[gd_resource type="Resource" script_class="VesselDefinition" load_steps=6 format=3] [ext_resource type="Script" path="res://vessels/VesselDefinition.gd" id="1"] [ext_resource type="PackedScene" path="res://vessels/VesselLaserComponent.tscn" id="2"] [ext_resource type="Resource" path="res://vessels/LaserDamageUpgrade.tres" id="3"] [ext_resource type="Resource" path="res://vessels/LaserWidthUpgrade.tres" id="4"] [ext_resource type="Resource" path="res://vessels/LaserCooldownUpgrade.tres" id="5"] [resource] script = ExtResource("1") definition_id = "laser" display_name = "Laser Ship" description = "Manually aimed beam vessel. No ammo, but the emitter needs to cool down between shots." build_cost = 12 build_resource_costs = {"ore": 12, "energy": 6} build_time = 14.0 icon = 35 glow_color = Color(0.3, 0.9, 1, 1) hull_points = PackedVector2Array(0, -26, -9, 14, -4, 10, 4, 10, 9, 14) fleet_eligible = true capabilities = PackedStringArray("laser") component_scenes = Array[PackedScene]([ExtResource("2")]) base_stats = {"max_speed": 660.0, "acceleration": 1890.0, "delivery_speed": 180.0, "damage": 6.0, "beam_range": 2900.0, "beam_cooldown": 4.0, "beam_half_width": 38.0} minimum_stats = {"beam_cooldown": 1.5} upgrades = Array[Resource]([ExtResource("3"), ExtResource("4"), ExtResource("5")]) unlock_id = "unlock_laser" unlock_name = "Unlock Laser Ship" unlock_description = "Research a directed-energy hull for the ship crafter - manually aimed, no ammo, cools down between shots." unlock_cost = 0 unlock_resource_costs = {"energy": 40} research_point_cost = 1 unlock_icon = -1 garrison_ammo_resource = "energy" garrison_ammo_capacity = 50