Sharpen the gas bomb and the laser
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
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6 changed files with 76 additions and 5 deletions
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@ -18,7 +18,7 @@ hull_points = PackedVector2Array(0, -26, -9, 14, -4, 10, 4, 10, 9, 14)
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fleet_eligible = true
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capabilities = PackedStringArray("laser")
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component_scenes = Array[PackedScene]([ExtResource("2")])
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base_stats = {"max_speed": 660.0, "acceleration": 1890.0, "delivery_speed": 180.0, "damage": 2.0, "beam_range": 2900.0, "beam_cooldown": 4.0}
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base_stats = {"max_speed": 660.0, "acceleration": 1890.0, "delivery_speed": 180.0, "damage": 6.0, "beam_range": 2900.0, "beam_cooldown": 4.0}
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minimum_stats = {"beam_cooldown": 1.5}
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upgrades = Array[Resource]([ExtResource("3"), ExtResource("4"), ExtResource("5")])
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unlock_id = "unlock_laser"
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@ -14,7 +14,9 @@ func _init() -> void:
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const BOMB_EFFECT = preload("res://vfx/GasBombEffect.gd")
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const GAS_PER_SHOT: int = 5
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const MAX_RANGE: float = 950.0
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const BLAST_DAMAGE: int = 3
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# #201: doubled. The bomb is the fleet's only area weapon and one slow,
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# expensive throw was worth less than a couple of seconds of ordinary fire.
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const BLAST_DAMAGE: int = 6
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const SHOT_COOLDOWN: float = 5.0
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@ -2,7 +2,7 @@ class_name VesselLaserComponent
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extends "res://vessels/VesselCooldownFillComponent.gd"
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var capability_id := "laser"
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var damage: int = 2
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var damage: int = 6
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var beam_range: float = 2900.0
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const READY_COLOR := Color(0.3, 0.9, 1.0)
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