More Weapons

Discuss and distribute tools and methods for modding. Moderator - Grognak
TeamEXAngus
Posts: 48
Joined: Thu May 17, 2018 5:38 am

More Weapons

Postby TeamEXAngus » Tue Jun 05, 2018 7:55 am

More Weapons is a mod I'm developing to add diversity to FTL Weapons. The mod is only in it's early stages, so I'm looking for feedback. Also, I'm open to weapon art suggestions, as all weapons currently have vanilla sprites.

You can download the mod here: https://drive.google.com/open?id=1P7dmC ... X0yGUZvRbx

OR

You can get the code here:

Code: Select all

<weaponBlueprint name="LASER_ION">
   <type>LASER</type>
   <title>Ion Laser</title>
   <short>Ion Laser</short>
   <desc>Very weak laser. This model has been tuned to do ion damage.</desc>
   <tooltip>Fires 2 shots, 1 damage each; 1 ion damage.</tooltip>
   <damage>1</damage>
   <ion>1</ion>
   <persDamage>0</persDamage>
   <shots>2</shots>
   <sp>0</sp>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>11</cooldown>
   <power>2</power>
   <cost>30</cost>
   <bp>2</bp>
   <rarity>1</rarity>
   <image>laser_light2</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_1</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="LASER_PHASE_1">
   <type>LASER</type>
   <title>Phase Laser Mark I</title>
   <short>Phase Laser</short>
   <desc>This laser phases through shields.</desc>
   <tooltip>This laser phases through shields.</tooltip>
   <damage>1</damage>
   <shots>1</shots>
   <sp>5</sp>                           
   <fireChance>3</fireChance>
   <breachChance>0</breachChance>
   <cooldown>10</cooldown>
   <power>3</power>
   <cost>50</cost>
   <bp>2</bp>
   <rarity>1</rarity>
   <image>laser_light2</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_1</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="LASER_PHASE_2">
   <type>LASER</type>
   <title>Phase Laser Mark II</title>
   <short>Phase Laser II</short>
   <desc>This upgraded laser phases through shields.</desc>
   <tooltip>This upgraded laser phases through shields.</tooltip>
   <damage>1</damage>
   <shots>2</shots>
   <sp>5</sp>                           
   <fireChance>3</fireChance>
   <breachChance>0</breachChance>
   <cooldown>17</cooldown>
   <power>4</power>
   <cost>50</cost>
   <bp>2</bp>
   <rarity>3</rarity>
   <image>laser_light2</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>
</weaponBlueprint>

<weaponBlueprint name="LASER_PHASE_3">
   <type>LASER</type>
   <title>Phase Laser Mark III</title>
   <short>Phase Laser III</short>
   <desc>This upgraded laser phases through shields.</desc>
   <tooltip>This upgraded laser phases through shields.</tooltip>
   <damage>1</damage>
   <shots>3</shots>
   <sp>5</sp>                           
   <fireChance>3</fireChance>
   <breachChance>0</breachChance>
   <cooldown>25</cooldown>
   <power>4</power>
   <cost>50</cost>
   <bp>2</bp>
   <rarity>4</rarity>
   <image>laser_light2</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_3</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="LASER_FIRE">
   <type>LASER</type>
   <title>Fire Laser</title>
   <short>Fire Laser</short>
   <desc>Very weak laser. This model has been tuned to light fires.</desc>
   <tooltip>Fires 2 shots, 1 damage each.</tooltip>
   <damage>1</damage>
   <ion>0</ion>
   <persDamage>0</persDamage>
   <shots>2</shots>
   <sp>0</sp>
   <fireChance>10</fireChance>
   <breachChance>0</breachChance>
   <cooldown>11</cooldown>
   <power>2</power>
   <cost>30</cost>
   <bp>2</bp>
   <rarity>2</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_1</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="LASER_BIO">
   <type>LASER</type>
   <title>Anti Bio Laser</title>
   <short>Bio Laser</short>
   <desc>This laser is a modified version of the slug's bio beam.</desc>
   <tooltip>1 shot, heavy crew damage.</tooltip>
   <damage>0</damage>
   <ion>0</ion>
   <persDamage>6</persDamage>
   <shots>1</shots>
   <sp>1</sp>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>20</cooldown>
   <power>3</power>
   <cost>45</cost>
   <bp>2</bp>
   <rarity>3</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_1</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="LASER_PLASMA">
   <type>LASER</type>
   <title>Plasma Blast</title>
   <short>Plasma Blast</short>
   <desc>This weapon shoots plasma rather than lasers.</desc>
   <tooltip>Fires, ion, shield piercing plasma bolt.</tooltip>
   <damage>3</damage>
   <ion>1</ion>
   <persDamage>0</persDamage>
   <shots>1</shots>
   <sp>2</sp>
   <fireChance>5</fireChance>
   <breachChance>1</breachChance>
   <cooldown>25</cooldown>
   <power>4</power>
   <cost>30</cost>
   <bp>2</bp>
   <rarity>2</rarity>
   <image>laser_light2</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>
</weaponBlueprint>

<weaponBlueprint name="SHOTGUN_SP">
   <type>BURST</type>
   <flavorType id="weapon_SHOTGUN_2_flavorType"/>
   <drone_targetable>1</drone_targetable>
   <title>Shield Piercing Flak II</title>
   <short>Shield Pierce Flak II</short>
   <tip>tip_flak</tip>
   <desc>This modified Flak gun pierces shields.</desc>
   <tooltip id="weapon_SHOTGUN_2_tooltip"/>
   <radius>55</radius>
   <damage>1</damage>
   <spin>720</spin>
   <shots>1</shots>
   <sp>5</sp>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>21</cooldown>
   <power>4</power>
   <cost>100</cost>
   <bp>10</bp>
   <speed>26</speed>
   <rarity>5</rarity>
   <projectiles>
      <projectile count="3" fake="false">debris_large</projectile>
      <projectile count="4" fake="false">debris_med</projectile>
      <projectile count="10" 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_2</weaponArt>
   <iconImage>flak</iconImage>
</weaponBlueprint>

<weaponBlueprint name="LASER_CHAINGUN_ION">  <!-- 1 shot 1power-->
   <type>LASER</type>
   <title>Ion Chain Vulcan</title>
   <short>Ion Vulcan</short>
   <tip id="tip_chain_laser"/>
   <desc>This Chain Vulcan has been modified to do ion damage.</desc>
   <tooltip id="weapon_LASER_CHAINGUN_2_tooltip"/>
   <damage>0</damage>
   <ion>1</ion>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>1</fireChance>
   <breachChance>0</breachChance>
   <cooldown>11.1</cooldown>
   <power>4</power>
   <cost>95</cost>
   <bp>2</bp>
   <rarity>5</rarity>
   <image>laser_light2</image>
   <boost>
      <type>cooldown</type>
      <amount>2</amount>
      <count>5</count>
   </boost>
   <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>chainlaser_2</weaponArt>
   <iconImage>laser_chain</iconImage>
</weaponBlueprint>

<weaponBlueprint name="BEAM_BREACH">
   <type>BEAM</type>
   <tip>tip_beams</tip>
   <title>Breach Beam</title>
   <short>Breach Beam</short>
   <desc>This short beam bursts a hole in the target's hull.</desc>
   <tooltip id="weapon_BEAM_1_tooltip" />
   <damage>1</damage>
   <sp>1</sp>
   <fireChance>1</fireChance>
   <breachChance>10</breachChance>
   <cooldown>15</cooldown>
   <speed>1</speed>
   <power>1</power>
   <cost>20</cost>
   <bp>2</bp>
   <rarity>3</rarity>
   <image>beam_contact</image>
   <length>1</length>
   <launchSounds>
      <sound>beam1</sound>
      <sound>beam1_2</sound>
   </launchSounds>
   <weaponArt>beam_hull</weaponArt>
   <iconImage>beamH</iconImage>
</weaponBlueprint>

<weaponBlueprint name="LASER_BALLISTIC">
   <type>LASER</type>
   <title>Ballistic Laser</title>
   <short>Ball. Laser</short>
   <tip>tip_hull</tip>
   <desc>This laser does insane damage, but takes a while to charge up.</desc>
   <tooltip id="weapon_LASER_HULL_2_tooltip" />
   <damage>3</damage>
   <shots>3</shots>
   <sp>1</sp>
   <fireChance>3</fireChance>
   <breachChance>5</breachChance>
   <cooldown>25</cooldown>
   <hullBust>1</hullBust>
   <power>4</power>
   <cost>150</cost>
   <bp>7</bp>
   <rarity>5</rarity>
   <image>laser_heavy1</image>
   <speed>90</speed>
   <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_hull</weaponArt>
   <iconImage>laserH</iconImage>
</weaponBlueprint>

<weaponBlueprint name="BEAM_INDUSTRIAL">
   <type>BEAM</type>
   <tip>tip_beams</tip>
   <title>Industrial Beam</title>
   <short>Indus. Beam</short>
   <desc>This beam destroys ships, which is why it is illegal for non-mining use.</desc>
   <tooltip id="weapon_BEAM_LONG_tooltip" />
   <damage>4</damage>
   <sp>0</sp>
   <color>
      <r>72</r>
      <g>72</g>
      <b>73</b>
   </color>
   <fireChance>4</fireChance>
   <breachChance>1</breachChance>
   <speed>10</speed>
   <cooldown>25</cooldown>
   <power>3</power>
   <cost>55</cost>
   <bp>5</bp>
   <rarity>5</rarity>
   <image>beam_contact</image>
   <length>450</length>
   <launchSounds>
      <sound>beam1</sound>
      <sound>beam1_2</sound>
   </launchSounds>
   <weaponArt>beam_long</weaponArt>
   <iconImage>beam</iconImage>
</weaponBlueprint>

<weaponBlueprint name="MASS_DRIVER">
   <type>MISSILES</type>
   <title>Mass Driver Cannon</title>
   <short>Mass Driver</short>
   <tip>tip_beams</tip>
   <desc>This weapon fires an explosive ball surrounded with Plasma.</desc>
   <tooltip>This weapon fires an explosive ball surrounded with Plasma.</tooltip>
   <damage>4</damage>
   <sp>5</sp>
   <speed>100</speed>
   <missiles>1</missiles>
   <shots>1</shots>
   <fireChance>0</fireChance>
   <breachChance>10</breachChance>
   <cooldown>25</cooldown>
   <power>4</power>
   <cost>150</cost>
   <bp>12</bp>
   <explosion>1</explosion>
   <rarity>5</rarity>
   <explosion>explosion_random</explosion>
   <image>missile_hull</image>
   <launchSounds>
      <sound>smallExplosion</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>smallExplosion</sound>
   </hitShipSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>beam_3</weaponArt>
   <iconImage>missile</iconImage>
</weaponBlueprint>

<weaponBlueprint name="BEAM_MAGMA">
   <type>BEAM</type>
   <tip>tip_crew_beam</tip>
   <title>Magma Beam</title>
   <short>Magma Beam</short>
   <desc>This weapon fires a magma-hot beam that burns through enemy hulls</desc>
   <tooltip>Take down shields before firing this weapon.</tooltip>
   <damage>0</damage>
   <persDamage>4</persDamage>
   <sp>0</sp>
   <fireChance>7</fireChance>
   <breachChance>7</breachChance>
   <cooldown>18</cooldown>
   <color>
      <r>255</r>
      <g>90</g>
      <b>0</b>
   </color>
   <speed>13</speed>
   <power>3</power>
   <cost>75</cost>
   <bp>6</bp>
   <rarity>5</rarity>
   <length>140</length>
   <image>beam_contact</image>
   <launchSounds>
      <sound>beam2</sound>
   </launchSounds>
   <weaponArt>beam_bio</weaponArt>
   <iconImage>beam</iconImage>
</weaponBlueprint>

<weaponBlueprint name="BEAM_ION">
   <type>BEAM</type>
   <tip>Use this beam to take down shields.</tip>
   <title>Ion Beam</title>
   <short>Ion Beam</short>
   <desc>This beam does Ion damage.</desc>
   <tooltip>This beam does Ion damage.</tooltip>
   <damage>0</damage>
   <ion>1</ion>
   <sp>0</sp>
   <fireChance>1</fireChance>
   <breachChance>0</breachChance>
   <cooldown>20</cooldown>
   <power>2</power>
   <cost>70</cost>
   <color>
      <r>0</r>
      <g>197</g>
      <b>255</b>
   </color>
   <bp>6</bp>
   <rarity>3</rarity>
   <length>75</length>
   <image>beam_contact</image>
   <launchSounds>
      <sound>beam2</sound>
   </launchSounds>
   <weaponArt>beam_fire</weaponArt>
   <iconImage>beam</iconImage>
</weaponBlueprint>

<weaponBlueprint name="TASER">
   <type>LASER</type>
   <tip>This stunner only affects crew.</tip>
   <title>Taser Cannon</title>
   <short>Taser</short>
   <locked>1</locked>
   <desc>This weapon is favoured by law enforcement, as it pierces shields and stuns crew.</desc>
   <tooltip>Pierces shields and stuns crew.</tooltip>
   <stun>10</stun>
   <stunChance>10</stunChance>
   <damage>0</damage>
   <ion>0</ion>
   <speed>50</speed>
   <shots>1</shots>
   <sp>5</sp>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>10</cooldown>
   <power>1</power>
   <cost>35</cost>
   <bp>3</bp>
   <rarity>3</rarity>
   <image>ion_stun_shot</image>
   <explosion>explosion_stun_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_stun</weaponArt>
   <iconImage>ion</iconImage>
</weaponBlueprint>

<weaponBlueprint name="BEAM_STUN">
   <type>BEAM</type>
   <tip>Use this beam to take down shields and stun crew.</tip>
   <title>Ion Stunner Beam</title>
   <short>Stun Beam</short>
   <desc>This beam does Ion damage and stuns crew.</desc>
   <tooltip>This beam does Ion damage and stuns crew.</tooltip>
   <damage>0</damage>
   <ion>1</ion>
   <stunChance>5</stunChance>
   <stun>5</stun>
   <sp>0</sp>
   <fireChance>1</fireChance>
   <breachChance>0</breachChance>
   <cooldown>20</cooldown>
   <power>2</power>
   <cost>70</cost>
   <color>
      <r>255</r>
      <g>231</g>
      <b>0</b>
   </color>
   <bp>6</bp>
   <rarity>3</rarity>
   <length>75</length>
   <image>beam_contact</image>
   <launchSounds>
      <sound>beam2</sound>
   </launchSounds>
   <weaponArt>beam_fire</weaponArt>
   <iconImage>beam</iconImage>
</weaponBlueprint>

<weaponBlueprint name="SHOTGUN_LASER">
   <type>BURST</type>
   <flavorType id="weapon_SHOTGUN_2_flavorType"/>
   <drone_targetable>0</drone_targetable>
   <title>Shotgun Laser</title>
   <short>Shot. Laser</short>
   <tip>This weapon fires 6 lasers at once.</tip>
   <desc>This weapon fires 6 lasers at once.</desc>
   <tooltip>Fires 6 lasers at once.</tooltip>
   <radius>35</radius>
   <damage>1</damage>
   <spin>720</spin>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>21</cooldown>
   <power>4</power>
   <cost>100</cost>
   <bp>10</bp>
   <speed>26</speed>
   <rarity>5</rarity>
   <projectiles>
      <projectile count="6" fake="false">laser_light1</projectile>
   </projectiles>
   <launchSounds>
      <sound>flak</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>heavyLaser1</sound>
      <sound>heavyLaser2</sound>
      <sound>heavyLaser3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>laser_heavy_2</weaponArt>
   <iconImage>flak</iconImage>
</weaponBlueprint>

<weaponBlueprint name="LASER_WEAK">
   <type>LASER</type>
   <title>Weak Laser</title>
   <tip>Use this to take down systems.</tip>
   <desc>This laser is so weak, it only does system damage.</desc>
   <tooltip>This laser only does system damage.</tooltip>
   <damage>0</damage>
   <sysDamage>1</sysDamage>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>1</fireChance>
   <breachChance>0</breachChance>
   <cooldown>10</cooldown>
   <power>1</power>
   <cost>10</cost>
   <bp>2</bp>
   <rarity>1</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_1</weaponArt>
   <iconImage>laser</iconImage>
</weaponBlueprint>

<weaponBlueprint name="LASER_WEAK_HULL">
   <type>LASER</type>
   <title>Weak Laser</title>
   <tip>Use this to take down the enemy's hull.</tip>
   <desc>This laser is so weak, it only does hull damage.</desc>
   <tooltip>This laser only does hull damage.</tooltip>
   <damage>1</damage>
   <sysDamage>0</sysDamage>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>1</fireChance>
   <breachChance>0</breachChance>
   <cooldown>10</cooldown>
   <power>1</power>
   <cost>10</cost>
   <bp>2</bp>
   <rarity>1</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_1</weaponArt>
   <iconImage>laser</iconImage>
</weaponBlueprint>

<weaponBlueprint name="LASER_COMMON">
   <type>LASER</type>
   <title>Common Laser</title>
   <short>Com. Laser</short>
   <tip>This laser is pretty weak, but can compliment any strategy.</tip>
   <desc>This laser is common and weak.</desc>
   <tooltip>This laser is common and weak.</tooltip>
   <damage>1</damage>
   <sysDamage>1</sysDamage>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>2</fireChance>
   <breachChance>0</breachChance>
   <cooldown>13</cooldown>
   <power>1</power>
   <cost>15</cost>
   <bp>2</bp>
   <rarity>1</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_1</weaponArt>
   <iconImage>laser</iconImage>
</weaponBlueprint>

<weaponBlueprint name="LASER_RARE">
   <type>LASER</type>
   <title>Rare Laser</title>
   <short>Rare Laser</short>
   <tip>This basic laser is rare and upgraded.</tip>
   <desc>This basic laser is rare and upgraded.</desc>
   <tooltip>This basic laser is rare and upgraded.</tooltip>
   <damage>1</damage>
   <sysDamage>2</sysDamage>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>2</fireChance>
   <breachChance>0</breachChance>
   <cooldown>9</cooldown>
   <power>1</power>
   <cost>30</cost>
   <bp>2</bp>
   <rarity>2</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_1</weaponArt>
   <iconImage>laser</iconImage>
</weaponBlueprint>

<weaponBlueprint name="LASER_CUTTER">
   <type>BEAM</type>
   <tip>tip_beams</tip>
   <title>Laser Cutter</title>
   <short>Laser Cut.</title>
   <desc>This was originally used for industrial work, but someone reffited it for combat.</desc>
   <tooltip id="weapon_BEAM_1_tooltip" />
   <damage>2</damage>
   <sp>0</sp>
   <fireChance>5</fireChance>
   <breachChance>1</breachChance>
   <cooldown>17</cooldown>
   <speed>5</speed>
   <power>1</power>
   <cost>30</cost>
   <bp>2</bp>
   <rarity>2</rarity>
   <color>
      <r>255</r>
      <g>206</g>
      <b>0</b>
   </color>
   <image>beam_contact</image>
   <length>30</length>
   <launchSounds>
      <sound>beam1</sound>
      <sound>beam1_2</sound>
   </launchSounds>
   <weaponArt>beam_1</weaponArt>
   <iconImage>beam</iconImage>
</weaponBlueprint>

<weaponBlueprint name="SHOTGUN_LIGHT">
   <type>BURST</type>
   <flavorType id="weapon_SHOTGUN_flavorType"/>
   <drone_targetable>1</drone_targetable>
   <title>Light Flak</title>
   <tip>tip_flak</tip>
   <short>Light Flak</short>
   <desc>This modified Flak weapon does no hull damage, but tears systems to shreads.</desc>
   <tooltip>This modified Flak weapon does no hull damage, but tears systems to shreads.</tooltip>
   <radius>40</radius>
   <damage>0</damage>
   <sysDamage>1</sysDamage>
   <shots>1</shots>
   <sp>0</sp>
   <spin>720</spin>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>15</cooldown>
   <power>2</power>
   <cost>75</cost>
   <bp>10</bp>
   <speed>26</speed>
   <rarity>3</rarity>
   <projectiles>
      <projectile count="2" fake="false">debris_med</projectile>
      <projectile count="5" fake="false">debris_small</projectile>
      <projectile count="3" 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</weaponArt>
   <iconImage>flak</iconImage>
</weaponBlueprint>

<weaponBlueprint name="WEAK_BEAM">
   <type>BEAM</type>
   <tip>tip_beams</tip>
   <title>Weak Beam</title>
   <short>Weak Beam</title>
   <desc>This weak beam only does system damage.</desc>
   <tooltip id="weapon_BEAM_1_tooltip" />
   <damage>0</damage>
   <sysDamage>1</sysDamage>
   <sp>0</sp>
   <fireChance>2</fireChance>
   <breachChance>0</breachChance>
   <cooldown>17</cooldown>
   <speed>5</speed>
   <power>1</power>
   <cost>20</cost>
   <bp>2</bp>
   <rarity>1</rarity>
   <image>beam_contact</image>
   <length>30</length>
   <launchSounds>
      <sound>beam1</sound>
      <sound>beam1_2</sound>
   </launchSounds>
   <weaponArt>beam_1</weaponArt>
   <iconImage>beam</iconImage>
</weaponBlueprint>

<weaponBlueprint name="WEAK_BEAM_HULL">
   <type>BEAM</type>
   <tip>tip_beams</tip>
   <title>Weak Beam</title>
   <short>Weak Beam</title>
   <desc>This weak beam only does hull damage.</desc>
   <tooltip id="weapon_BEAM_1_tooltip" />
   <damage>1</damage>
   <sysDamage>0</sysDamage>
   <sp>0</sp>
   <fireChance>2</fireChance>
   <breachChance>0</breachChance>
   <cooldown>17</cooldown>
   <speed>5</speed>
   <power>1</power>
   <cost>20</cost>
   <bp>2</bp>
   <rarity>1</rarity>
   <image>beam_contact</image>
   <length>30</length>
   <launchSounds>
      <sound>beam1</sound>
      <sound>beam1_2</sound>
   </launchSounds>
   <weaponArt>beam_1</weaponArt>
   <iconImage>beam</iconImage>
</weaponBlueprint>

<weaponBlueprint name="FAST BEAM">
   <type>BEAM</type>
   <tip>tip_beams</tip>
   <title>Fast Beam</title>
   <short>Fast Beam</title>
   <desc>This short beam fires fast.</desc>
   <tooltip id="weapon_BEAM_1_tooltip" />
   <damage>1</damage>
   <sysDamage>1</sysDamage>
   <sp>0</sp>
   <fireChance>3</fireChance>
   <breachChance>0</breachChance>
   <cooldown>7</cooldown>
   <speed>10</speed>
   <power>1</power>
   <cost>50</cost>
   <bp>2</bp>
   <color>
      <r>255</r>
      <g>94</g>
      <b>94</b>
   </color>
   <rarity>5</rarity>
   <image>beam_contact</image>
   <length>30</length>
   <launchSounds>
      <sound>beam1</sound>
      <sound>beam1_2</sound>
   </launchSounds>
   <weaponArt>beam_1</weaponArt>
   <iconImage>beam</iconImage>
</weaponBlueprint>

<weaponBlueprint name="ARTILLERY_BEAM_I">
   <type>BEAM</type>
   <tip>tip_beams</tip>
   <title>Artillery Beam Mark I</title>
   <short>Artil. Beam I</short>
   <desc>This beam has been salvaged from an experimental Federation Cruiser.</desc>
   <tooltip>This beam ignores all shields.</tooltip>
   <damage>1</damage>
   <sp>5</sp>
   <fireChance>1</fireChance>
   <breachChance>0</breachChance>
   <speed>13</speed>
   <cooldown>50</cooldown>
   <power>1</power>
   <cost>75</cost>
   <bp>5</bp>
   <rarity>2</rarity>
   <image>beam_contact</image>
   <length>300</length>
   <launchSounds>
      <sound>beam1</sound>
      <sound>beam1_2</sound>
   </launchSounds>
   <weaponArt>beam_long</weaponArt>
   <iconImage>beam</iconImage>
</weaponBlueprint>

<weaponBlueprint name="ARTILLERY_BEAM_II">
   <type>BEAM</type>
   <tip>tip_beams</tip>
   <title>Artillery Beam Mark II</title>
   <short>Artil. Beam II</short>
   <desc>This beam has been salvaged from an experimental Federation Cruiser.</desc>
   <tooltip>This beam ignores all shields.</tooltip>
   <damage>1</damage>
   <sp>5</sp>
   <fireChance>1</fireChance>
   <breachChance>0</breachChance>
   <speed>13</speed>
   <cooldown>40</cooldown>
   <power>2</power>
   <cost>75</cost>
   <bp>5</bp>
   <rarity>3</rarity>
   <image>beam_contact</image>
   <length>300</length>
   <launchSounds>
      <sound>beam1</sound>
      <sound>beam1_2</sound>
   </launchSounds>
   <weaponArt>beam_long</weaponArt>
   <iconImage>beam</iconImage>
</weaponBlueprint>

<weaponBlueprint name="ARTILLERY_BEAM_III">
   <type>BEAM</type>
   <tip>tip_beams</tip>
   <title>Artillery Beam Mark III</title>
   <short>Artil. Beam III</short>
   <desc>This beam has been salvaged from an experimental Federation Cruiser.</desc>
   <tooltip>This beam ignores all shields.</tooltip>
   <damage>1</damage>
   <sp>5</sp>
   <fireChance>1</fireChance>
   <breachChance>0</breachChance>
   <speed>13</speed>
   <cooldown>30</cooldown>
   <power>3</power>
   <cost>75</cost>
   <bp>5</bp>
   <rarity>4</rarity>
   <image>beam_contact</image>
   <length>300</length>
   <launchSounds>
      <sound>beam1</sound>
      <sound>beam1_2</sound>
   </launchSounds>
   <weaponArt>beam_long</weaponArt>
   <iconImage>beam</iconImage>
</weaponBlueprint>

<weaponBlueprint name="ARTILLERY_BEAM_IV">
   <type>BEAM</type>
   <tip>tip_beams</tip>
   <title>Artillery Beam Mark IV</title>
   <short>Artil. Beam IV</short>
   <desc>This beam has been salvaged from an experimental Federation Cruiser.</desc>
   <tooltip>This beam ignores all shields.</tooltip>
   <damage>1</damage>
   <sp>5</sp>
   <fireChance>1</fireChance>
   <breachChance>0</breachChance>
   <speed>13</speed>
   <cooldown>20</cooldown>
   <power>4</power>
   <cost>75</cost>
   <bp>5</bp>
   <rarity>5</rarity>
   <image>beam_contact</image>
   <length>300</length>
   <launchSounds>
      <sound>beam1</sound>
      <sound>beam1_2</sound>
   </launchSounds>
   <weaponArt>beam_long</weaponArt>
   <iconImage>beam</iconImage>
</weaponBlueprint>

<weaponBlueprint name="LASER_DESTROYER">
   <type>LASER</type>
   <title>Destroyer Laser</title>
   <short>Dest. Laser</short>
   <tip>This laser is a glass cannon. Be careful.</tip>
   <desc>This laser smashes through enemy defenses and tears their hull to bits.</desc>
   <tooltip>Smashes enemy hull to bits.</tooltip>
   <damage>5</damage>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>3</fireChance>
   <breachChance>5</breachChance>
   <cooldown>25</cooldown>
   <hullBust>0</hullBust>
   <power>5</power>
   <cost>200</cost>
   <bp>7</bp>
   <rarity>5</rarity>
   <image>laser_heavy1</image>
   <speed>90</speed>
   <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_hull</weaponArt>
   <iconImage>laserH</iconImage>
</weaponBlueprint>

<weaponBlueprint name="RAILGUN">
   <type>MISSILES</type>
   <tip>This missile weapon fires fast enough to get past drones.</tip>
   <title>Railgun</title>
   <short>Railgun</short>
   <desc>This weapon uses electro-magnets to fire missiles at high speed.</desc>
   <tooltip>This weapon uses electro-magnets to fire missiles at high speed.</desc>
   <damage>2</damage>
   <sp>5</sp>
   <shots>1</shots>
   <fireChance>0</fireChance>
   <breachChance>5</breachChance>
   <speed>100</speed>
   <cooldown>20</cooldown>
   <power>3</power>
   <cost>75</cost>
   <bp>5</bp>
   <rarity>4</rarity>
   <image>missile_1</image>
   <explosion>1</explosion>
   <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>beam_long</weaponArt>
   <iconImage>missile</iconImage>
</weaponBlueprint>

<weaponBlueprint name="SHOTGUN_LIGHT_ARTILLERY">
   <type>BURST</type>
   <flavorType id="weapon_SHOTGUN_flavorType"/>
   <drone_targetable>1</drone_targetable>
   <title>Light Flak</title>
   <tip>tip_flak</tip>
   <short>Light Flak</short>
   <desc>This modified Flak weapon does no hull damage, but pierces shields and tears systems to shreads.</desc>
   <tooltip>This modified Flak weapon does no hull damage, but pierces shields and tears systems to shreads.</tooltip>
   <radius>40</radius>
   <damage>0</damage>
   <sysDamage>1</sysDamage>
   <shots>1</shots>
   <sp>5</sp>
   <spin>720</spin>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>40</cooldown>
   <power>2</power>
   <cost>75</cost>
   <bp>10</bp>
   <speed>26</speed>
   <rarity>0</rarity>
   <projectiles>
      <projectile count="2" fake="false">debris_med</projectile>
      <projectile count="5" fake="false">debris_small</projectile>
      <projectile count="3" 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</weaponArt>
   <iconImage>flak</iconImage>
</weaponBlueprint>

<weaponBlueprint name="LASER_DEV">
   <type>LASER</type>
   <title>Dev Laser</title>
   <short>Dev Laser</short>
   <desc>This laser is for Devs ONLY.</desc>
   <tooltip>This laser is for Devs ONLY.</tooltip>
   <damage>1</damage>
   <shots>1</shots>
   <sp>0</sp>                           
   <fireChance>10</fireChance>
   <breachChance>10</breachChance>
   <cooldown>0.01</cooldown>
   <power>1</power>
   <cost>999</cost>
   <bp>2</bp>
   <rarity>0</rarity>
   <image>laser_light2</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_1</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="ION_PULSE_GUN">
   <type>BURST</type>
   <flavorType id="weapon_SHOTGUN_flavorType"/>
   <drone_targetable>0</drone_targetable>
   <title>Ion Pulse</title>
   <tip>Pulse weapons fire a wave of energy at the target ship.</tip>
   <short>Ion Pulse</short>
   <desc>This pulse weapon fires an Ion pulse at the target ship.</desc>
   <tooltip>This pulse weapon fires an Ion pulse at the target ship.</tooltip>
   <radius>250</radius>
   <damage>0</damage>
   <sysDamage>0</sysDamage>
   <ion>1</ion>
   <shots>1</shots>
   <sp>0</sp>
   <spin>720</spin>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>20</cooldown>
   <power>3</power>
   <cost>70</cost>
   <bp>10</bp>
   <speed>999</speed>
   <rarity>4</rarity>
   <projectiles>
      <projectile count="10" fake="false">ion_1_shot</projectile>
      <projectile count="10" fake="false">ion_1_shot</projectile>
   </projectiles>
   <launchSounds>
      <sound>ionShoot1</sound>
      <sound>ionShoot2</sound>
      <sound>ionShoot3</sound>
   </launchSounds>
   <weaponArt>ion_chaingun</weaponArt>
   <iconImage>ion</iconImage>
</weaponBlueprint>

<weaponBlueprint name="FIRE_PULSE_GUN">
   <type>BURST</type>
   <flavorType id="weapon_SHOTGUN_flavorType"/>
   <drone_targetable>0</drone_targetable>
   <title>Fire Pulse</title>
   <tip>Pulse weapons fire a wave of energy at the target ship.</tip>
   <short>Fire Pulse</short>
   <desc>This pulse weapon fires a fire pulse at the target ship.</desc>
   <tooltip>This pulse weapon fires a fire pulse at the target ship.</tooltip>
   <radius>250</radius>
   <damage>0</damage>
   <sysDamage>0</sysDamage>
   <ion>0</ion>
   <shots>1</shots>
   <sp>0</sp>
   <spin>720</spin>
   <fireChance>10</fireChance>
   <breachChance>0</breachChance>
   <cooldown>20</cooldown>
   <power>3</power>
   <cost>70</cost>
   <bp>10</bp>
   <speed>999</speed>
   <rarity>4</rarity>
   <projectiles>
      <projectile count="10" fake="false">ion_1_shot</projectile>
      <projectile count="10" fake="false">ion_1_shot</projectile>
   </projectiles>
   <launchSounds>
      <sound>ionShoot1</sound>
      <sound>ionShoot2</sound>
      <sound>ionShoot3</sound>
   </launchSounds>
   <weaponArt>beam_fire</weaponArt>
   <iconImage>ion</iconImage>
</weaponBlueprint>

<weaponBlueprint name="SOLAR_PULSE_GUN">
   <type>BURST</type>
   <flavorType id="weapon_SHOTGUN_flavorType"/>
   <drone_targetable>0</drone_targetable>
   <title>Solar Pulse</title>
   <tip>Pulse weapons fire a wave of energy at the target ship.</tip>
   <short>Solar Pulse</short>
   <desc>This pulse weapon is based on solar flares.</desc>
   <tooltip>This pulse weapon is based on solar flares.</tooltip>
   <radius>250</radius>
   <damage>0</damage>
   <sysDamage>1</sysDamage>
   <ion>0</ion>
   <shots>1</shots>
   <sp>0</sp>
   <spin>720</spin>
   <fireChance>10</fireChance>
   <breachChance>0</breachChance>
   <cooldown>20</cooldown>
   <power>3</power>
   <cost>70</cost>
   <bp>10</bp>
   <speed>999</speed>
   <rarity>4</rarity>
   <projectiles>
      <projectile count="10" fake="false">ion_1_shot</projectile>
      <projectile count="10" fake="false">ion_1_shot</projectile>
   </projectiles>
   <launchSounds>
      <sound>ionShoot1</sound>
      <sound>ionShoot2</sound>
      <sound>ionShoot3</sound>
   </launchSounds>
   <weaponArt>beam_fire</weaponArt>
   <iconImage>ion</iconImage>
</weaponBlueprint>

<weaponBlueprint name="BIO_PULSE_GUN">
   <type>BURST</type>
   <flavorType id="weapon_SHOTGUN_flavorType"/>
   <drone_targetable>0</drone_targetable>
   <title>Anti Bio Pulse</title>
   <tip>Pulse weapons fire a wave of energy at the target ship.</tip>
   <short>Bio Pulse</short>
   <desc>This pulse weapon is based on solar flares.</desc>
   <tooltip>This pulse weapon is based on solar flares.</tooltip>
   <radius>250</radius>
   <damage>0</damage>
   <sysDamage>0</sysDamage>
   <ion>0</ion>
   <shots>1</shots>
   <sp>0</sp>
   <spin>720</spin>
   <fireChance>0</fireChance>
   <persDamage>5</persDamage>
   <breachChance>0</breachChance>
   <cooldown>20</cooldown>
   <power>3</power>
   <cost>70</cost>
   <bp>10</bp>
   <speed>999</speed>
   <rarity>4</rarity>
   <projectiles>
      <projectile count="10" fake="false">ion_1_shot</projectile>
      <projectile count="10" fake="false">ion_1_shot</projectile>
   </projectiles>
   <launchSounds>
      <sound>ionShoot1</sound>
      <sound>ionShoot2</sound>
      <sound>ionShoot3</sound>
   </launchSounds>
   <weaponArt>beam_bio</weaponArt>
   <iconImage>ion</iconImage>
</weaponBlueprint>

<weaponBlueprint name="STUN_PULSE_GUN">
   <type>BURST</type>
   <flavorType id="weapon_SHOTGUN_flavorType"/>
   <drone_targetable>0</drone_targetable>
   <title>Ion Stunner Pulse</title>
   <tip>Pulse weapons fire a wave of energy at the target ship.</tip>
   <short>Stun Pulse</short>
   <desc>This pulse weapon fires an stunning pulse at the target ship.</desc>
   <tooltip>This pulse weapon fires an stunning pulse at the target ship.</tooltip>
   <radius>250</radius>
   <damage>0</damage>
   <sysDamage>0</sysDamage>
   <stun>5</stun>
   <ion>1</ion>
   <shots>1</shots>
   <sp>0</sp>
   <spin>720</spin>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>20</cooldown>
   <power>3</power>
   <cost>70</cost>
   <bp>10</bp>
   <speed>999</speed>
   <rarity>4</rarity>
   <projectiles>
      <projectile count="10" fake="false">ion_1_shot</projectile>
      <projectile count="10" fake="false">ion_1_shot</projectile>
   </projectiles>
   <launchSounds>
      <sound>ionShoot1</sound>
      <sound>ionShoot2</sound>
      <sound>ionShoot3</sound>
   </launchSounds>
   <weaponArt>ion_chaingun</weaponArt>
   <iconImage>ion</iconImage>
</weaponBlueprint>

<weaponBlueprint name="ANTIQUE_WEAPONS">
   <type>LASER</type>
   <title>Antique Laser</title>
   <short>Antiq. Laser</short>
   <tip>tip_laser</tip>
   <desc>This weapon is old and valuable.</desc>
   <tooltip>This weapon is old and valuable.</tooltip>
   <damage>1</damage>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>1</fireChance>
   <breachChance>0</breachChance>
   <cooldown>25</cooldown>
   <power>2</power>
   <cost>750</cost>
   <bp>2</bp>
   <rarity>5</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_1</weaponArt>
   <iconImage>laser</iconImage>
</weaponBlueprint>

<weaponBlueprint name="CIV_DEFENCE_LASER">
   <type>LASER</type>
   <title>Civilian Defence Laser</title>
   <short>Civ Laser</short>
   <tip>tip_laser</tip>
   <desc>This weapon is commonly used by civilians. It is effective, but just barely.</desc>
   <tooltip>This weapon is commonly used by civilians.</tooltip>
   <damage>1</damage>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>1</fireChance>
   <breachChance>0</breachChance>
   <cooldown>15</cooldown>
   <power>1</power>
   <cost>10</cost>
   <bp>2</bp>
   <rarity>1</rarity>
   <image>laser_light2</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_1</weaponArt>
   <iconImage>laser</iconImage>
</weaponBlueprint>

<weaponBlueprint name="TERRAFORMING_BEAM">
   <type>BEAM</type>
   <tip>tip_beams</tip>
   <title>Land Cutting Beam</title>
   <short>Land Cut. Beam</short>
   <desc>This beam was designed to cut land for terraforming purposes. It is a long beam with 1 shield pierce.</desc>
   <tooltip>This beam was designed to cut land for terraforming purposes.</tooltip>
   <damage>1</damage>
   <sp>1</sp>
   <fireChance>1</fireChance>
   <breachChance>1</breachChance>
   <speed>13</speed>
   <cooldown>20</cooldown>
   <power>3</power>
   <cost>75</cost>
   <bp>5</bp>
   <rarity>3</rarity>
   <image>beam_contact</image>
   <length>150</length>
   <launchSounds>
      <sound>beam1</sound>
      <sound>beam1_2</sound>
   </launchSounds>
   <weaponArt>beam_long</weaponArt>
   <iconImage>beam</iconImage>
</weaponBlueprint>

<weaponBlueprint name="TERRAFORMING_LASER">
   <type>LASER</type>
   <title>Land Mover</title>
   <short>Land Mover</short>
   <tip>tip_laser</tip>
   <desc>This tool is used to move land for terraforming. It pierces shields, breaches, and does system damage.</desc>
   <tooltip>This tool is used to move land for terraforming.</tooltip>
   <damage>0</damage>
   <sysDamage>1</sysDamage>
   <shots>1</shots>
   <sp>5</sp>
   <fireChance>0</fireChance>
   <breachChance>7</breachChance>
   <cooldown>20</cooldown>
   <power>2</power>
   <cost>10</cost>
   <speed>999</speed>
   <bp>2</bp>
   <rarity>3</rarity>
   <image>laser_light2</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>missiles_2</weaponArt>
   <iconImage>laser</iconImage>
</weaponBlueprint>
User avatar
AnAngryMantis
Posts: 32
Joined: Wed May 16, 2018 2:52 am

Re: More Weapons

Postby AnAngryMantis » Mon Jun 11, 2018 1:14 pm

I could put toghther some crude weapon images for you, but that is a long list of weapons. Good job considering your pretty new at modding(at least as far as I can tell, sorry if I'm wrong). I'll work on putting these up for you. Tell me if you have any suggestions.

https://files.fm/u/d8f8q3tb
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TeamEXAngus
Posts: 48
Joined: Thu May 17, 2018 5:38 am

Re: More Weapons

Postby TeamEXAngus » Tue Jun 12, 2018 4:47 am

AnAngryMantis wrote:I could put toghther some crude weapon images for you, but that is a long list of weapons. Good job considering your pretty new at modding(at least as far as I can tell, sorry if I'm wrong). I'll work on putting these up for you. Tell me if you have any suggestions.

Thanks. I’m a perfectionist so sorry if I’m super picky. Also, any suggestions for balance, or other weapons?
User avatar
AnAngryMantis
Posts: 32
Joined: Wed May 16, 2018 2:52 am

Re: Balancing

Postby AnAngryMantis » Tue Jun 12, 2018 4:33 pm

Well, as for balancing, I can give you a few pointers. Remember, a weapon needs to fullfill a purpose in the players aresnal. Even the shield break lasers from my FoF mod, though they do zero damage on all fronts, is used for bringing down shields for other weapons. Also remember that even one level of shield piercing in the early game will decimate most ships. With that in mind, I notice that your phase laser mk I has a common rarity, meaning it can be found very often. You could also revise some descriptions that give more background to the weapons, such as your "phase" weapons using micro-teleportation, or even do something meant to be funny or as a joke. As a reminder, though, you should keep up development of your mods, as small mods can go a long way. I know I'm starting to sound like a cliche-y old wise man, so thats all I'm gonna say. :D
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TeamEXAngus
Posts: 48
Joined: Thu May 17, 2018 5:38 am

Re: Balancing

Postby TeamEXAngus » Tue Jun 19, 2018 5:07 am

AnAngryMantis wrote:Well, as for balancing, I can give you a few pointers. Remember, a weapon needs to fullfill a purpose in the players aresnal. Even the shield break lasers from my FoF mod, though they do zero damage on all fronts, is used for bringing down shields for other weapons. Also remember that even one level of shield piercing in the early game will decimate most ships. With that in mind, I notice that your phase laser mk I has a common rarity, meaning it can be found very often. You could also revise some descriptions that give more background to the weapons, such as your "phase" weapons using micro-teleportation, or even do something meant to be funny or as a joke. As a reminder, though, you should keep up development of your mods, as small mods can go a long way. I know I'm starting to sound like a cliche-y old wise man, so thats all I'm gonna say. :D

Nah, I’m far from a good modded so any opinions/advice is appreciated!