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stats.lua
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775 lines (621 loc) · 17.5 KB
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-- GENERAL STATS
friendly_fire_modifier = settings.startup["settings-combat-friendlyfire-percent"].value / 100 -- This modifies the player splash damage by this amount of weapons that have been affected (arbitary)
friendly_fire_radius_reduction_factor = 2 -- divide the radius that affects allies by this amount (flat value across board)
-- Abandonments force
abandonments_force_color_tint = {0.25,0.25,0.25,1}
abandonments_force_color_map = {0.9,0.25,0.25,1}
abandonments_bonus_color_map = {0.9,0.7,0.1,1}
abandonments_barren_color_map = {0.1,0.1,0.1,1}
-- Vehicles
-- Vehicles aren't turrets than can be spammed, so give them a little more benifits compared to them.
damage_modifier_vehicle_bonus = 1.4
range_modifier_vehicle_bonus = 1.4
attack_speed_vehicle_bonus = 1.4
atv_health = 150
atv_ephp = 2
atv_resistances =
{
{
type = "impact",
percent = 20,
decrease = 4
},
{
type = "acid",
percent = -25
},
}
atv_effectivity = 0.6
atv_braking = "100kW"
atv_consumption = "60kW"
atv_friction = 0.004
atv_turnrate = 0.022
atv_weight = 225
atv_inventory_size = 0
car_health = 400
car_ephp = 1
car_resistances =
{
{
type = "fire",
percent = 40
},
{
type = "impact",
percent = 30,
decrease = 50
},
{
type = "acid",
percent = -25
},
}
car_effectivity = 0.8
car_braking = "250kW"
car_consumption = "180kW"
car_friction = 0.004
car_turnrate =0.015
car_weight = 500
car_inventory_size = 5
truck_health = 900
truck_ephp = 1
truck_resistances =
{
{
type = "fire",
percent = 10
},
{
type = "impact",
percent = 30,
decrease = 50
},
{
type = "acid",
percent = -25
},
}
truck_effectivity = 0.7
truck_braking = "920kW"
truck_consumption = "250kW"
truck_friction = 0.003
truck_turnrate = 0.01
truck_weight = 1200
truck_inventory_size = 100
apc_health = 1600
apc_ephp = 0.7
apc_resistances =
{
{
type = "fire",
percent = 50
},
{
type = "impact",
percent = 50,
decrease = 50
},
{
type = "physical",
decrease = 10,
percent = 30
},
{
type = "explosion",
percent = 30,
decrease = 25
},
{
type = "acid",
percent = -25
},
}
apc_effectivity = 0.7
apc_braking = "1520kW"
apc_consumption = "475kW"
apc_friction = 0.003
apc_turnrate = 0.01
apc_weight = 2700
apc_inventory_size = 20
apc_friction_terrain_modifier = 0.4
-- FLAME TANK --
flametank_health = 2000
flametank_ephp = 0.4
flametank_resistances =
{
{
type = "fire",
decrease = 15,
percent = 100
},
{
type = "physical",
decrease = 15,
percent = 40
},
{
type = "impact",
decrease = 50,
percent = 60
},
{
type = "explosion",
decrease = 15,
percent = 50
},
{
type = "acid",
percent = -25
}
}
flametank_effectivity = 0.8
flametank_braking = "1400kW"
flametank_consumption = "600kW"
flametank_friction_terrain_modifier = 0.3
flametank_friction = 0.002
flametank_turnrate = 0.0035
flametank_weight = 12000
flametank_inventory_size = 5
-- TANK --
tank_health = 3000
tank_ephp = 0.4
tank_resistances =
{
{
type = "fire",
decrease = 15,
percent = 60
},
{
type = "physical",
decrease = 15,
percent = 60
},
{
type = "impact",
decrease = 50,
percent = 80
},
{
type = "explosion",
decrease = 25,
percent = 70
},
{
type = "acid",
decrease = 4,
percent = -25
}
}
tank_effectivity = 0.7
tank_braking = "2650kW"
tank_consumption = "1600kW"
tank_friction_terrain_modifier = 0.2
tank_friction = 0.002
tank_turnrate = 0.0030
tank_weight = 22000
tank_inventory_size = 5
-- SPEEDER --
speeder_health = 400
speeder_ephp = 1
speeder_resistances =
{
{
type = "fire",
percent = 10
},
{
type = "impact",
percent = 30,
decrease = 40
},
{
type = "acid",
percent = -25
},
}
speeder_effectivity = 0.8
speeder_braking = "350kW"
speeder_consumption = "200kW"
speeder_friction = 0.0025
speeder_turnrate = 0.0135
speeder_weight = 400
speeder_inventory_size = 0
-- Small Arms
firerate_pistol = 60 / 3
range_pistol = 25
ammo_consumption_modifier_pistol = 2.0
damage_modifier_pistol = 2.0
movement_slow_down_factor_pistol = 0.1
firerate_magnum = 60 / 0.6
range_magnum = 20
damage_modifier_magnum = 10.0
ammo_consumption_modifier_magnum = 5.0
movement_slow_down_factor_magnum = 0.3
firerate_smg = 60 / 9
movement_slow_down_factor_smg = 0.4
range_smg = 22
firerate_uzi = firerate_smg / 1.75
ammo_consumption_modifier_uzi = 0.5
damage_modifier_uzi = 0.8
movement_slow_down_factor_uzi = 0.2
range_uzi = math.floor(range_smg / 1.5)
bullet_magazinesize = 40
bullet_stacksize = 50
bullet_reloadtime = 1 * 60
bullet_regular_physical = 8
bullet_piercing_physical = 5
bullet_piercing_piercing = 5
bullet_longrange_magazine_size = 30
bullet_longrange_physical = 4
bullet_longrange_piercing = 2
bullet_longrange_range_modifier = 1.5
bullet_longrange_cooldown_modifier = 2.0
bullet_explosive_magazinesize = 25
bullet_explosive_physical = 4
bullet_explosive_explosive = 12
bullet_explosive_radius = 3
bullet_explosive_stacksize = 25
bullet_explosive_cooldown_modifier = 1.5
bullet_uranium_magazinesize = bullet_magazinesize
bullet_uranium_physical = 8
bullet_uranium_piercing = 12
bullet_uranium_stacksize = 50
bullet_nuke_magazinesize = 25
bullet_nuke_physical = 12
bullet_nuke_explosive = 55
bullet_nuke_radius = 4
bullet_nuke_stacksize = 25
bullet_nuke_cooldown_modifier = 2
-- Sniper
firerate_sniper = 60 / 0.25
sniper_damage_modifier = 2.0 -- player sniper weapon modifier
sniper_fired_movement_slow_down_factor = 0.9 -- player sniper weapon modifier
sniper_movement_slow_down_cooldown_factor = 2 -- How long movement is slowed down between each shot -> firerate / X
sniperbullet_range = 200
sniperbullet_piercing_damage = 500 -- more adnvanced ammo is *2 the previous
sniperbullet_regular_piercing = 250 -- more adnvanced ammo is *2 the previous
sniperbullet_magazinesize = 5
sniperbullet_stacksize = 10
sniperbullet_reloadtime = 0 --60 * 3
-- Shotguns
firerate_shotgun = 60 / 0.75
shotgun_damage_modifier = 1.5
movement_slow_down_factor_shotgun = 0.5
range_shotgun = 24
firerate_blunderbuss = 60 / 40
ammo_consumption_rate_blunderbuss = 4
damage_modifier_blunderbuss = 2.5
movement_slow_down_cooldown_blunderbuss = firerate_shotgun/1.5
movement_slow_down_factor_blunderbuss = 0.8
firerate_combatshotgun = 60 / 1.85
range_combatshotgun = 28
movement_slow_down_factor_combatshotgun = 0.8
movement_slow_down_cooldown_combatshotgun = firerate_shotgun/2
damage_modifier_combatshotgun = 1.0
ammo_consumption_rate_combatshotgun = 0.5
shell_arc_wide = 0.6
shell_arc_tight = 0.3
shell_range = 24
shell_regular_physical = 5
shell_regular_pellets = 30
shell_regular_arc = shell_arc_wide
shell_piercing_physical = 4
shell_piercing_piercing = 4
shell_piercing_pellets = 20
shell_piercing_arc = shell_arc_tight
shell_explosive_physical = 6
shell_explosive_explosive = 14
shell_explosive_radius = 3
shell_explosive_pellets = 16
shell_explosive_magazinesize = 6
shell_explosive_stacksize = 25
shell_explosive_cooldown_modifier = 1.5
shell_explosive_arc = shell_arc_wide
shell_depleted_physical = 8
shell_depleted_piercing = 16
shell_depleted_pellets = 12
shell_depleted_arc = shell_arc_tight
shell_nuke_range_modifier = 1.5
shell_nuke_physical = 40
shell_nuke_explosive = 100
shell_nuke_radius = 5
shell_nuke_pellets = 12
shell_nuke_magazinesize = 4
shell_nuke_stacksize = 25
shell_nuke_cooldown_modifier = 2
shell_nuke_arc = shell_arc_wide
shell_magazinesize = 8
shell_stacksize = 50
shell_reloadtime = 2.5 * 60
-- Chainguns
firerate_minigun = 60 / 30
range_minigun = 50
damage_modifier_minigun = 1.25
beltfed_regular_physical = 16
beltfed_regular_piercing = 4
beltfed_regular_pellets = 3
beltfed_piercing_physical = 8
beltfed_piercing_piercing = 16
beltfed_piercing_pellets = 3
beltfed_magazinesize = 1000
beltfed_stacksize = 10
beltfed_reloadtime = 60 * 6
beltfed_projectile_maxrange = 60
-- Mortar
firerate_grenadelauncher = 60 * 3
mortar_reloadtime = 60 * 1.5
mortar_magazinesize = 6
mortar_stacksize = 25
range_mortar = 6 * 32
mortar_hit_physicaldamage = 160
mortar_regular_explosivedamage = 100
mortar_regular_damageradius = 8.0
mortar_napalm_explosivedamage = 40
mortar_napalm_explosivedamageradius = 4
mortar_napalm_firedps = 30
mortar_napalm_fireground_time = 40
mortar_napalm_bomblet_count = 8
mortar_napalm_bomblet_scatter_radius = 3
mortar_napalm_bomblet_scatter_deviation = 6
mortar_napalm_fireburnsticker_time = 30
mortar_napalm_firestickerapplyradius = 8
-------------
-- GRENADES --
-------------
firerate_grenade = 60 / 0.5
firerate_grenade_large = 60 / 0.3333
firerate_brick = firerate_grenade
range_grenade_min = 3
range_brick = 26
range_grenade = 26
range_flakgrenade = 26
range_clustergrenade = 26
range_mirvgrenade = 26
brick_damage = 60
brick_radius = 1
grenade_damage = 80
grenade_radius = 10.0
grenade_falloff = 1
he_grenade_damage = 350
he_grenade_radius = 16
he_grenade_falloff = 1.5
flak_explosion_damage = 60
flak_explosion_radius = 4
flak_pellet_range = 12
flak_pellet_count = 40 * 1.5
flak_piercing_damage = 35 /1.5
clustergrenade_count = 8
mirvgrenade_count = 6
grenade_stack = 50
grenade_stack_low = 25
mirv_stack = 15
-------------
-- FLAMETHROWER --
-------------
firerate_flamethrower = 60 / 20
range_flamethrower = 26
-------------
-- ROCKETS --
-------------
firerate_rocketlauncher = 60 / 1
firerate_rocketlauncher_spidertron = firerate_rocketlauncher
firerate_rocketlauncher_multi = firerate_rocketlauncher / 3
movement_slow_down_factor_rocketlauncher = 0.75
range_rocketlauncher = 42
range_rocketlauncher_spidertron = range_rocketlauncher + 4 -- Because it's higher up.
range_rocketlauncher_multi = math.ceil(range_rocketlauncher * 0.8)
min_range_rocketlauncher = 6
-- regular
rocket_speed_initial = 0.15
rocket_speed_acceleration = 0.006
rocket_damage_physical = 60
rocket_damage_explosive = 120
rocket_radius = 4 -- rocket radii are 2x larger, as there's an interior (1x) and exterior radius (2x).
rocket_stacksize = 100
-- micro
rocket_micro_speed_initial = 0.275
rocket_micro_speed_acceleration = 0.03
rocket_micro_damage_physical = 35
rocket_micro_damage_explosive = 40
rocket_micro_radius = 3
rocket_micro_cooldown_modifier = 0.25
rocket_micro_explosive_cooldown_modifier = 0.25
rocket_micro_stacksize = 300
-- explosive
rocket_explosive_speed_initial = 0.075
rocket_explosive_speed_acceleration = 0.005
rocket_explosive_damage_physical = 100
rocket_explosive_damage_explosive = 400
rocket_explosive_radius = 8.0
rocket_explosive_cooldown_modifier = 2.0
rocket_explosive_stacksize = 50
-- util
rocket_utility_stacksize = 50
rocket_utility_range_modifier = 1.5
rocket_utility_cooldown_modifier = 3
-- nuke
rocket_nuke_damage_explosive = 1000
rocket_nuke_range_modifier = 1.5
rocket_nuke_cooldown_modifier = 10.0
rocket_nuke_stacksize = 10
-------------
-- RAILGUN --
-------------
firerate_railgun = 60 / 0.5
-------------
-- PLASMA BLASTER --
-------------
firerate_plasmagun = 60 * 3
range_plasmagun = 52
spread_plasmagun = 0.8
speed_plasmagun = 0.5
acc_plasmagun = -0.0015
plasmagun_ammo_consumption_modifier = 10
plasmagun_slow_down_factor = 0.75
plasmagun_pushback = 2.0
plasmagun_innercone_projectile_count = 9
plasmagun_outercone_projectile_count = 28
plasma_damage_electric = 125
plasma_zap_damage_electric = 45
plasma_stun_duration = 60 * 3
plasma_stun_movement_modifier = 0.2
--- plasma cell
plasmagun_magazinesize = 80
plasmagun_stacksize = 25
plasmagun_reloadtime = 60 * 5
-- Cannons
firerate_cannon = 60 / 0.70
cannon_shell_projectile_speed_modifier = 1.25
cannon_shell_damage_physical = 600
cannon_shell_damage_penetration = 300
cannon_shell_damage_explosive = 300
cannon_shell_radius = 4
cannon_shell_explosive_projectile_speed_modifier = 1
cannon_shell_explosive_damage_physical = 200
cannon_shell_explosive_damage_penetration = 250
cannon_shell_explosive_damage_explosive = 600
cannon_shell_explosive_radius = 10
cannon_shell_explosive_cooldown_modifier = 2.0
cannon_shell_explosive_stacksize = 25
cannon_shell_piercing_projectile_speed_modifier = 1.75
cannon_shell_piercing_damage_physical = 300
cannon_shell_piercing_damage_piercing = 1400
cannon_shell_piercing_damage_penetration = 1000
cannon_shell_piercing_damage_explosive = 100
cannon_shell_piercing_radius = 2
cannon_shell_depleted_projectile_speed_modifier = 2
cannon_shell_depleted_damage_physical = cannon_shell_piercing_damage_physical * 2
cannon_shell_depleted_damage_piercing = cannon_shell_piercing_damage_piercing * 2
cannon_shell_depleted_damage_penetration = cannon_shell_piercing_damage_penetration * 2
cannon_shell_depleted_damage_explosive = cannon_shell_piercing_damage_explosive * 2
cannon_shell_depleted_radius = cannon_shell_piercing_radius + 1
cannon_shell_nuke_projectile_speed_modifier = 1
cannon_shell_nuke_explosive_damage_penetration = cannon_shell_explosive_damage_physical * 2
cannon_shell_nuke_explosive_damage_explosive = cannon_shell_explosive_damage_explosive * 2
cannon_shell_nuke_explosive_damage_explosive_shockwave = 25
cannon_shell_nuke_explosive_radius = 8
cannon_shell_nuke_explosive_cooldown_modifier = 3.0
cannon_shell_auto_projectile_speed_modifier = 1.5
cannon_shell_auto_damage_physical = 200
cannon_shell_auto_damage_penetration = 50
cannon_shell_auto_damage_explosive = 100
cannon_shell_auto_radius = 2
cannon_shell_auto_cooldown_modifier = 0.2
cannon_shell_auto_stacksize_multiplier = 4
cannon_shell_range = 80
cannon_shell_stacksize = 50
-- Red Lasers
laserbeam_red_damage = 10
laserbeam_red_firerate = 60 / 3
laserbeam_red_damage_interval = 60 / 3
laserbeam_red_duration = 60 / 3
-- Big Red Laser
laserbeam_red_large_damage = 800
laserbeam_red_large_radius_damage = 200
laserbeam_red_large_radius = 6
laserbeam_red_large_firerate = 60 * 8
laserbeam_red_large_damage_interval = 60 * 8
laserbeam_red_large_duration = 60 * 0.1
-- Electricity (AKA Blue laser)
laserbeam_electric_damage = 12
laserbeam_electric_firerate = 60 / 6
laserbeam_electric_damage_interval = 60 / 3
laserbeam_electric_duration = 60 / 3
-- Turrets
health_turret_medium_additional = 300 -- add this health to any turrets with a medium base.
health_turret_heavy_additional = 600 -- add this heath to any turrets with a heavy base.
firerate_turret_pistol = firerate_pistol
range_turret_pistol = range_pistol + 2
health_turret_pistol = 150
firerate_turret_smg = 60 / 5
range_turret_smg = range_smg + 2
health_turret_smg = 300
turret_heavysmg_modifier = 1.5
firerate_turret_heavysmg = firerate_turret_smg / turret_heavysmg_modifier
range_turret_heavysmg = math.ceil(range_turret_smg * (turret_heavysmg_modifier - ((turret_heavysmg_modifier-1)/2)))
health_turret_heavysmg = math.ceil(health_turret_smg * turret_heavysmg_modifier) + health_turret_medium_additional
damagemodifier_turret_heavysmg = 1.25
firerate_turret_shotgun = 60 / 0.75
range_turret_shotgun = 20
health_turret_shotgun = 500
firerate_turret_flamethrower = 60 / 15
range_turret_flamethrower = 28
health_turret_flamethrower = 600
firerate_turret_laser = laserbeam_red_firerate
range_turret_laser = 28
health_turret_laser = 400
firerate_turret_laser_large = 60 * 8
range_turret_laser_large = 50
health_turret_laser_large = 2000 + health_turret_heavy_additional
firerate_turret_rocket = firerate_rocketlauncher / 0.3
rangemin_turret_rocket = 22
range_turret_rocket = range_rocketlauncher + 2 -- because it's higher up
health_turret_rocket = 300 + health_turret_medium_additional
-- Space age rocket turret
firerate_rocket_battery = firerate_rocketlauncher / 2
rangemin_rocket_battery = rangemin_turret_rocket
range_rocket_battery = range_rocketlauncher_multi + 2 -- because it's higher up
health_rocket_battery = 600 + health_turret_medium_additional
--
firerate_turret_cannon = 60 / 0.2
rangemin_turret_cannon = 20
range_turret_cannon = 70
health_turret_cannon = 1500 + health_turret_heavy_additional
firerate_turret_minigun = 60 / 15
range_turret_minigun = 42
rangemin_turret_minigun = 4
health_turret_minigun = 1200 + health_turret_heavy_additional
turnrange_mortar = 1/4
firerate_mortar_factor = 2 -- How much to multilpy the base attack speed (in frame count, higher is slower)
range_turret_mortar = 8 * 32
rangemin_turret_mortar = 2 * 32
health_turret_mortar = 200 + health_turret_medium_additional
projectile_mortar_turret_speed_modifier = 1.5 -- for player turrets, not abandoments, which are using the base horz speed.
firerate_turret_sniper = 60 * 6
range_turret_sniper = 4 * 32
rangemin_turret_sniper = 1 * 32
health_turret_sniper = 300
firerate_artillery = 60 / 0.1
artillery_manual_range_modifier = 2.0
artillery_turret_rotation_speed = 0.001
artillery_turret_range = 8 * 32
artillery_turret_min_range = 2 * 32
health_turret_artillery = 1500 + health_turret_heavy_additional
artillery_shell_radius = 10.0
artillery_shell_damage_physical = 500
artillery_shell_damage_explosion = 500
-- Roborts
robot_costruction_speed_base = 0.14
robot_logistic_speed_base = 0.14
robot_speed_per_tech_level = 0.2
robot_lifetime = 10 * 60 * 60 * 60
robot_deploy_cooldown = 60
robot_deploy_range = 15
robot_stacksize = 25
robot_defender_hp = 150
robot_defender_damage_modifier = 1 -- uses pistol/piercing mag stats
robot_defender_range = 18
robot_defender_speed = 0.016
robot_distractor_hp = 250
robot_distractor_damage_modifier = 1.75 -- uses laser stats
robot_distractor_range = 26
robot_distractor_speed = 0.014
robot_disruptor_damage_modifier = 0.6
robot_disruptor_range = 36
robot_denier_damage_modifier = 1
robot_denier_range = 20
robot_destroyer_hp = 600
robot_destroyer_damage_modifier = 2.5 -- uses electric beam stats
robot_destroyer_range = 22
robot_destroyer_speed = 0.012
-- Capsules
capsule_throw_extra_range = 8
slowdown_grenade_duration = 30 * 60
slowdown_grenade_movement = 0.2
healing_grenade_duration = 60 * 20
healing_grenade_health = 10
healing_grenade_tick_duration = 15
poison_grenade_damage = 20
poison_grenade_duration = 60 * 40
poison_grenade_tick_duration = 15