches 5 fire missiles at the enemy ship.</tooltip>
|
|
<damage>1</damage>
|
|
<missiles>0</missiles>
|
|
<shots>5</shots>
|
|
<sp>5</sp>
|
|
<fireChance>9</fireChance>
|
|
<breachChance>0</breachChance>
|
|
<stunChance>0</stunChance>
|
|
<cooldown>40</cooldown>
|
|
<power>1</power>
|
|
<cost>20</cost>
|
|
<bp>2</bp>
|
|
<rarity>0</rarity>
|
|
<image>missile_fire</image>
|
|
<launchSounds>
|
|
<sound>smallMissile1</sound>
|
|
<sound>smallMissile2</sound>
|
|
</launchSounds>
|
|
<hitShipSounds>
|
|
<sound>smallExplosion</sound>
|
|
</hitShipSounds>
|
|
<hitShieldSounds>
|
|
<sound>hitShield1</sound>
|
|
<sound>hitShield2</sound>
|
|
<sound>hitShield3</sound>
|
|
</hitShieldSounds>
|
|
<missSounds>
|
|
<sound>miss</sound>
|
|
</missSounds>
|
|
<weaponArt>artillery_fed</weaponArt>
|
|
<iconImage>missile</iconImage>
|
|
</weaponBlueprint>
|
|
|
|
<shipBlueprint name="PLAYER_SHIP_ROCK_2" layout="radiance" img="radiance">
|
|
<class id="text_PLAYER_SHIP_ROCK_2_class">Rock Cruiser</class>
|
|
<name id="text_PLAYER_SHIP_ROCK_2_name">Radiance</name>
|
|
<unlock id="ship_PLAYER_SHIP_ROCK_2_unlock"/>
|
|
<desc id="text_PLAYER_SHIP_ROCK_2_desc">A rock missionary ship that promotes the worshipping of fire. Like many cults, this one tries its best to prevent you from leaving.</desc>
|
|
<systemList>
|
|
<battery power="1" room="4" start="false" img="room_battery_6" />
|
|
<cloaking power="1" room="0" start="false" img="room_cloaking_2_vs" />
|
|
<clonebay power="1" room="6" start="true">
|
|
<slot>
|
|
<number>1</number>
|
|
</slot>
|
|
</clonebay>
|
|
<doors power="2" room="13" start="true" img="room_doors_3">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</doors>
|
|
<drones power="2" room="1" start="false" img="room_drones_13_mhc" />
|
|
<engines power="2" room="15" start="true" img="room_engines_8">
|
|
<slot>
|
|
<direction>left</direction>
|
|
<number>2</number>
|
|
</slot>
|
|
</engines>
|
|
<hacking power="1" room="2" start="false" img="room_hacking_4" />
|
|
<medbay power="1" room="6" start="false" img="room_medbay">
|
|
<slot>
|
|
<number>1</number>
|
|
</slot>
|
|
</medbay>
|
|
<mind power="1" room="3" start="false" img="room_mind_3" />
|
|
<oxygen power="1" room="8" start="true" img="room_oxygen_2" />
|
|
<pilot power="1" room="5" start="true" img="room_pilot">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</pilot>
|
|
<sensors power="1" room="12" start="true" img="room_sensors_3">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</sensors>
|
|
<shields power="2" room="7" start="true" img="room_shields_4_rr">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>3</number>
|
|
</slot>
|
|
</shields>
|
|
<teleporter power="1" room="17" start="true" />
|
|
<weapons power="2" room="14" start="true" img="room_weapons_3">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</weapons>
|
|
</systemList>
|
|
<weaponSlots>4</weaponSlots>
|
|
<droneSlots>2</droneSlots>
|
|
<weaponList missiles="18" count="4">
|
|
<weapon name="BEAM_FIRE_PLAYER" />
|
|
<weapon name="MISSILES_MINI_HULL" />
|
|
</weaponList>
|
|
<droneList drones="0" count="2" />
|
|
<health amount="30" />
|
|
<maxPower amount="7" />
|
|
<crewCount amount="1" class="rock" />
|
|
<crewCount amount="1" class="rock" />
|
|
<crewCount amount="1" class="energy" />
|
|
<aug name="BACKUP_DNA" />
|
|
</shipBlueprint>
|
|
|
|
<shipBlueprint name="PLAYER_SHIP_CRYSTAL_2" layout="olympian" img="olympian">
|
|
<class id="text_PLAYER_SHIP_CRYSTAL_2_class">Crystal Cruiser</class>
|
|
<name id="text_PLAYER_SHIP_CRYSTAL_2_name">Olympia</name>
|
|
<unlock id="ship_PLAYER_SHIP_CRYSTAL_2_unlock"/>
|
|
<desc id="text_PLAYER_SHIP_CRYSTAL_2_desc">Crystals have always been a reclusive bunch. These ones especially so. They would very much prefer if everyone would just stay in their designated parts of the ship until the end of the journey, thank you.</desc>
|
|
<systemList>
|
|
<battery power="1" room="1" start="false" img="room_battery_7" />
|
|
<cloaking power="1" room="19" start="false" img="room_cloaking_2_vs" />
|
|
<clonebay power="1" room="2" start="false">
|
|
<slot>
|
|
<number>0</number>
|
|
</slot>
|
|
</clonebay>
|
|
<doors power="2" room="17" start="true" img="room_doors_7">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</doors>
|
|
<drones power="3" room="10" start="true" img="room_drones_3_rc" />
|
|
<engines power="3" room="5" start="true" img="room_engines_2">
|
|
<slot>
|
|
<direction>down</direction>
|
|
<number>2</number>
|
|
</slot>
|
|
</engines>
|
|
<hacking power="1" room="9" start="false" img="room_hacking_4" />
|
|
<medbay power="1" room="2" start="true" img="room_medbay_4">
|
|
<slot>
|
|
<number>0</number>
|
|
</slot>
|
|
</medbay>
|
|
<mind power="1" room="13" start="false" img="room_mind_1" />
|
|
<oxygen power="2" room="20" start="true" img="room_oxygen_2" />
|
|
<pilot power="1" room="8" start="true" img="room_pilot_4">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</pilot>
|
|
<sensors power="1" room="4" start="true" img="room_sensors_2">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</sensors>
|
|
<shields power="2" room="0" start="true" img="room_shields_9">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</shields>
|
|
<teleporter power="1" room="16" start="false" />
|
|
<weapons power="3" room="11" start="true" img="room_weapons_10">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</weapons>
|
|
</systemList>
|
|
<weaponSlots>4</weaponSlots>
|
|
<droneSlots>2</droneSlots>
|
|
<weaponList missiles="3" count="4">
|
|
<weapon name="BEAM_CRYSTAL" />
|
|
<weapon name="SHOTGUN_CRYSTAL" />
|
|
<weapon name="BOMB_DEFENSE" />
|
|
</weaponList>
|
|
<droneList drones="3" count="2">
|
|
<drone name="BATTLE" />
|
|
<drone name="REPAIR" />
|
|
</droneList>
|
|
<health amount="30" />
|
|
<maxPower amount="10" />
|
|
<crewCount amount="1" class="engi" />
|
|
<crewCount amount="1" class="crystal" />
|
|
<crewCount amount="1" class="crystal" />
|
|
<crewCount amount="1" class="crystal" />
|
|
<aug name="NANO_MEDBAY" />
|
|
<aug name="DRONE_SPEED" />
|
|
</shipBlueprint>
|
|
|
|
<shipBlueprint name="PLAYER_SHIP_MANTIS_2" layout="matriarch" img="matriarch">
|
|
<class id="text_PLAYER_SHIP_MANTIS_2_class">Mantis Cruiser</class>
|
|
<name id="text_PLAYER_SHIP_MANTIS_2_name">The Matriarch</name>
|
|
<unlock id="ship_PLAYER_SHIP_MANTIS_2_unlock"/>
|
|
<desc id="text_PLAYER_SHIP_MANTIS_2_desc">This Engi took great pride in raising this mantis from birth. She built this ship because, like any mother in the universe, she wants to see her child succeed. Even if she's not quite sure why her little mantis likes to ransack other vessels.</desc>
|
|
<systemList>
|
|
<battery power="1" room="8" start="false" img="room_battery_3" />
|
|
<cloaking power="1" room="0" start="false" img="room_cloaking_3" />
|
|
<clonebay power="2" room="5" start="true">
|
|
<slot>
|
|
<number>1</number>
|
|
</slot>
|
|
</clonebay>
|
|
<doors power="1" room="15" start="false" img="room_doors_2">
|
|
<slot>
|
|
<direction>down</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</doors>
|
|
<drones power="3" room="1" start="true" img="room_drones_12" />
|
|
<engines power="1" room="11" start="true" img="room_engines_8">
|
|
<slot>
|
|
<direction>left</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</engines>
|
|
<hacking power="1" room="2" start="false" img="room_hacking_4" />
|
|
<medbay power="1" room="5" start="false" img="room_medbay">
|
|
<slot>
|
|
<number>1</number>
|
|
</slot>
|
|
</medbay>
|
|
<mind power="1" room="3" start="true" img="room_mind_vh" />
|
|
<oxygen power="1" room="9" start="true" img="room_oxygen_8" />
|
|
<pilot power="1" room="7" start="true" img="room_pilot">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</pilot>
|
|
<sensors power="1" room="14" start="false" img="room_sensors_2">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</sensors>
|
|
<shields power="4" room="12" start="true" img="room_shields_3">
|
|
<slot>
|
|
<direction>left</direction>
|
|
<number>2</number>
|
|
</slot>
|
|
</shields>
|
|
<teleporter power="1" room="6" start="true" />
|
|
<weapons power="2" room="13" start="true" img="room_weapons_10">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</weapons>
|
|
</systemList>
|
|
<weaponSlots>3</weaponSlots>
|
|
<droneSlots>3</droneSlots>
|
|
<weaponList missiles="15" count="3">
|
|
<weapon name="BOMB_BIO" />
|
|
<weapon name="LASER_HEAVY_STUN" />
|
|
</weaponList>
|
|
<droneList drones="21" count="3">
|
|
<drone name="BOARDER_BOSS" />
|
|
<drone name="REPAIR" />
|
|
</droneList>
|
|
<health amount="30" />
|
|
<maxPower amount="10" />
|
|
<crewCount amount="1" class="engi" />
|
|
<crewCount amount="1" class="mantis" />
|
|
<aug name="FIRE_EXTINGUISHERS" />
|
|
<aug name="LIFE_SCANNER" />
|
|
</shipBlueprint>
|
|
|
|
<shipBlueprint name="PLAYER_SHIP_FED" layout="fed_cruiser" img="fed_cruiser">
|
|
<class id="text_PLAYER_SHIP_FED_class">Federation Cruiser</class>
|
|
<name id="text_PLAYER_SHIP_FED_name">Geneva</name>
|
|
<unlock id="ship_PLAYER_SHIP_FED_unlock"/>
|
|
<desc id="text_PLAYER_SHIP_FED_desc">In most cultures in the universe, flying a false flag is considered a grave violation of ethics. But remember, only those who lose wars are punished for war crimes, and what helps win wars? War crimes!</desc>
|
|
<systemList>
|
|
<artillery power="2" room="13" start="true" weapon="ARTILLERY_FOUR" img="room_artillery" />
|
|
<battery power="1" room="6" start="false" img="room_battery" />
|
|
<cloaking power="1" room="14" start="false" img="room_cloaking_3" />
|
|
<clonebay power="1" room="9" start="true">
|
|
<slot>
|
|
<number>1</number>
|
|
</slot>
|
|
</clonebay>
|
|
<doors power="1" room="12" start="true" img="room_doors_9">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</doors>
|
|
<drones power="2" room="8" start="false" img="room_drones_4" />
|
|
<engines power="2" room="5" start="true" img="room_engines_8">
|
|
<slot>
|
|
<direction>left</direction>
|
|
<number>2</number>
|
|
</slot>
|
|
</engines>
|
|
<hacking power="1" room="19" start="false" img="room_hacking_3" />
|
|
<medbay power="1" room="9" start="false" img="room_medbay">
|
|
<slot>
|
|
<number>1</number>
|
|
</slot>
|
|
</medbay>
|
|
<mind power="1" room="7" start="true" img="room_mind_1" />
|
|
<oxygen power="1" room="3" start="true" img="room_oxygen_2" />
|
|
<pilot power="1" room="4" start="true" img="room_pilot">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</pilot>
|
|
<sensors power="1" room="10" start="false" img="room_sensors_3">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</sensors>
|
|
<shields power="2" room="15" start="true" img="room_shields_4">
|
|
<slot>
|
|
<direction>left</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</shields>
|
|
<teleporter power="1" room="2" start="false" />
|
|
<weapons power="2" room="16" start="true" img="room_weapons">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</weapons>
|
|
</systemList>
|
|
<weaponSlots>4</weaponSlots>
|
|
<droneSlots>2</droneSlots>
|
|
<weaponList missiles="2" count="4">
|
|
<weapon name="LASER_HEAVY_FIRE" />
|
|
<weapon name="LASER_HEAVY_BREACH" />
|
|
</weaponList>
|
|
<droneList drones="1" count="2" />
|
|
<health amount="30" />
|
|
<maxPower amount="10" />
|
|
<crewCount amount="1" class="human" />
|
|
<crewCount amount="1" class="slug" />
|
|
<crewCount amount="1" class="anaerobic" />
|
|
<crewCount amount="1" class="ghost" />
|
|
<aug name="FTL_JAMMER" />
|
|
</shipBlueprint>
|
|
|
|
<shipBlueprint name="PLAYER_SHIP_CIRCLE" layout="donut" img="donut">
|
|
<class id="text_PLAYER_SHIP_CIRCLE_class">Engi Cruiser</class>
|
|
<name id="text_PLAYER_SHIP_CIRCLE_name">The Doughnut</name>
|
|
<unlock id="ship_PLAYER_SHIP_CIRCLE_unlock"/>
|
|
<desc id="text_PLAYER_SHIP_CIRCLE_desc">Why should the fun part of destroying an enemy be left to an automated drone? And why should the doughnut symbolism be so understated? The designer of this ship decided to answer these questions.</desc>
|
|
<systemList>
|
|
<battery power="1" room="2" start="false" img="room_battery_14" />
|
|
<cloaking power="1" room="15" start="false" img="room_cloaking_3" />
|
|
<clonebay power="1" room="7" start="true">
|
|
<slot>
|
|
<number>1</number>
|
|
</slot>
|
|
</clonebay>
|
|
<doors power="3" room="3" start="true" img="room_doors_5">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</doors>
|
|
<drones power="3" room="12" start="true" img="room_drones_10_mh" />
|
|
<engines power="2" room="4" start="true" img="room_engines_2">
|
|
<slot>
|
|
<direction>down</direction>
|
|
<number>2</number>
|
|
</slot>
|
|
</engines>
|
|
<hacking power="1" room="6" start="false" img="room_hacking_5_mh" />
|
|
<medbay power="1" room="7" start="false" img="room_medbay_5">
|
|
<slot>
|
|
<number>-2</number>
|
|
</slot>
|
|
</medbay>
|
|
<mind power="1" room="16" start="false" img="room_mind_6" />
|
|
<oxygen power="1" room="10" start="true" img="room_oxygen_2" />
|
|
<pilot power="1" room="8" start="true" img="room_pilot">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</pilot>
|
|
<sensors power="1" room="1" start="true" img="room_sensors_4">
|
|
<slot>
|
|
<direction>left</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</sensors>
|
|
<shields power="2" room="5" start="true" img="room_shields_7">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</shields>
|
|
<teleporter power="1" room="9" start="false" />
|
|
<weapons power="1" room="13" start="true" img="room_weapons_8">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</weapons>
|
|
</systemList>
|
|
<weaponSlots>3</weaponSlots>
|
|
<droneSlots>3</droneSlots>
|
|
<weaponList missiles="0" count="3">
|
|
<weapon name="BEAM_MIHU" />
|
|
</weaponList>
|
|
<droneList drones="3" count="3">
|
|
<drone name="COMBAT_ENGI_ION" />
|
|
</droneList>
|
|
<health amount="30" />
|
|
<maxPower amount="9" />
|
|
<crewCount amount="1" class="engi" />
|
|
<crewCount amount="1" class="engi" />
|
|
<aug name="DRONE_RECOVERY" />
|
|
</shipBlueprint>
|
|
|
|
<shipBlueprint name="PLAYER_SHIP_JELLY_2" layout="clown" img="clown">
|
|
<class id="text_PLAYER_SHIP_JELLY_2_class">Slug Cruiser</class>
|
|
<name id="text_PLAYER_SHIP_JELLY_2_name">The Jester</name>
|
|
<unlock id="ship_PLAYER_SHIP_JELLY_2_unlock"/>
|
|
<desc id="text_PLAYER_SHIP_JELLY_2_desc">The owner of this ship dismantled its shield system and used the material to greatly improve its drone capabilities. One can never hope to understand the vast enigma that is the decision making of a slug.</desc>
|
|
<systemList>
|
|
<battery power="1" room="3" start="false" img="room_battery_fh" />
|
|
<cloaking power="1" room="9" start="false" img="room_cloaking_2" />
|
|
<clonebay power="1" room="13" start="true">
|
|
<slot>
|
|
<number>0</number>
|
|
</slot>
|
|
</clonebay>
|
|
<doors power="1" room="7" start="true" img="room_doors">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</doors>
|
|
<drones power="4" room="5" start="true" img="room_drones_7" />
|
|
<engines power="3" room="11" start="true" img="room_engines">
|
|
<slot>
|
|
<direction>down</direction>
|
|
<number>2</number>
|
|
</slot>
|
|
</engines>
|
|
<hacking power="1" room="12" start="false" img="room_hacking_6" />
|
|
<medbay power="1" room="13" start="false" img="room_medbay_4">
|
|
<slot>
|
|
<number>0</number>
|
|
</slot>
|
|
</medbay>
|
|
<mind power="1" room="10" start="false" img="room_mind_10_rfc" />
|
|
<oxygen power="1" room="14" start="true" img="room_oxygen_3" />
|
|
<pilot power="1" room="8" start="true" img="room_pilot">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</pilot>
|
|
<sensors power="1" room="6" start="false" img="room_sensors">
|
|
<slot>
|
|
<direction>down</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</sensors>
|
|
<shields power="1" room="4" start="true" img="room_shields_10">
|
|
<slot>
|
|
<direction>down</direction>
|
|
<number>3</number>
|
|
</slot>
|
|
</shields>
|
|
<teleporter power="1" room="15" start="false" />
|
|
<weapons power="3" room="2" start="true" img="room_weapons">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</weapons>
|
|
</systemList>
|
|
<weaponSlots>3</weaponSlots>
|
|
<droneSlots>3</droneSlots>
|
|
<weaponList missiles="0" count="3">
|
|
<weapon name="BEAM_BREACH" />
|
|
</weaponList>
|
|
<droneList drones="30" count="3">
|
|
<drone name="COMBAT_1_PLAYER" />
|
|
<drone name="DEFENSE_2_PLAYER" />
|
|
<drone name="ANTI_DRONE_2" />
|
|
</droneList>
|
|
<health amount="30" />
|
|
<maxPower amount="9" />
|
|
<crewCount amount="1" class="slug" />
|
|
<crewCount amount="1" class="slug" />
|
|
<crewCount amount="1" class="slug" />
|
|
<crewCount amount="1" class="slug" />
|
|
<aug name="SLUG_GEL" />
|
|
</shipBlueprint>
|
|
|
|
<shipBlueprint name="PLAYER_SHIP_ENERGY_2" layout="bumblebee" img="bumblebee">
|
|
<class id="text_PLAYER_SHIP_ENERGY_2_class">Zoltan Cruiser</class>
|
|
<name id="text_PLAYER_SHIP_ENERGY_2_name">Bumblebee</name>
|
|
<unlock id="ship_PLAYER_SHIP_ENERGY_2_unlock"/>
|
|
<desc id="text_PLAYER_SHIP_ENERGY_2_desc">This ship has rerouted the power normally used for the zoltan overshield to their offensive systems instead, greatly increasing their weapon speed in combat.</desc>
|
|
<systemList>
|
|
<battery power="1" room="12" start="false" img="room_battery_7" />
|
|
<cloaking power="1" room="15" start="false" img="room_cloaking_8" />
|
|
<clonebay power="1" room="1" start="true">
|
|
<slot>
|
|
<number>0</number>
|
|
</slot>
|
|
</clonebay>
|
|
<doors power="2" room="13" start="true" img="room_doors_7">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</doors>
|
|
<drones power="2" room="4" start="false" img="room_drones_12_rr" />
|
|
<engines power="2" room="8" start="true" img="room_engines_9">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</engines>
|
|
<hacking power="1" room="3" start="false" img="room_hacking_6" />
|
|
<medbay power="1" room="1" start="false" img="room_medbay_4">
|
|
<slot>
|
|
<number>0</number>
|
|
</slot>
|
|
</medbay>
|
|
<mind power="1" room="5" start="false" img="room_mind_10_rfc" />
|
|
<oxygen power="1" room="10" start="true" img="room_oxygen_5" />
|
|
<pilot power="1" room="11" start="true" img="room_pilot">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</pilot>
|
|
<sensors power="1" room="17" start="true" img="room_sensors">
|
|
<slot>
|
|
<direction>down</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</sensors>
|
|
<shields power="2" room="0" start="true" img="room_shields_8">
|
|
<slot>
|
|
<direction>left</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</shields>
|
|
<teleporter power="1" room="2" start="false" />
|
|
<weapons power="2" room="7" start="true" img="room_weapons_7">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</weapons>
|
|
</systemList>
|
|
<weaponSlots>2</weaponSlots>
|
|
<droneSlots>2</droneSlots>
|
|
<weaponList missiles="0" count="2">
|
|
<weapon name="LASER_BURST_1" />
|
|
<weapon name="ION_1" />
|
|
</weaponList>
|
|
<droneList drones="0" count="2" />
|
|
<health amount="30" />
|
|
<maxPower amount="5" />
|
|
<crewCount amount="1" class="energy" />
|
|
<crewCount amount="1" class="energy" />
|
|
<aug name="AUTO_COOLDOWN" />
|
|
</shipBlueprint>
|
|
|
|
<shipBlueprint name="PLAYER_SHIP_HARD_2" layout="kestral_2" img="kestral_2">
|
|
<class id="text_PLAYER_SHIP_HARD_2_class">Kestrel Cruiser</class>
|
|
<name id="text_PLAYER_SHIP_HARD_2_name">The Self Made</name>
|
|
<unlock id="ship_PLAYER_SHIP_HARD_2_unlock"/>
|
|
<desc id="text_PLAYER_SHIP_HARD_2_desc">Born into a life of privilege, they've decided to leave it all behind and set out to change the galaxy through nothing but their own hard work. Now all they have to their name is determination and a dream. Also a large inheritance and a ship built on the sacrifice of workers long forgotten.</desc>
|
|
<systemList>
|
|
<battery power="1" room="7" start="false" img="room_battery_9" />
|
|
<cloaking power="1" room="8" start="false" img="room_cloaking_2_vs" />
|
|
<clonebay power="1" room="4" start="false">
|
|
<slot>
|
|
<number>3</number>
|
|
</slot>
|
|
</clonebay>
|
|
<doors power="1" room="15" start="true" img="room_doors">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</doors>
|
|
<drones power="2" room="3" start="false" img="room_drones" />
|
|
<engines power="2" room="10" start="true" img="room_engines_7_rl">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</engines>
|
|
<hacking power="1" room="2" start="false" img="room_hacking_4" />
|
|
<medbay power="1" room="4" start="true" img="room_medbay_3">
|
|
<slot>
|
|
<number>3</number>
|
|
</slot>
|
|
</medbay>
|
|
<mind power="1" room="12" start="false" img="room_mind_1" />
|
|
<oxygen power="1" room="5" start="true" img="room_oxygen_9" />
|
|
<pilot power="1" room="0" start="true" img="room_pilot">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</pilot>
|
|
<sensors power="1" room="14" start="true" img="room_sensors">
|
|
<slot>
|
|
<direction>down</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</sensors>
|
|
<shields power="2" room="13" start="true" img="room_shields_5">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</shields>
|
|
<teleporter power="1" room="11" start="false" />
|
|
<weapons power="1" room="1" start="true" img="room_weapons_6">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</weapons>
|
|
</systemList>
|
|
<weaponSlots>4</weaponSlots>
|
|
<droneSlots>2</droneSlots>
|
|
<weaponList missiles="10" count="4">
|
|
<weapon name="LASER_BURST_GOLD" />
|
|
</weaponList>
|
|
<droneList drones="10" count="2" />
|
|
<health amount="30" />
|
|
<maxPower amount="6" />
|
|
<crewCount amount="1" class="human" />
|
|
<crewCount amount="1" class="ghost" />
|
|
<aug name="TRUST_FUND" />
|
|
</shipBlueprint>
|
|
|
|
<shipBlueprint name="PLAYER_SHIP_ENERGY" layout="fusion" img="fusion">
|
|
<class id="text_PLAYER_SHIP_ENERGY_class">Zoltan Cruiser</class>
|
|
<name id="text_PLAYER_SHIP_ENERGY_name">Fusion</name>
|
|
<unlock id="ship_PLAYER_SHIP_ENERGY_unlock"/>
|
|
<desc id="text_PLAYER_SHIP_ENERGY_desc">This ship hopes the enemy won't get through their overshield while they divert most of their power to their superweapon.</desc>
|
|
<systemList>
|
|
<battery power="1" room="4" start="false" img="room_battery_14" />
|
|
<cloaking power="1" room="12" start="false" img="room_cloaking_11" />
|
|
<clonebay power="1" room="6" start="false">
|
|
<slot>
|
|
<number>2</number>
|
|
</slot>
|
|
</clonebay>
|
|
<doors power="1" room="11" start="true" img="room_doors_7">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</doors>
|
|
<drones power="2" room="5" start="false" img="room_drones" />
|
|
<engines power="3" room="2" start="true" img="room_engines_8">
|
|
<slot>
|
|
<direction>left</direction>
|
|
<number>2</number>
|
|
</slot>
|
|
</engines>
|
|
<hacking power="1" room="10" start="false" img="room_hacking_6" />
|
|
<medbay power="1" room="6" start="true" img="room_medbay_7">
|
|
<slot>
|
|
<number>2</number>
|
|
</slot>
|
|
</medbay>
|
|
<mind power="1" room="7" start="false" img="room_mind_10" />
|
|
<oxygen power="1" room="13" start="true" img="room_oxygen_9_c" />
|
|
<pilot power="1" room="8" start="true" img="room_pilot">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</pilot>
|
|
<sensors power="1" room="9" start="true" img="room_sensors_4">
|
|
<slot>
|
|
<direction>left</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</sensors>
|
|
<shields power="2" room="1" start="true" img="room_shields_4_rr">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>3</number>
|
|
</slot>
|
|
</shields>
|
|
<teleporter power="1" room="3" start="false" />
|
|
<weapons power="4" room="0" start="true" img="room_weapons_2">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</weapons>
|
|
</systemList>
|
|
<weaponSlots>4</weaponSlots>
|
|
<droneSlots>2</droneSlots>
|
|
<weaponList missiles="0" count="4">
|
|
<weapon name="BEAM_4" />
|
|
</weaponList>
|
|
<droneList drones="0" count="2" />
|
|
<health amount="30" />
|
|
<maxPower amount="3" />
|
|
<crewCount amount="1" class="energy" />
|
|
<crewCount amount="1" class="energy" />
|
|
<crewCount amount="1" class="energy" />
|
|
<crewCount amount="1" class="energy" />
|
|
<aug name="ENERGY_SHIELD" />
|
|
</shipBlueprint>
|
|
|
|
<shipBlueprint name="PLAYER_SHIP_STEALTH" layout="corruption" img="corruption">
|
|
<class id="text_PLAYER_SHIP_STEALTH_class">Stealth Cruiser</class>
|
|
<name id="text_PLAYER_SHIP_STEALTH_name">The Corruption</name>
|
|
<unlock id="ship_PLAYER_SHIP_STEALTH_unlock"/>
|
|
<desc id="text_PLAYER_SHIP_STEALTH_desc">This ship aims to confuse enemy sensors long enough to disable their shields and slice them apart.</desc>
|
|
<systemList>
|
|
<battery power="1" room="11" start="false" img="room_battery_10" />
|
|
<cloaking power="1" room="8" start="true" img="room_cloaking_4" />
|
|
<clonebay power="1" room="5" start="false">
|
|
<slot>
|
|
<number>1</number>
|
|
</slot>
|
|
</clonebay>
|
|
<doors power="1" room="4" start="true" img="room_doors">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</doors>
|
|
<drones power="2" room="14" start="false" img="room_drones_9" />
|
|
<engines power="3" room="13" start="true" img="room_engines_2">
|
|
<slot>
|
|
<direction>down</direction>
|
|
<number>2</number>
|
|
</slot>
|
|
</engines>
|
|
<hacking power="1" room="2" start="true" img="room_hacking_2" />
|
|
<medbay power="1" room="5" start="true" img="room_medbay">
|
|
<slot>
|
|
<number>1</number>
|
|
</slot>
|
|
</medbay>
|
|
<mind power="1" room="3" start="false" img="room_mind_5" />
|
|
<oxygen power="1" room="12" start="true" img="room_oxygen_6" />
|
|
<pilot power="1" room="0" start="true" img="room_pilot">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</pilot>
|
|
<sensors power="1" room="7" start="false" img="room_sensors_6">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</sensors>
|
|
<shields power="2" room="6" start="false" img="room_shields_7">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</shields>
|
|
<teleporter power="1" room="16" start="false" />
|
|
<weapons power="4" room="15" start="true" img="room_weapons_3">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</weapons>
|
|
</systemList>
|
|
<weaponSlots>3</weaponSlots>
|
|
<droneSlots>2</droneSlots>
|
|
<weaponList missiles="0" count="3">
|
|
<weapon name="BEAM_LONG" />
|
|
<weapon name="BEAM_HALF" />
|
|
<weapon name="BEAM_1" />
|
|
</weaponList>
|
|
<droneList drones="16" count="2" />
|
|
<health amount="30" />
|
|
<maxPower amount="10" />
|
|
<crewCount amount="1" class="human" />
|
|
<crewCount amount="1" class="engi" />
|
|
<aug name="ADV_SCANNERS" />
|
|
</shipBlueprint>
|
|
|
|
<shipBlueprint name="PLAYER_SHIP_HARD" layout="kestral" img="kestral">
|
|
<class id="text_PLAYER_SHIP_HARD_class">Kestrel Cruiser</class>
|
|
<name id="text_PLAYER_SHIP_HARD_name">The Hot Rod</name>
|
|
<desc id="text_PLAYER_SHIP_HARD_desc">The captain let their son decide on a new paint job for the hull. It definitely looks... umm... yeah. It certainly matches the hasty maneuvers this ship is known for.</desc>
|
|
<systemList>
|
|
<battery power="1" room="12" start="false" img="room_battery_9" />
|
|
<cloaking power="1" room="5" start="false" img="room_cloaking_11" />
|
|
<clonebay power="1" room="3" start="true">
|
|
<slot>
|
|
<number>1</number>
|
|
</slot>
|
|
</clonebay>
|
|
<doors power="1" room="18" start="true" img="room_doors_3">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</doors>
|
|
<drones power="2" room="8" start="false" img="room_drones_12" />
|
|
<engines power="3" room="13" start="true" img="room_engines">
|
|
<slot>
|
|
<direction>down</direction>
|
|
<number>2</number>
|
|
</slot>
|
|
</engines>
|
|
<hacking power="1" room="10" start="false" img="room_hacking_4" />
|
|
<medbay power="1" room="3" start="false" img="room_medbay">
|
|
<slot>
|
|
<number>1</number>
|
|
</slot>
|
|
</medbay>
|
|
<mind power="1" room="4" start="false" img="room_mind_10_rfc" />
|
|
<oxygen power="1" room="11" start="true" img="room_oxygen" />
|
|
<pilot power="1" room="9" start="true" img="room_pilot_3">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</pilot>
|
|
<sensors power="1" room="14" start="true" img="room_sensors_3">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</sensors>
|
|
<shields power="2" room="15" start="true" img="room_shields">
|
|
<slot>
|
|
<direction>left</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</shields>
|
|
<teleporter power="1" room="17" start="false" />
|
|
<weapons power="3" room="6" start="true" img="room_weapons_2_fh">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</weapons>
|
|
</systemList>
|
|
<weaponSlots>4</weaponSlots>
|
|
<droneSlots>2</droneSlots>
|
|
<weaponList missiles="4" count="4">
|
|
<weapon name="SHOTGUN_LASER" />
|
|
</weaponList>
|
|
<droneList drones="2" count="2" />
|
|
<health amount="30" />
|
|
<maxPower amount="9" />
|
|
<crewCount amount="1" class="human" />
|
|
<crewCount amount="1" class="human" />
|
|
<crewCount amount="1" class="human" />
|
|
<crewCount amount="1" class="human" />
|
|
<aug name="FTL_BOOSTER" />
|
|
</shipBlueprint>
|
|
|
|
<shipBlueprint name="PLAYER_SHIP_JELLY" layout="kraken" img="kraken">
|
|
<class id="text_PLAYER_SHIP_JELLY_class">Slug Cruiser</class>
|
|
<name id="text_PLAYER_SHIP_JELLY_name">Kraken</name>
|
|
<unlock id="ship_PLAYER_SHIP_JELLY_unlock"/>
|
|
<desc id="text_PLAYER_SHIP_JELLY_desc">Legends speak of ships becoming separated from their fleet in an ion storm, sometimes only for a few moments, only to be rediscovered completely rid of life signs.</desc>
|
|
<systemList>
|
|
<battery power="1" room="5" start="true" img="room_battery_17" />
|
|
<cloaking power="1" room="11" start="false" img="room_cloaking_11" />
|
|
<clonebay power="1" room="15" start="false">
|
|
<slot>
|
|
<number>3</number>
|
|
</slot>
|
|
</clonebay>
|
|
<doors power="1" room="1" start="true" img="room_doors_5_rr">
|
|
<slot>
|
|
<direction>left</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</doors>
|
|
<drones power="2" room="9" start="false" img="room_drones_5" />
|
|
<engines power="2" room="10" start="true" img="room_engines_9">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</engines>
|
|
<hacking power="1" room="0" start="false" img="room_hacking_4" />
|
|
<medbay power="1" room="15" start="true" img="room_medbay_3">
|
|
<slot>
|
|
<number>3</number>
|
|
</slot>
|
|
</medbay>
|
|
<mind power="2" room="7" start="true" img="room_mind_vh" />
|
|
<oxygen power="1" room="4" start="true" img="room_oxygen_13" />
|
|
<pilot power="1" room="8" start="true" img="room_pilot">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</pilot>
|
|
<sensors power="1" room="16" start="false" img="room_sensors_2">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</sensors>
|
|
<shields power="2" room="3" start="true" img="room_shields_10_rl">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</shields>
|
|
<teleporter power="1" room="12" start="false" />
|
|
<weapons power="4" room="2" start="true" img="room_weapons_5">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</weapons>
|
|
</systemList>
|
|
<weaponSlots>4</weaponSlots>
|
|
<droneSlots>2</droneSlots>
|
|
<weaponList missiles="18" count="4">
|
|
<weapon name="BEAM_BIO_2" />
|
|
<weapon name="MISSILES_2_PLAYER" />
|
|
</weaponList>
|
|
<droneList drones="0" count="2" />
|
|
<health amount="30" />
|
|
<maxPower amount="9" />
|
|
<crewCount amount="1" class="slug" />
|
|
<crewCount amount="1" class="slug" />
|
|
<crewCount amount="1" class="ghost" />
|
|
<aug name="ION_ARMOR" />
|
|
</shipBlueprint>
|
|
|
|
<shipBlueprint name="PLAYER_SHIP_MANTIS" layout="cobra" img="cobra">
|
|
<class id="text_PLAYER_SHIP_MANTIS_class">Mantis Cruiser</class>
|
|
<name id="text_PLAYER_SHIP_MANTIS_name">The Cobra</name>
|
|
<unlock id="ship_PLAYER_SHIP_MANTIS_unlock"/>
|
|
<desc id="text_PLAYER_SHIP_MANTIS_desc">This elite boarding vessel combined its medical and transport systems for more efficient ship takeovers.</desc>
|
|
<systemList>
|
|
<battery power="1" room="14" start="false" img="room_battery_10" />
|
|
<cloaking power="1" room="1" start="true" img="room_cloaking" />
|
|
<clonebay power="1" room="13" start="false">
|
|
<slot>
|
|
<number>0</number>
|
|
</slot>
|
|
</clonebay>
|
|
<doors power="1" room="5" start="true" img="room_doors_9">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</doors>
|
|
<drones power="2" room="6" start="false" img="room_drones_13" />
|
|
<engines power="2" room="3" start="true" img="room_engines_9">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</engines>
|
|
<hacking power="1" room="10" start="false" img="room_hacking_5_mh" />
|
|
<medbay power="1" room="13" start="false" img="room_medbay_6">
|
|
<slot>
|
|
<number>-2</number>
|
|
</slot>
|
|
</medbay>
|
|
<mind power="1" room="11" start="false" img="room_mind_6" />
|
|
<oxygen power="1" room="15" start="true" img="room_oxygen_5" />
|
|
<pilot power="1" room="8" start="true" img="room_pilot">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</pilot>
|
|
<sensors power="2" room="4" start="true" img="room_sensors_3">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</sensors>
|
|
<shields power="2" room="9" start="true" img="room_shields_5_fv">
|
|
<slot>
|
|
<direction>down</direction>
|
|
<number>2</number>
|
|
</slot>
|
|
</shields>
|
|
<teleporter power="3" room="12" start="true" />
|
|
<weapons power="1" room="7" start="true" img="room_weapons_4">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</weapons>
|
|
</systemList>
|
|
<weaponSlots>3</weaponSlots>
|
|
<droneSlots>2</droneSlots>
|
|
<weaponList missiles="0" count="3" />
|
|
<droneList drones="0" count="2" />
|
|
<health amount="30" />
|
|
<maxPower amount="9" />
|
|
<crewCount amount="1" class="mantis" />
|
|
<crewCount amount="1" class="mantis" />
|
|
<crewCount amount="1" class="slug" />
|
|
<crewCount amount="1" class="ghost" />
|
|
<aug name="TELEPORT_HEAL" />
|
|
<aug name="ZOLTAN_BYPASS" />
|
|
</shipBlueprint>
|
|
|
|
<shipBlueprint name="PLAYER_SHIP_STEALTH_2" layout="hammer" img="hammer">
|
|
<class id="text_PLAYER_SHIP_STEALTH_2_class">Stealth Cruiser</class>
|
|
<name id="text_PLAYER_SHIP_STEALTH_2_name">The Hammer</name>
|
|
<unlock id="ship_PLAYER_SHIP_STEALTH_2_unlock"/>
|
|
<desc id="text_PLAYER_SHIP_STEALTH_2_desc">This ship is capable of making a single, but devastating strike between cloaks.</desc>
|
|
<systemList>
|
|
<battery power="1" room="3" start="false" img="room_battery_14" />
|
|
<cloaking power="2" room="0" start="true" img="room_cloaking" />
|
|
<clonebay power="1" room="6" start="true">
|
|
<slot>
|
|
<number>1</number>
|
|
</slot>
|
|
</clonebay>
|
|
<doors power="1" room="10" start="true" img="room_doors">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</doors>
|
|
<drones power="2" room="5" start="false" img="room_drones_13" />
|
|
<engines power="4" room="12" start="true" img="room_engines">
|
|
<slot>
|
|
<direction>down</direction>
|
|
<number>2</number>
|
|
</slot>
|
|
</engines>
|
|
<hacking power="1" room="13" start="false" img="room_hacking_2" />
|
|
<medbay power="1" room="6" start="false" img="room_medbay">
|
|
<slot>
|
|
<number>1</number>
|
|
</slot>
|
|
</medbay>
|
|
<mind power="1" room="2" start="false" img="room_mind_9_r" />
|
|
<oxygen power="1" room="4" start="true" img="room_oxygen_2" />
|
|
<pilot power="1" room="8" start="true" img="room_pilot">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</pilot>
|
|
<sensors power="1" room="9" start="true" img="room_sensors">
|
|
<slot>
|
|
<direction>down</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</sensors>
|
|
<shields power="2" room="7" start="false" img="room_shields_3_r">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</shields>
|
|
<teleporter power="1" room="11" start="false" />
|
|
<weapons power="3" room="1" start="true" img="room_weapons_7">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</weapons>
|
|
</systemList>
|
|
<weaponSlots>3</weaponSlots>
|
|
<droneSlots>2</droneSlots>
|
|
<weaponList missiles="8" count="3">
|
|
<weapon name="LASER_HEAVY_3" />
|
|
<weapon name="BOMB_QUICK" />
|
|
</weaponList>
|
|
<droneList drones="0" count="2" />
|
|
<health amount="30" />
|
|
<maxPower amount="10" />
|
|
<crewCount amount="1" class="human" />
|
|
<crewCount amount="1" class="engi" />
|
|
<crewCount amount="1" class="mantis" />
|
|
<crewCount amount="1" class="mantis" />
|
|
<aug name="ADV_SCANNERS" />
|
|
<aug name="SYSTEM_CASING" />
|
|
</shipBlueprint>
|
|
|
|
<shipBlueprint name="PLAYER_SHIP_FED_2" layout="fed_cruiser_2" img="fed_cruiser_2">
|
|
<class id="text_PLAYER_SHIP_FED_2_class">Federation Cruiser</class>
|
|
<name id="text_PLAYER_SHIP_FED_2_name">Benevolence</name>
|
|
<unlock id="ship_PLAYER_SHIP_FED_2_unlock"/>
|
|
<desc id="text_PLAYER_SHIP_FED_2_desc">This ship was commandeered by the federation while it was in the middle of an important mission. Good thing there is no way the rebels would fire on a medical vessel, right?</desc>
|
|
<systemList>
|
|
<artillery power="1" room="8" start="true" weapon="ARTILLERY_FIVE" img="room_artillery" />
|
|
<battery power="1" room="13" start="false" img="room_battery" />
|
|
<cloaking power="1" room="16" start="false" img="room_cloaking_2" />
|
|
<clonebay power="1" room="0" start="false">
|
|
<slot>
|
|
<number>1</number>
|
|
</slot>
|
|
</clonebay>
|
|
<doors power="1" room="3" start="true" img="room_doors_4">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</doors>
|
|
<drones power="2" room="12" start="false" img="room_drones_14" />
|
|
<engines power="2" room="18" start="true" img="room_engines_8">
|
|
<slot>
|
|
<direction>left</direction>
|
|
<number>2</number>
|
|
</slot>
|
|
</engines>
|
|
<hacking power="1" room="1" start="false" img="room_hacking_5_mh" />
|
|
<medbay power="3" room="0" start="true" img="room_medbay_8_e">
|
|
<slot>
|
|
<number>-2</number>
|
|
</slot>
|
|
</medbay>
|
|
<mind power="1" room="2" start="false" img="room_mind_2" />
|
|
<oxygen power="1" room="14" start="true" img="room_oxygen_2_fv" />
|
|
<pilot power="1" room="6" start="true" img="room_pilot">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</pilot>
|
|
<sensors power="1" room="4" start="true" img="room_sensors_6">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</sensors>
|
|
<shields power="2" room="15" start="true" img="room_shields_3">
|
|
<slot>
|
|
<direction>left</direction>
|
|
<number>2</number>
|
|
</slot>
|
|
</shields>
|
|
<teleporter power="1" room="11" start="true" />
|
|
<weapons power="2" room="10" start="true" img="room_weapons">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</weapons>
|
|
</systemList>
|
|
<weaponSlots>4</weaponSlots>
|
|
<droneSlots>2</droneSlots>
|
|
<weaponList missiles="0" count="4">
|
|
<weapon name="BEAM_MACRO" />
|
|
<weapon name="CRYSTAL_BASIC" />
|
|
</weaponList>
|
|
<droneList drones="0" count="2" />
|
|
<health amount="30" />
|
|
<maxPower amount="9" />
|
|
<crewCount amount="1" class="human" />
|
|
<crewCount amount="1" class="engi" />
|
|
<crewCount amount="1" class="mantis" />
|
|
<aug name="STASIS_POD" />
|
|
</shipBlueprint>
|
|
|
|
<shipBlueprint name="PLAYER_SHIP_ROCK" layout="prism" img="prism">
|
|
<class id="text_PLAYER_SHIP_ROCK_class">Rock Cruiser</class>
|
|
<name id="text_PLAYER_SHIP_ROCK_name">The Prism</name>
|
|
<unlock id="ship_PLAYER_SHIP_ROCK_unlock"/>
|
|
<desc id="text_PLAYER_SHIP_ROCK_desc">A newly invented revolutionary technology allows for all the power of a standard missile launcher without the need for missiles. The ship also sports a regular missile launcher, for those who refuse to let go of the past.</desc>
|
|
<systemList>
|
|
<battery power="1" room="16" start="false" img="room_battery_3" />
|
|
<cloaking power="1" room="6" start="false" img="room_cloaking_2_vs" />
|
|
<clonebay power="1" room="13" start="true">
|
|
<slot>
|
|
<number>0</number>
|
|
</slot>
|
|
</clonebay>
|
|
<doors power="1" room="1" start="true" img="room_doors_9">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</doors>
|
|
<drones power="2" room="4" start="false" img="room_drones_14" />
|
|
<engines power="2" room="12" start="true" img="room_engines_8">
|
|
<slot>
|
|
<direction>left</direction>
|
|
<number>2</number>
|
|
</slot>
|
|
</engines>
|
|
<hacking power="1" room="15" start="false" img="room_hacking_9" />
|
|
<medbay power="1" room="13" start="false" img="room_medbay_4">
|
|
<slot>
|
|
<number>0</number>
|
|
</slot>
|
|
</medbay>
|
|
<mind power="1" room="14" start="false" img="room_mind_1" />
|
|
<oxygen power="1" room="7" start="true" img="room_oxygen_9_fh" />
|
|
<pilot power="1" room="8" start="true" img="room_pilot_2">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</pilot>
|
|
<sensors power="1" room="0" start="true" img="room_sensors_3">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</sensors>
|
|
<shields power="2" room="2" start="true" img="room_shields_8">
|
|
<slot>
|
|
<direction>left</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</shields>
|
|
<teleporter power="1" room="17" start="false" />
|
|
<weapons power="3" room="10" start="true" img="room_weapons">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</weapons>
|
|
</systemList>
|
|
<weaponSlots>4</weaponSlots>
|
|
<droneSlots>2</droneSlots>
|
|
<weaponList missiles="12" count="4">
|
|
<weapon name="LASER_MISSILE" />
|
|
<weapon name="MISSILES_1" />
|
|
</weaponList>
|
|
<droneList drones="0" count="2" />
|
|
<health amount="30" />
|
|
<maxPower amount="8" />
|
|
<crewCount amount="1" class="rock" />
|
|
<crewCount amount="1" class="rock" />
|
|
<crewCount amount="1" class="human" />
|
|
<crewCount amount="1" class="human" />
|
|
<aug name="ROCK_ARMOR" />
|
|
</shipBlueprint>
|
|
|
|
<shipBlueprint name="PLAYER_SHIP_CRYSTAL" layout="mobius" img="mobius">
|
|
<class id="text_PLAYER_SHIP_CRYSTAL_class">Crystal Cruiser</class>
|
|
<name id="text_PLAYER_SHIP_CRYSTAL_name">Mobius</name>
|
|
<unlock id="ship_PLAYER_SHIP_CRYSTAL_unlock"/>
|
|
<desc id="text_PLAYER_SHIP_CRYSTAL_desc">It's impossible to get lost on this ship. Just start moving you'll get where you're trying to go eventually.</desc>
|
|
<systemList>
|
|
<battery power="1" room="10" start="false" img="room_battery_5" />
|
|
<cloaking power="1" room="7" start="false" img="room_cloaking_5" />
|
|
<clonebay power="1" room="0" start="true">
|
|
<slot>
|
|
<number>1</number>
|
|
</slot>
|
|
</clonebay>
|
|
<doors power="1" room="9" start="true" img="room_doors_7">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</doors>
|
|
<drones power="2" room="14" start="false" img="room_drones_3_fv" />
|
|
<engines power="1" room="12" start="true" img="room_engines_2">
|
|
<slot>
|
|
<direction>down</direction>
|
|
<number>2</number>
|
|
</slot>
|
|
</engines>
|
|
<hacking power="1" room="8" start="false" img="room_hacking_5_mh" />
|
|
<medbay power="1" room="0" start="false" img="room_medbay">
|
|
<slot>
|
|
<number>1</number>
|
|
</slot>
|
|
</medbay>
|
|
<mind power="1" room="3" start="false" img="room_mind_3" />
|
|
<oxygen power="2" room="18" start="true" img="room_oxygen_4" />
|
|
<pilot power="1" room="15" start="true" img="room_pilot_4">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</pilot>
|
|
<sensors power="1" room="13" start="true" img="room_sensors_4">
|
|
<slot>
|
|
<direction>left</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</sensors>
|
|
<shields power="2" room="19" start="true" img="room_shields_10">
|
|
<slot>
|
|
<direction>down</direction>
|
|
<number>3</number>
|
|
</slot>
|
|
</shields>
|
|
<teleporter power="1" room="4" start="true" />
|
|
<weapons power="1" room="16" start="true" img="room_weapons_6">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</weapons>
|
|
</systemList>
|
|
<weaponSlots>4</weaponSlots>
|
|
<droneSlots>2</droneSlots>
|
|
<weaponList missiles="0" count="4">
|
|
<weapon name="ION_CRYSTAL" />
|
|
</weaponList>
|
|
<droneList drones="0" count="2" />
|
|
<health amount="30" />
|
|
<maxPower amount="6" />
|
|
<crewCount amount="1" class="crystal" />
|
|
<crewCount amount="1" class="crystal" />
|
|
<crewCount amount="1" class="anaerobic" />
|
|
<crewCount amount="1" class="anaerobic" />
|
|
<aug name="CRYSTAL_SHARDS" />
|
|
<aug name="O2_MASKS" />
|
|
</shipBlueprint>
|
|
|
|
<shipBlueprint name="PLAYER_SHIP_CIRCLE_2" layout="rust" img="rust">
|
|
<class id="text_PLAYER_SHIP_CIRCLE_2_class">Engi Cruiser</class>
|
|
<name id="text_PLAYER_SHIP_CIRCLE_2_name">The Rustbucket</name>
|
|
<unlock id="ship_PLAYER_SHIP_CIRCLE_2_unlock"/>
|
|
<desc id="text_PLAYER_SHIP_CIRCLE_2_desc">Assembled from discarded parts from a junkyard, a portion of this ship was determined to be too unsafe for crew, and unfortunately the missiles and drone parts needed to maintain the systems in that wing of the ship are also needed for the ship's offense.</desc>
|
|
<systemList>
|
|
<battery power="1" room="9" start="true" img="room_battery_5" />
|
|
<cloaking power="1" room="4" start="false" img="room_cloaking_9" />
|
|
<clonebay power="1" room="16" start="false">
|
|
<slot>
|
|
<number>0</number>
|
|
</slot>
|
|
</clonebay>
|
|
<doors power="1" room="6" start="false" img="room_doors_6_fv">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</doors>
|
|
<drones power="2" room="10" start="true" img="room_drones_13" />
|
|
<engines power="1" room="1" start="true" img="room_engines_7_rl">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</engines>
|
|
<hacking power="1" room="7" start="true" img="room_hacking_7" />
|
|
<medbay power="1" room="16" start="true" img="room_medbay_2_rl">
|
|
<slot>
|
|
<number>-2</number>
|
|
</slot>
|
|
</medbay>
|
|
<mind power="1" room="3" start="false" img="room_mind_11" />
|
|
<oxygen power="1" room="11" start="true" img="room_oxygen_8_fv" />
|
|
<pilot power="1" room="13" start="true" img="room_pilot">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>0</number>
|
|
</slot>
|
|
</pilot>
|
|
<sensors power="1" room="8" start="true" img="room_sensors_4">
|
|
<slot>
|
|
<direction>left</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</sensors>
|
|
<shields power="2" room="2" start="true" img="room_shields_7">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</shields>
|
|
<teleporter power="1" room="14" start="false" />
|
|
<weapons power="2" room="0" start="true" img="room_weapons_5">
|
|
<slot>
|
|
<direction>right</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</weapons>
|
|
</systemList>
|
|
<weaponSlots>3</weaponSlots>
|
|
<droneSlots>3</droneSlots>
|
|
<weaponList missiles="12" count="3">
|
|
<weapon name="MISSILE_CHARGEGUN" />
|
|
<weapon name="BOMB_HEAL_SYSTEM" />
|
|
</weaponList>
|
|
<droneList drones="24" count="3">
|
|
<drone name="COMBAT_FLAK" />
|
|
<drone name="BATTLE" />
|
|
<drone name="REPAIR" />
|
|
</droneList>
|
|
<health amount="30" />
|
|
<maxPower amount="7" />
|
|
<crewCount amount="1" class="engi" />
|
|
<crewCount amount="1" class="slug" />
|
|
<crewCount amount="1" class="rock" />
|
|
<aug name="DEFENSE_SCRAMBLER" />
|
|
</shipBlueprint>
|
|
|
|
<shipBlueprint name="PLAYER_SHIP_TUTORIAL" layout="tutor" img="tutor">
|
|
<class id="ship_PLAYER_SHIP_TUTORIAL_class"/>
|
|
<name id="ship_PLAYER_SHIP_TUTORIAL_name"/>
|
|
<systemList>
|
|
<pilot power="1" room="0" start="true"/>
|
|
<doors power="2" room="2" start="true">
|
|
<slot>
|
|
<direction>up</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</doors>
|
|
<sensors power="2" room="3" start="true">
|
|
<slot>
|
|
<direction>down</direction>
|
|
<number>1</number>
|
|
</slot>
|
|
</sensors>
|
|
<medbay power="1" room="4" start="true"/>
|
|
<oxygen power="1" room="13" start="true"/>
|
|
<shields power="2" room="5" start="true"/>
|
|
<engines power="2" room="14" start="true"/>
|
|
<weapons power="2" room="10" start="true"/>
|
|
<drones power="2" room="1" start="false"/>
|
|
<teleporter power="1" room="15" start="false"/>
|
|
<cloaking power="1" room="8" start="false"/>
|
|
</systemList>
|
|
<weaponList count="1" missiles="20">
|
|
<weapon name="LASER_BURST_2"/>
|
|
</weaponList>
|
|
<weaponSlots>2</weaponSlots>
|
|
<droneSlots>2</droneSlots>
|
|
<health amount="30"/>
|
|
<maxPower amount ="9"/>
|
|
<crewCount amount = "1" class="human"/>
|
|
</shipBlueprint> |