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<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>