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<!-- Copyright (c) 2012 by Subset Games. All rights reserved -->
<!-- Copyright (c) 2012 by Subset Games. All rights reserved -->
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<!-- Customization possibilities -->
<!-- Customization possibilities -->
<blueprintList name="STARTING_WEAPONS">
<blueprintList name="STARTING_WEAPONS">
<name>LASER_BURST_1</name>
<name>LASER_BURST_1</name>
<name>LASER_BURST_2</name>
<name>LASER_BURST_2</name>
<name>MISSILES_2_PLAYER</name>
<name>MISSILES_2_PLAYER</name>
<name>BEAM_LONG</name>
<name>BEAM_LONG</name>
<name>ION_1</name>
<name>ION_1</name>
<name>ION_2</name>
<name>ION_2</name>
<name>ION_4</name>
<name>ION_4</name>
<name>BOMB_1</name>
<name>BOMB_1</name>
<name>LASER_BURST_3</name>
<name>LASER_BURST_3</name>
<name>LASER_HEAVY_1</name>
<name>LASER_HEAVY_1</name>
<name>MISSILES_3</name>
<name>MISSILES_3</name>
<name>BEAM_1</name>
<name>BEAM_1</name>
<name>BEAM_FIRE</name>
<name>BEAM_FIRE</name>
<name>LASER_HULL_2</name>
<name>LASER_HULL_2</name>
<name>BOMB_FIRE</name>
<name>BOMB_FIRE</name>
<name>BOMB_ION</name>
<name>BOMB_ION</name>
<name>BOMB_HEAL</name>
<name>BOMB_HEAL</name>
</blueprintList>
</blueprintList>
<blueprintList name="STARTING_DRONES">
<blueprintList name="STARTING_DRONES">
<name>REPAIR</name>
<name>REPAIR</name>
<name>DEFENSE_1</name>
<name>DEFENSE_1</name>
<name>COMBAT_1</name>
<name>COMBAT_1</name>
<name>COMBAT_2</name>
<name>COMBAT_2</name>
<name>SHIP_REPAIR</name>
<name>SHIP_REPAIR</name>
<name>DEFENSE_1</name>
<name>DEFENSE_1</name>
</blueprintList>
</blueprintList>
<blueprintList name="STARTING_AUGS">
<blueprintList name="STARTING_AUGS">
<name>HULL_ARMOR</name>
<name>HULL_ARMOR</name>
<name>ADV_HULL_ARMOR</name>
<name>ADV_HULL_ARMOR</name>
<name>NANO_MEDBAY</name>
<name>NANO_MEDBAY</name>
<name>ADV_SCANNERS</name>
<name>ADV_SCANNERS</name>
<name>AUTO_COOLDOWN</name>
<name>AUTO_COOLDOWN</name>
<name>SHIELD_RECHARGE</name>
<name>SHIELD_RECHARGE</name>
<name>FTL_BOOSTER</name>
<name>FTL_BOOSTER</name>
<name>FTL_JAMMER</name>
<name>FTL_JAMMER</name>
<name>CREW_STIMS</name>
<name>CREW_STIMS</name>
<name>DRONE_RECOVERY</name>
<name>DRONE_RECOVERY</name>
<name>FTL_JUMPER</name>
<name>FTL_JUMPER</name>
<name>FTL_BOOSTER</name>
<name>FTL_BOOSTER</name>
</blueprintList>
</blueprintList>
<!--
<!--
*********************
*********************
CREW BLUEPRINTS
CREW BLUEPRINTS
*********************
*********************
-->
-->
<crewBlueprint name="human">
<crewBlueprint name="human">
<desc>Humans are common and uninteresting.</desc>
<desc>Humans are common and uninteresting.</desc>
<cost>40</cost>
<cost>40</cost>
<bp>2</bp>
<bp>2</bp>
<title>Human</title>
<title>Human</title>
<short>Human</short>
<short>Human</short>
<rarity>1</rarity>
<rarity>1</rarity>
<powerList>
<powerList>
<power>No exceptional traits</power>
<power>No exceptional traits</power>
</powerList>
</powerList>
</crewBlueprint>
</crewBlueprint>
<crewBlueprint name="engi">
<crewBlueprint name="engi">
<desc>It's unclear if the 'Engi' are partly organic or entirely mechanical, but it's well known that they make exceptional engineers.</desc>
<desc>It's unclear if the 'Engi' are partly organic or entirely mechanical, but it's well known that they make exceptional engineers.</desc>
<cost>50</cost>
<cost>50</cost>
<bp>2</bp>
<bp>2</bp>
<title>Engi</title>
<title>Engi</title>
<short>Engi</short>
<short>Engi</short>
<rarity>2</rarity>
<rarity>2</rarity>
<powerList>
<powerList>
<power>Repair speed is doubled</power>
<power>Repair speed is doubled</power>
<power>Combat damage inflicted is halved</power>
<power>Combat damage inflicted is halved</power>
</powerList>
</powerList>
</crewBlueprint>
</crewBlueprint>
<crewBlueprint name="mantis">
<crewBlueprint name="mantis">
<desc>The Mantis disregard for individual lives led to their evolution as a vicious, warrior race.</desc>
<desc>The Mantis disregard for individual lives led to their evolution as a vicious, warrior race.</desc>
<title>Mantis</title>
<title>Mantis</title>
<short>Mantis</short>
<short>Mantis</short>
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<cost>
45
</cost>
<cost>
50
</cost>
<bp>2</bp>
<bp>2</bp>
<rarity>2</rarity>
<rarity>2</rarity>
<powerList>
<powerList>
<power>Double damage in combat</power>
<power>Double damage in combat</power>
<power>1.2x move speed</power>
<power>1.2x move speed</power>
<power>Halved repair speed</power>
<power>Halved repair speed</power>
</powerList>
</powerList>
</crewBlueprint>
</crewBlueprint>
<crewBlueprint name="slug">
<crewBlueprint name="slug">
<desc>These telepathic Slugs were shunned in the Galactic Federation for their constant thievery and manipulation of other sentient beings.</desc>
<desc>These telepathic Slugs were shunned in the Galactic Federation for their constant thievery and manipulation of other sentient beings.</desc>
<title>Slug</title>
<title>Slug</title>
<short>Slug</short>
<short>Slug</short>
<cost>45</cost>
<cost>45</cost>
<bp>2</bp>
<bp>2</bp>
<rarity>0</rarity>
<rarity>0</rarity>
<powerList>
<powerList>
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<power>Telepathic powers reveal rooms and lifeforms even when sensors are down
.
</power>
<power>Telepathic powers reveal rooms and lifeforms even when sensors are down
</power>
</powerList>
</powerList>
</crewBlueprint>
</crewBlueprint>
<crewBlueprint name="rock">
<crewBlueprint name="rock">
<desc>The 'Rockmen' of Vrachos IV are rarely seen and are known for their fortitude.</desc>
<desc>The 'Rockmen' of Vrachos IV are rarely seen and are known for their fortitude.</desc>
<title>Rockman</title>
<title>Rockman</title>
<short>Rockman</short>
<short>Rockman</short>
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<cost>
65
</cost>
<cost>
60
</cost>
<bp>4</bp>
<bp>4</bp>
<rarity>3</rarity>
<rarity>3</rarity>
<powerList>
<powerList>
<power>Immune to fire</power>
<power>Immune to fire</power>
<power>Movement speed is halved</power>
<power>Movement speed is halved</power>
<power>Health is increased to 150</power>
<power>Health is increased to 150</power>
</powerList>
</powerList>
</crewBlueprint>
</crewBlueprint>
<crewBlueprint name="crystal">
<crewBlueprint name="crystal">
<desc>Ancient ancestors of the Rockmen.</desc>
<desc>Ancient ancestors of the Rockmen.</desc>
<title>Crystal</title>
<title>Crystal</title>
<short>Crystal</short>
<short>Crystal</short>
<cost>65</cost>
<cost>65</cost>
<bp>4</bp>
<bp>4</bp>
<rarity>0</rarity>
<rarity>0</rarity>
<powerList>
<powerList>
<power>Lockdown power (activate in crew box)</power>
<power>Lockdown power (activate in crew box)</power>
<power>Reduced suffocation damage</power>
<power>Reduced suffocation damage</power>
<power>Movement speed reduced by 20 percent</power>
<power>Movement speed reduced by 20 percent</power>
<power>Health is increased to 125</power>
<power>Health is increased to 125</power>
</powerList>
</powerList>
</crewBlueprint>
</crewBlueprint>
<crewBlueprint name="energy">
<crewBlueprint name="energy">
<desc>The 'Zoltan' are close allies of the 'Engi.' Their innate energy is strong enough to power ship systems.</desc>
<desc>The 'Zoltan' are close allies of the 'Engi.' Their innate energy is strong enough to power ship systems.</desc>
<title>Zoltan</title>
<title>Zoltan</title>
<short>Zoltan</short>
<short>Zoltan</short>
<cost>65</cost>
<cost>65</cost>
<bp>4</bp>
<bp>4</bp>
<rarity>5</rarity>
<rarity>5</rarity>
<powerList>
<powerList>
<power>Provides power to occupied system</power>
<power>Provides power to occupied system</power>
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<power>Maximum health is reduced
.
</power>
<power>Maximum health is reduced
</power>
</powerList>
</powerList>
</crewBlueprint>
</crewBlueprint>
<!--
<!--
*********************
*********************
SYSTEM BLUEPRINTS
SYSTEM BLUEPRINTS
*********************
*********************
-->
-->
<systemBlueprint name="oxygen">
<systemBlueprint name="oxygen">
<type>oxygen</type>
<type>oxygen</type>
<title>Oxygen</title>
<title>Oxygen</title>
<desc>Refills the oxygen in the ship. Upgrading increases the rate of refill.</desc>
<desc>Refills the oxygen in the ship. Upgrading increases the rate of refill.</desc>
<startPower>1</startPower>
<startPower>1</startPower>
<maxPower>3</maxPower>
<maxPower>3</maxPower>
<rarity>1</rarity>
<rarity>1</rarity>
<upgradeCost>
<upgradeCost>
<level>25</level> <!-- level 2 -->
<level>25</level> <!-- level 2 -->
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<level>
50
</level> <!-- level 3 -->
<level>
35
</level> <!-- level 3 -->
<level>
75
</level> <!-- imaginary level 4 -->
<level>
50
</level> <!-- imaginary level 4 -->
</upgradeCost>
</upgradeCost>
<cost>0</cost>
<cost>0</cost>
</systemBlueprint>
</systemBlueprint>
<systemBlueprint name="teleporter">
<systemBlueprint name="teleporter">
<type>teleporter</type>
<type>teleporter</type>
<title>Crew Teleporter</title>
<title>Crew Teleporter</title>
<desc>Allows you to send your crew-members to board enemy vessels.</desc>
<desc>Allows you to send your crew-members to board enemy vessels.</desc>
<startPower>1</startPower>
<startPower>1</startPower>
<maxPower>3</maxPower>
<maxPower>3</maxPower>
<rarity>1</rarity>
<rarity>1</rarity>
<upgradeCost>
<upgradeCost>
<level>30</level> <!-- level 2 -->
<level>30</level> <!-- level 2 -->
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<level>
60
</level> <!-- level 3 -->
<level>
55
</level> <!-- level 3 -->
</upgradeCost>
</upgradeCost>
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<cost>
75
</cost>
<cost>
80
</cost>
<locked>1</locked>
<locked>1</locked>
</systemBlueprint>
</systemBlueprint>
<systemBlueprint name="cloaking">
<systemBlueprint name="cloaking">
<type>cloaking</type>
<type>cloaking</type>
<title>Cloaking</title>
<title>Cloaking</title>
<desc>Cloaks the ship, adding 60 to your evasion and preventing the enemy ship from locking on with their weapons.</desc>
<desc>Cloaks the ship, adding 60 to your evasion and preventing the enemy ship from locking on with their weapons.</desc>
<startPower>1</startPower>
<startPower>1</startPower>
<maxPower>3</maxPower>
<maxPower>3</maxPower>
<rarity>1</rarity>
<rarity>1</rarity>
<upgradeCost>
<upgradeCost>
<level>30</level> <!-- level 2 -->
<level>30</level> <!-- level 2 -->
<level>50</level> <!-- level 3 -->
<level>50</level> <!-- level 3 -->
</upgradeCost>
</upgradeCost>
<cost>150</cost>
<cost>150</cost>
<locked>1</locked>
<locked>1</locked>
</systemBlueprint>
</systemBlueprint>
<systemBlueprint name="pilot">
<systemBlueprint name="pilot">
<type>pilot</type>
<type>pilot</type>
<title>Piloting</title>
<title>Piloting</title>
<desc>Allows the ship to make FTL jumps and dodge when piloted. Upgrading adds auto-pilot that allows some evasion even without a pilot.</desc>
<desc>Allows the ship to make FTL jumps and dodge when piloted. Upgrading adds auto-pilot that allows some evasion even without a pilot.</desc>
<startPower>1</startPower>
<startPower>1</startPower>
<maxPower>3</maxPower>
<maxPower>3</maxPower>
<rarity>1</rarity>
<rarity>1</rarity>
<upgradeCost>
<upgradeCost>
<level>20</level> <!-- level 2 -->
<level>20</level> <!-- level 2 -->
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<level>
50
</level> <!-- level 3 -->
<level>
35
</level> <!-- level 3 -->
</upgradeCost>
</upgradeCost>
<cost>1</cost>
<cost>1</cost>
</systemBlueprint>
</systemBlueprint>
<systemBlueprint name="medbay">
<systemBlueprint name="medbay">
<type>medbay</type>
<type>medbay</type>
<title>Medbay</title>
<title>Medbay</title>
<desc>Heals all crew-members within the Medbay room. Upgrading increases healing speed.</desc>
<desc>Heals all crew-members within the Medbay room. Upgrading increases healing speed.</desc>
<startPower>1</startPower>
<startPower>1</startPower>
<maxPower>3</maxPower>
<maxPower>3</maxPower>
<rarity>1</rarity>
<rarity>1</rarity>
<upgradeCost>
<upgradeCost>
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<level>
35
</level> <!-- level 2 -->
<level>
30
</level> <!-- level 2 -->
<level>
60
</level> <!-- level 3 -->
<level>
40
</level> <!-- level 3 -->
</upgradeCost>
</upgradeCost>
<cost>60</cost>
<cost>60</cost>
</systemBlueprint>
</systemBlueprint>
<systemBlueprint name="shields">
<systemBlueprint name="shields">
<type>shields</type>
<type>shields</type>
<title>Shields</title>
<title>Shields</title>
<desc>Powers your shields. Every shield bar can block one incoming shot. Upgrading increases bar count.</desc>
<desc>Powers your shields. Every shield bar can block one incoming shot. Upgrading increases bar count.</desc>
<startPower>2</startPower>
<startPower>2</startPower>
<maxPower>8</maxPower>
<maxPower>8</maxPower>
<rarity>1</rarity>
<rarity>1</rarity>
<upgradeCost>
<upgradeCost>
<level>100</level> <!-- level 2 -->
<level>100</level> <!-- level 2 -->
<level>20</level> <!-- level 3 -->
<level>20</level> <!-- level 3 -->
<level>30</level> <!-- level 4 -->
<level>30</level> <!-- level 4 -->
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<level>
40
</level> <!-- level 5 -->
<level>
45
</level> <!-- level 5 -->
<level>60</level> <!-- level 6 -->
<level>60</level> <!-- level 6 -->
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<level>
80
</level> <!-- level 7 -->
<level>
75
</level> <!-- level 7 -->
<level>
100
</level> <!-- level 8 -->
<level>
90
</level> <!-- level 8 -->
<level>1
20
</level> <!-- Imaginary level 9 -->
<level>1
05
</level> <!-- Imaginary level 9 -->
</upgradeCost>
</upgradeCost>
<cost>150</cost>
<cost>150</cost>
</systemBlueprint>
</systemBlueprint>
<systemBlueprint name="artillery">
<systemBlueprint name="artillery">
<type>artillery</type>
<type>artillery</type>
<title>Artillery Beam</title>
<title>Artillery Beam</title>
<desc>Powers a slow, high-powered beam that pierces all shields and does one damage per room hit. More power means faster cooldown.</desc>
<desc>Powers a slow, high-powered beam that pierces all shields and does one damage per room hit. More power means faster cooldown.</desc>
<startPower>2</startPower>
<startPower>2</startPower>
<maxPower>4</maxPower>
<maxPower>4</maxPower>
<rarity>0</rarity>
<rarity>0</rarity>
<upgradeCost>
<upgradeCost>
<level>30</level> <!-- level 2 -->
<level>30</level> <!-- level 2 -->
<level>50</level> <!-- level 3 -->
<level>50</level> <!-- level 3 -->
<level>80</level> <!-- level 4 -->
<level>80</level> <!-- level 4 -->
</upgradeCost>
</upgradeCost>
<cost>150</cost>
<cost>150</cost>
</systemBlueprint>
</systemBlueprint>
<systemBlueprint name="engines">
<systemBlueprint name="engines">
<type>engines</type>
<type>engines</type>
<title>Engines</title>
<title>Engines</title>
<desc>Powers the FTL drive and allows the ship to dodge. Upgrading improves dodge chance and the rate that your FTL drive charges.</desc>
<desc>Powers the FTL drive and allows the ship to dodge. Upgrading improves dodge chance and the rate that your FTL drive charges.</desc>
<startPower>2</startPower>
<startPower>2</startPower>
<maxPower>8</maxPower>
<maxPower>8</maxPower>
<rarity>1</rarity>
<rarity>1</rarity>
<upgradeCost>
<upgradeCost>
<level>10</level> <!-- level 2 -->
<level>10</level> <!-- level 2 -->
<level>15</level> <!-- level 3 -->
<level>15</level> <!-- level 3 -->
<level>30</level> <!-- level 4 -->
<level>30</level> <!-- level 4 -->
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<level>
40
</level> <!-- level 5 -->
<level>
45
</level> <!-- level 5 -->
<level>60</level> <!-- level 6 -->
<level>60</level> <!-- level 6 -->
<level>80</level> <!-- level 7 -->
<level>80</level> <!-- level 7 -->
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<level>1
20
</level> <!-- level 8 -->
<level>1
05
</level> <!-- level 8 -->
<level>1
5
0</level> <!-- Imaginary level 9 -->
<level>1
3
0</level> <!-- Imaginary level 9 -->
</upgradeCost>
</upgradeCost>
<cost>1</cost>
<cost>1</cost>
</systemBlueprint>
</systemBlueprint>
<systemBlueprint name="weapons">
<systemBlueprint name="weapons">
<type>weapons</type>
<type>weapons</type>
<title>Weapon Control</title>
<title>Weapon Control</title>
<desc>Powers all of the ship's weapons. Upgrading lets you power more weapons.</desc>
<desc>Powers all of the ship's weapons. Upgrading lets you power more weapons.</desc>
<startPower>4</startPower>
<startPower>4</startPower>
<rarity>1</rarity>
<rarity>1</rarity>
<maxPower>8</maxPower>
<maxPower>8</maxPower>
<upgradeCost>
<upgradeCost>
<level>60</level> <!-- level 2 -->
<level>60</level> <!-- level 2 -->
<level>25</level> <!-- level 3 -->
<level>25</level> <!-- level 3 -->
<level>35</level> <!-- level 4 -->
<level>35</level> <!-- level 4 -->
<level>50</level> <!-- level 5 -->
<level>50</level> <!-- level 5 -->
<level>75</level> <!-- level 6 -->
<level>75</level> <!-- level 6 -->
<level>90</level> <!-- level 7 -->
<level>90</level> <!-- level 7 -->
<level>100</level> <!-- level 8 -->
<level>100</level> <!-- level 8 -->
<level>120</level> <!-- Imaginary level 9 -->
<level>120</level> <!-- Imaginary level 9 -->
</upgradeCost>
</upgradeCost>
<cost>20</cost>
<cost>20</cost>
</systemBlueprint>
</systemBlueprint>
<systemBlueprint name="drones">
<systemBlueprint name="drones">
<type>drones</type>
<type>drones</type>
<title>Drone Control</title>
<title>Drone Control</title>
<desc>Powers all of the ship's drones. Drones are automated robots that perform tasks like attacking enemy ships or repairing systems.</desc>
<desc>Powers all of the ship's drones. Drones are automated robots that perform tasks like attacking enemy ships or repairing systems.</desc>
<startPower>2</startPower>
<startPower>2</startPower>
<maxPower>8</maxPower>
<maxPower>8</maxPower>
<rarity>1</rarity>
<rarity>1</rarity>
<upgradeCost>
<upgradeCost>
<level>10</level> <!-- level 2 -->
<level>10</level> <!-- level 2 -->
<level>20</level> <!-- level 3 -->
<level>20</level> <!-- level 3 -->
<level>30</level> <!-- level 4 -->
<level>30</level> <!-- level 4 -->
<level>45</level> <!-- level 5 -->
<level>45</level> <!-- level 5 -->
<level>60</level> <!-- level 6 -->
<level>60</level> <!-- level 6 -->
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<level>
80
</level> <!-- level 7 -->
<level>
75
</level> <!-- level 7 -->
<level>
100
</level> <!-- level 8 -->
<level>
90
</level> <!-- level 8 -->
<level>120</level> <!-- Imaginary level 9 -->
<level>120</level> <!-- Imaginary level 9 -->
</upgradeCost>
</upgradeCost>
<cost>80</cost>
<cost>80</cost>
</systemBlueprint>
</systemBlueprint>
<systemBlueprint name="sensors">
<systemBlueprint name="sensors">
<type>sensors</type>
<type>sensors</type>
<title>Sensors</title>
<title>Sensors</title>
<desc>Reveals the interior of your ship and gives information about enemy ships.</desc>
<desc>Reveals the interior of your ship and gives information about enemy ships.</desc>
<startPower>1</startPower>
<startPower>1</startPower>
<maxPower>3</maxPower>
<maxPower>3</maxPower>
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<rarity>
1
</rarity>
<rarity>
2
</rarity>
<upgradeCost>
<upgradeCost>
<level>25</level> <!-- level 2 -->
<level>25</level> <!-- level 2 -->
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<level>
60
</level> <!-- level 3 -->
<level>
35
</level> <!-- level 3 -->
</upgradeCost>
</upgradeCost>
<cost>40</cost>
<cost>40</cost>
</systemBlueprint>
</systemBlueprint>
<systemBlueprint name="doors">
<systemBlueprint name="doors">
<type>doors</type>
<type>doors</type>
<title>Door System</title>
<title>Door System</title>
<desc>Allows remote opening and closing of doors. Upgrades to Blast Doors that impede fire spread and intruder movement.</desc>
<desc>Allows remote opening and closing of doors. Upgrades to Blast Doors that impede fire spread and intruder movement.</desc>
<startPower>1</startPower>
<startPower>1</startPower>
<maxPower>3</maxPower>
<maxPower>3</maxPower>
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<rarity>
1
</rarity>
<rarity>
2
</rarity>
<upgradeCost>
<upgradeCost>
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<level>
20
</level> <!-- level 2 -->
<level>
30
</level> <!-- level 2 -->
<level>
50
</level> <!-- level 3 -->
<level>
40
</level> <!-- level 3 -->
</upgradeCost>
</upgradeCost>
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<cost>
60
</cost>
<cost>
40
</cost>
</systemBlueprint>
</systemBlueprint>
<!-- *********************
<!-- *********************
WEAPON BLUEPRINTS
WEAPON BLUEPRINTS
*********************
*********************
-->
-->
<!-- For weapon art, all weapons will default to 'default' unless you give it something else...
<!-- For weapon art, all weapons will default to 'default' unless you give it something else...
this prevents invisible weapons -->
this prevents invisible weapons -->
<!-- Default Speeds: Laser = 60, Beams = 5, Missiles = 35.. sorry the numbers have no meaning -->
<!-- Default Speeds: Laser = 60, Beams = 5, Missiles = 35.. sorry the numbers have no meaning -->
<!-- PDS BLUEPRINT useful only for sound effects, projectile art, and potentially damage? -->
<!-- PDS BLUEPRINT useful only for sound effects, projectile art, and potentially damage? -->
<weaponBlueprint name="ARTILLERY_WEAPON">
<weaponBlueprint name="ARTILLERY_WEAPON">
<type>LASER</type>
<type>LASER</type>
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<title>Heavy Laser Mark
1
</title>
<title>Heavy Laser Mark
I
</title>
<short>Heavy Laser I</short>
<short>Heavy Laser I</short>
<desc>Heavy lasers can wreak more havoc than their smaller, burst laser counterparts</desc>
<desc>Heavy lasers can wreak more havoc than their smaller, burst laser counterparts</desc>
<tooltip>Fires 3 shots, 2 damage each with medium chance of fire and breaching.</tooltip>
<tooltip>Fires 3 shots, 2 damage each with medium chance of fire and breaching.</tooltip>
<damage>1</damage>
<damage>1</damage>
<shots>3</shots>
<shots>3</shots>
<sp>0</sp>
<sp>0</sp>
<fireChance>1</fireChance>
<fireChance>1</fireChance>
<breachChance>1</breachChance>
<breachChance>1</breachChance>
<cooldown>16</cooldown>
<cooldown>16</cooldown>
<power>1</power>
<power>1</power>
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<cost>
55
</cost>
<cost>
50
</cost>
<bp>6</bp>
<bp>6</bp>
<rarity>0</rarity>
<rarity>0</rarity>
<image>laser_heavy1</image>
<image>laser_heavy1</image>
<launchSounds>
<launchSounds>
<sound>heavyLaser1</sound>
<sound>heavyLaser1</sound>
<sound>heavyLaser2</sound>
<sound>heavyLaser2</sound>
<sound>heavyLaser3</sound>
<sound>heavyLaser3</sound>
</launchSounds>
</launchSounds>
<hitShipSounds>
<hitShipSounds>
<sound>hitHull1</sound>
<sound>hitHull1</sound>
</hitShipSounds>
</hitShipSounds>
<hitShieldSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
</hitShieldSounds>
<missSounds>
<missSounds>
<sound>miss</sound>
<sound>miss</sound>
</missSounds>
</missSounds>
<weaponArt>boss_1</weaponArt>
<weaponArt>boss_1</weaponArt>
</weaponBlueprint>
</weaponBlueprint>
<!-- ARTILLERY BLUEPRINT -->
<!-- ARTILLERY BLUEPRINT -->
<weaponBlueprint name="ARTILLERY_WEAPON">
<weaponBlueprint name="ARTILLERY_WEAPON">
<type>LASER</type>
<type>LASER</type>
<title>Heavy Laser Mark 1</title>
<title>Heavy Laser Mark 1</title>
<short>Heavy Laser I</short>
<short>Heavy Laser I</short>
<desc>Heavy lasers can wreak more havoc than their smaller, burst laser counterparts</desc>
<desc>Heavy lasers can wreak more havoc than their smaller, burst laser counterparts</desc>
<tooltip>Fires heavy lasers; 2 damage each with medium chance of fire and breaching.</tooltip>
<tooltip>Fires heavy lasers; 2 damage each with medium chance of fire and breaching.</tooltip>
<damage>1</damage>
<damage>1</damage>
<shots>3</shots>
<shots>3</shots>
<sp>0</sp>
<sp>0</sp>
<fireChance>1</fireChance>
<fireChance>1</fireChance>
<breachChance>1</breachChance>
<breachChance>1</breachChance>
<cooldown>16</cooldown>
<cooldown>16</cooldown>
<power>1</power>
<power>1</power>
<cost>55</cost>
<cost>55</cost>
<rarity>0</rarity>
<rarity>0</rarity>
<image>laser_heavy1</image>
<image>laser_heavy1</image>
<launchSounds>
<launchSounds>
<sound>heavyLaser1</sound>
<sound>heavyLaser1</sound>
<sound>heavyLaser2</sound>
<sound>heavyLaser2</sound>
<sound>heavyLaser3</sound>
<sound>heavyLaser3</sound>
</launchSounds>
</launchSounds>
<hitShipSounds>
<hitShipSounds>
<sound>hitHull1</sound>
<sound>hitHull1</sound>
</hitShipSounds>
</hitShipSounds>
<hitShieldSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
</hitShieldSounds>
<missSounds>
<missSounds>
<sound>miss</sound>
<sound>miss</sound>
</missSounds>
</missSounds>
<weaponArt>boss_1</weaponArt>
<weaponArt>boss_1</weaponArt>
</weaponBlueprint>
</weaponBlueprint>
<weaponBlueprint name="ARTILLERY_BOSS_1">
<weaponBlueprint name="ARTILLERY_BOSS_1">
<type>LASER</type>
<type>LASER</type>
<title>Boss Laser</title>
<title>Boss Laser</title>
<short>Boss Laser</short>
<short>Boss Laser</short>
<desc>ssss</desc>
<desc>ssss</desc>
<tooltip>Fsss</tooltip>
<tooltip>Fsss</tooltip>
<damage>1</damage>
<damage>1</damage>
<shots>3</shots>
<shots>3</shots>
<sp>0</sp>
<sp>0</sp>
<fireChance>1</fireChance>
<fireChance>1</fireChance>
<breachChance>1</breachChance>
<breachChance>1</breachChance>
<cooldown>20</cooldown>
<cooldown>20</cooldown>
<power>1</power>
<power>1</power>
<cost>55</cost>
<cost>55</cost>
<bp>6</bp>
<bp>6</bp>
<rarity>0</rarity>
<rarity>0</rarity>
<image>laser_heavy1</image>
<image>laser_heavy1</image>
<launchSounds>
<launchSounds>
<sound>lightLaser1</sound>
<sound>lightLaser1</sound>
<sound>lightLaser2</sound>
<sound>lightLaser2</sound>
<sound>lightLaser3</sound>
<sound>lightLaser3</sound>
</launchSounds>
</launchSounds>
<hitShipSounds>
<hitShipSounds>
<sound>hitHull1</sound>
<sound>hitHull1</sound>
</hitShipSounds>
</hitShipSounds>
<hitShieldSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
</hitShieldSounds>
<missSounds>
<missSounds>
<sound>miss</sound>
<sound>miss</sound>
</missSounds>
</missSounds>
<weaponArt>boss_1</weaponArt>
<weaponArt>boss_1</weaponArt>
</weaponBlueprint>
</weaponBlueprint>
<weaponBlueprint name="ARTILLERY_BOSS_2">
<weaponBlueprint name="ARTILLERY_BOSS_2">
<type>MISSILES</type>
<type>MISSILES</type>
<title>Boss Missile</title>
<title>Boss Missile</title>
<short>Boss M.</short>
<short>Boss M.</short>
<desc>Artillery that fires 3 missiles that deal 1 damage.</desc>
<desc>Artillery that fires 3 missiles that deal 1 damage.</desc>
<tooltip>Fires 3 missiles; 1 damage each; pierces all shields.</tooltip>
<tooltip>Fires 3 missiles; 1 damage each; pierces all shields.</tooltip>
<!--<desc>Power Req: 3 Fires 2 missiles that pierces through all shields and deals 2 damage. Consumes 2 missile per shot.</desc>-->
<!--<desc>Power Req: 3 Fires 2 missiles that pierces through all shields and deals 2 damage. Consumes 2 missile per shot.</desc>-->
<damage>1</damage>
<damage>1</damage>
<missiles>0</missiles>
<missiles>0</missiles>
<shots>3</shots>
<shots>3</shots>
<sp>5</sp>
<sp>5</sp>
<fireChance>3</fireChance>
<fireChance>3</fireChance>
<breachChance>2</breachChance>
<breachChance>2</breachChance>
<cooldown>23</cooldown>
<cooldown>23</cooldown>
<power>1</power>
<power>1</power>
<cost>80</cost>
<cost>80</cost>
<bp>7</bp>
<bp>7</bp>
<rarity>0</rarity>
<rarity>0</rarity>
<image>missile_1</image>
<image>missile_1</image>
<launchSounds>
<launchSounds>
<sound>smallMissile1</sound>
<sound>smallMissile1</sound>
<sound>smallMissile2</sound>
<sound>smallMissile2</sound>
</launchSounds>
</launchSounds>
<hitShipSounds>
<hitShipSounds>
<sound>smallExplosion</sound>
<sound>smallExplosion</sound>
</hitShipSounds>
</hitShipSounds>
<hitShieldSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
</hitShieldSounds>
<missSounds>
<missSounds>
<sound>miss</sound>
<sound>miss</sound>
</missSounds>
</missSounds>
<weaponArt>boss_2</weaponArt>
<weaponArt>boss_2</weaponArt>
</weaponBlueprint>
</weaponBlueprint>
<weaponBlueprint name="ARTILLERY_BOSS_3">
<weaponBlueprint name="ARTILLERY_BOSS_3">
<type>BEAM</type>
<type>BEAM</type>
<title>Boss Beam</title>
<title>Boss Beam</title>
<short>Boss Beam</short>
<short>Boss Beam</short>
<desc>2 damage beam with a long trail.</desc>
<desc>2 damage beam with a long trail.</desc>
<tooltip>Beam weapon, 2 damage per room with small breach chance.</tooltip>
<tooltip>Beam weapon, 2 damage per room with small breach chance.</tooltip>
<!--<desc>Power Req: 3 A powerful but slow beam that deals 2 damage in a short line with a low chance of breaches.</desc>-->
<!--<desc>Power Req: 3 A powerful but slow beam that deals 2 damage in a short line with a low chance of breaches.</desc>-->
<damage>2</damage>
<damage>2</damage>
<sp>0</sp>
<sp>0</sp>
<fireChance>0</fireChance>
<fireChance>0</fireChance>
<breachChance>0</breachChance>
<breachChance>0</breachChance>
<cooldown>26</cooldown>
<cooldown>26</cooldown>
<power>1</power>
<power>1</power>
<cost>70</cost>
<cost>70</cost>
<bp>7</bp>
<bp>7</bp>
<rarity>0</rarity>
<rarity>0</rarity>
<length>100</length>
<length>100</length>
<image>beam_contact</image>
<image>beam_contact</image>
<launchSounds>
<launchSounds>
<sound>beam2</sound>
<sound>beam2</sound>
</launchSounds>
</launchSounds>
<weaponArt>boss_3</weaponArt>
<weaponArt>boss_3</weaponArt>
</weaponBlueprint>
</weaponBlueprint>
<weaponBlueprint name="ARTILLERY_BOSS_4">
<weaponBlueprint name="ARTILLERY_BOSS_4">
<type>LASER</type>
<type>LASER</type>
<title>Heavy Ion</title>
<title>Heavy Ion</title>
<short>Heavy Ion</short>
<short>Heavy Ion</short>
<locked>1</locked>
<locked>1</locked>
<desc>1 damage ion 3 shots</desc>
<desc>1 damage ion 3 shots</desc>
<tooltip>1 damage ion 3 shots</tooltip>
<tooltip>1 damage ion 3 shots</tooltip>
<damage>0</damage>
<damage>0</damage>
<ion>1</ion>
<ion>1</ion>
<speed>40</speed>
<speed>40</speed>
<shots>3</shots>
<shots>3</shots>
<sp>0</sp>
<sp>0</sp>
<fireChance>0</fireChance>
<fireChance>0</fireChance>
<breachChance>0</breachChance>
<breachChance>0</breachChance>
<cooldown>28</cooldown>
<cooldown>28</cooldown>
<power>1</power>
<power>1</power>
<cost>40</cost>
<cost>40</cost>
<bp>4</bp>
<bp>4</bp>
<rarity>0</rarity>
<rarity>0</rarity>
<image>ion_4_shot</image>
<image>ion_4_shot</image>
<launchSounds>
<launchSounds>
<sound>ionShoot1</sound>
<sound>ionShoot1</sound>
<sound>ionShoot2</sound>
<sound>ionShoot2</sound>
<sound>ionShoot3</sound>
<sound>ionShoot3</sound>
</launchSounds>
</launchSounds>
<hitShipSounds>
<hitShipSounds>
<sound>ionHit1</sound>
<sound>ionHit1</sound>
<sound>ionHit2</sound>
<sound>ionHit2</sound>
<sound>ionHit3</sound>
<sound>ionHit3</sound>
</hitShipSounds>
</hitShipSounds>
<hitShieldSounds>
<hitShieldSounds>
<sound>ionShields1</sound>
<sound>ionShields1</sound>
<sound>ionShields2</sound>
<sound>ionShields2</sound>
<sound>ionShields3</sound>
<sound>ionShields3</sound>
</hitShieldSounds>
</hitShieldSounds>
<missSounds>
<missSounds>
<sound>miss</sound>
<sound>miss</sound>
</missSounds>
</missSounds>
<weaponArt>boss_4</weaponArt>
<weaponArt>boss_4</weaponArt>
</weaponBlueprint>
</weaponBlueprint>
<weaponBlueprint name="ARTILLERY_FED">
<weaponBlueprint name="ARTILLERY_FED">
<type>BEAM</type>
<type>BEAM</type>
<title>Vindicator Beam</title>
<title>Vindicator Beam</title>
<short>Vindicator</short>
<short>Vindicator</short>
<desc>This overcharged beam uses a new technology to cut through all shields. However targeting abilities have been sacrificed.</desc>
<desc>This overcharged beam uses a new technology to cut through all shields. However targeting abilities have been sacrificed.</desc>
<tooltip>Artillery beam that automatically fires a 1 damage beam that pierces all shields.</tooltip>
<tooltip>Artillery beam that automatically fires a 1 damage beam that pierces all shields.</tooltip>
<damage>1</damage>
<damage>1</damage>
<sp>5</sp>
<sp>5</sp>
<fireChance>1</fireChance>
<fireChance>1</fireChance>
<breachChance>0</breachChance>
<breachChance>0</breachChance>
<speed>13</speed>
<speed>13</speed>
<cooldown>40</cooldown>
<cooldown>40</cooldown>
<power>1</power>
<power>1</power>
<cost>0</cost>
<cost>0</cost>
<bp>5</bp>
<bp>5</bp>
<rarity>0</rarity>
<rarity>0</rarity>
<image>beam_contact</image>
<image>beam_contact</image>
<length>500</length>
<length>500</length>
<launchSounds>
<launchSounds>
<sound>beam1</sound>
<sound>beam1</sound>
</launchSounds>
</launchSounds>
<weaponArt>artillery_fed</weaponArt>
<weaponArt>artillery_fed</weaponArt>
</weaponBlueprint>
</weaponBlueprint>
<!--------------
<!--------------
SIMPLE LASERS
SIMPLE LASERS
-------------->
-------------->
<weaponBlueprint name="LASER_BURST_1"> <!-- 1 shot 1power-->
<weaponBlueprint name="LASER_BURST_1"> <!-- 1 shot 1power-->
<type>LASER</type>
<type>LASER</type>
<title>Defense Laser Mark I</title>
<title>Defense Laser Mark I</title>
<short>Basic Laser</short>
<short>Basic Laser</short>
<desc>Very weak laser.</desc>
<desc>Very weak laser.</desc>
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<tooltip>
Only one shot, one
damage
per shot
.</tooltip>
<tooltip>
Shoots 1 laser that does 1
damage
; 0.1 fire chance
.</tooltip>
<damage>1</damage>
<damage>1</damage>
<shots>1</shots>
<shots>1</shots>
<sp>0</sp>
<sp>0</sp>
<fireChance>1</fireChance>
<fireChance>1</fireChance>
<breachChance>0</breachChance>
<breachChance>0</breachChance>
<cooldown>10</cooldown>
<cooldown>10</cooldown>
<power>1</power>
<power>1</power>
<cost>20</cost>
<cost>20</cost>
<bp>2</bp>
<bp>2</bp>
<rarity>0</rarity>
<rarity>0</rarity>
<image>laser_light1</image>
<image>laser_light1</image>
<launchSounds>
<launchSounds>
<sound>lightLaser1</sound>
<sound>lightLaser1</sound>
<sound>lightLaser2</sound>
<sound>lightLaser2</sound>
<sound>lightLaser3</sound>
<sound>lightLaser3</sound>
</launchSounds>
</launchSounds>
<hitShipSounds>
<hitShipSounds>
<sound>hitHull2</sound>
<sound>hitHull2</sound>
<sound>hitHull3</sound>
<sound>hitHull3</sound>
</hitShipSounds>
</hitShipSounds>
<hitShieldSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
</hitShieldSounds>
<missSounds>
<missSounds>
<sound>miss</sound>
<sound>miss</sound>
</missSounds>
</missSounds>
<weaponArt>laser_burst_1</weaponArt>
<weaponArt>laser_burst_1</weaponArt>
</weaponBlueprint>
</weaponBlueprint>
<weaponBlueprint name="LASER_BURST_2"> <!--1 power 2 shots-->
<weaponBlueprint name="LASER_BURST_2"> <!--1 power 2 shots-->
<type>LASER</type>
<type>LASER</type>
<title>Dual Shot Laser</title>
<title>Dual Shot Laser</title>
<short>Dual Lasers</short>
<short>Dual Lasers</short>
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<desc>
Basic weak d
ual lasers.
Often used by transport ships that can't afford better
.</desc>
<desc>
D
ual lasers.
Packs moderate firepower into a low-energy package
.</desc>
<tooltip>Shoots 2 lasers that do 1 damage each
.</tooltip>
<tooltip>Shoots 2 lasers that do 1 damage each
; 0.1 fire chance
.</tooltip>
<damage>1</damage>
<damage>1</damage>
<shots>2</shots>
<shots>2</shots>
<sp>0</sp>
<sp>0</sp>
<fireChance>1</fireChance>
<fireChance>1</fireChance>
<breachChance>0</breachChance>
<breachChance>0</breachChance>
<cooldown>10</cooldown>
<cooldown>10</cooldown>
<power>1</power>
<power>1</power>
<cost>25</cost>
<cost>25</cost>
<bp>4</bp>
<bp>4</bp>
<rarity>0</rarity>
<rarity>0</rarity>
<image>laser_light1</image>
<image>laser_light1</image>
<launchSounds>
<launchSounds>
<sound>lightLaser1</sound>
<sound>lightLaser1</sound>
<sound>lightLaser2</sound>
<sound>lightLaser2</sound>
<sound>lightLaser3</sound>
<sound>lightLaser3</sound>
</launchSounds>
</launchSounds>
<hitShipSounds>
<hitShipSounds>
<sound>hitHull2</sound>
<sound>hitHull2</sound>
<sound>hitHull3</sound>
<sound>hitHull3</sound>
</hitShipSounds>
</hitShipSounds>
<hitShieldSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
</hitShieldSounds>
<missSounds>
<missSounds>
<sound>miss</sound>
<sound>miss</sound>
</missSounds>
</missSounds>
<weaponArt>laser_burst_2</weaponArt>
<weaponArt>laser_burst_2</weaponArt>
</weaponBlueprint>
</weaponBlueprint>
<weaponBlueprint name="LASER_BURST_2_A"> <!-- 2 power 2 shots -->
<weaponBlueprint name="LASER_BURST_2_A"> <!-- 2 power 2 shots -->
<type>LASER</type>
<type>LASER</type>
<title>Burst Laser Mark I</title>
<title>Burst Laser Mark I</title>
<short>Burst Laser I</short>
<short>Burst Laser I</short>
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<desc>
This simple burst laser isn't flashy but it gets the job done
.</desc>
<desc>
Packs a solid punch for a reasonable cost
.</desc>
<tooltip>Shoots 2 lasers that do 1 damage each
.</tooltip>
<tooltip>Shoots 2 lasers that do 1 damage each
; 0.1 fire chance
.</tooltip>
<damage>1</damage>
<damage>1</damage>
<shots>2</shots>
<shots>2</shots>
<sp>0</sp>
<sp>0</sp>
<fireChance>1</fireChance>
<fireChance>1</fireChance>
<breachChance>0</breachChance>
<breachChance>0</breachChance>
<cooldown>11</cooldown>
<cooldown>11</cooldown>
<power>2</power>
<power>2</power>
<cost>50</cost>
<cost>50</cost>
<bp>4</bp>
<bp>4</bp>
<rarity>1</rarity>
<rarity>1</rarity>
<image>laser_light1</image>
<image>laser_light1</image>
<launchSounds>
<launchSounds>
<sound>lightLaser1</sound>
<sound>lightLaser1</sound>
<sound>lightLaser2</sound>
<sound>lightLaser2</sound>
<sound>lightLaser3</sound>
<sound>lightLaser3</sound>
</launchSounds>
</launchSounds>
<hitShipSounds>
<hitShipSounds>
<sound>hitHull2</sound>
<sound>hitHull2</sound>
<sound>hitHull3</sound>
<sound>hitHull3</sound>
</hitShipSounds>
</hitShipSounds>
<hitShieldSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
</hitShieldSounds>
<missSounds>
<missSounds>
<sound>miss</sound>
<sound>miss</sound>
</missSounds>
</missSounds>
<weaponArt>laser_burst_2</weaponArt>
<weaponArt>laser_burst_2</weaponArt>
</weaponBlueprint>
</weaponBlueprint>
<weaponBlueprint name="LASER_BURST_3">
<weaponBlueprint name="LASER_BURST_3">
<type>LASER</type>
<type>LASER</type>
<title>Burst Laser Mark II</title>
<title>Burst Laser Mark II</title>
<short>Burst Laser II</short>
<short>Burst Laser II</short>
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<desc>
Slightly i
mproved version of the
b
urst
l
aser
that fires
more
shot
s
per charge.</desc>
<desc>
I
mproved version of the
B
urst
L
aser
I
that fires
an extra
shot
per charge.</desc>
<tooltip>
Fires
3 lasers
,
1 damage each
.</tooltip>
<tooltip>
Shoots
3 lasers
that do
1 damage each
; 0.1 fire chance
.</tooltip>
<damage>1</damage>
<damage>1</damage>
<shots>3</shots>
<shots>3</shots>
<sp>0</sp>
<sp>0</sp>
<fireChance>1</fireChance>
<fireChance>1</fireChance>
<breachChance>0</breachChance>
<breachChance>0</breachChance>
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<cooldown>
12
</cooldown>
<cooldown>
13
</cooldown>
<power>2</power>
<power>2</power>
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<cost>
80
</cost>
<cost>
95
</cost>
<bp>7</bp>
<bp>7</bp>
<rarity>4</rarity>
<rarity>4</rarity>
<image>laser_light2</image>
<image>laser_light2</image>
<launchSounds>
<launchSounds>
<sound>lightLaser1</sound>
<sound>lightLaser1</sound>
<sound>lightLaser2</sound>
<sound>lightLaser2</sound>
<sound>lightLaser3</sound>
<sound>lightLaser3</sound>
</launchSounds>
</launchSounds>
<hitShipSounds>
<hitShipSounds>
<sound>hitHull2</sound>
<sound>hitHull2</sound>
<sound>hitHull3</sound>
<sound>hitHull3</sound>
</hitShipSounds>
</hitShipSounds>
<hitShieldSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
</hitShieldSounds>
<missSounds>
<missSounds>
<sound>miss</sound>
<sound>miss</sound>
</missSounds>
</missSounds>
<weaponArt>laser_burst_3</weaponArt>
<weaponArt>laser_burst_3</weaponArt>
</weaponBlueprint>
</weaponBlueprint>
<weaponBlueprint name="LASER_BURST_5">
<weaponBlueprint name="LASER_BURST_5">
<type>LASER</type>
<type>LASER</type>
<title>Burst Laser Mark III</title>
<title>Burst Laser Mark III</title>
<short>Burst L. III</short>
<short>Burst L. III</short>
<desc>Powerful burst laser that fires off an impressive barrage.</desc>
<desc>Powerful burst laser that fires off an impressive barrage.</desc>
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<tooltip>
Fires
5 lasers
,
1 damage
per shot
.</tooltip>
<tooltip>
Shoots
5 lasers
that do
1 damage
each
.</tooltip>
<damage>1</damage>
<damage>1</damage>
<shots>5</shots>
<shots>5</shots>
<sp>0</sp>
<sp>0</sp>
<fireChance>0</fireChance>
<fireChance>0</fireChance>
<breachChance>0</breachChance>
<breachChance>0</breachChance>
<cooldown>19</cooldown>
<cooldown>19</cooldown>
<power>4</power>
<power>4</power>
<cost>110</cost>
<cost>110</cost>
<bp>10</bp>
<bp>10</bp>
<rarity>4</rarity>
<rarity>4</rarity>
<image>laser_light2</image>
<image>laser_light2</image>
<launchSounds>
<launchSounds>
<sound>lightLaser1</sound>
<sound>lightLaser1</sound>
<sound>lightLaser2</sound>
<sound>lightLaser2</sound>
<sound>lightLaser3</sound>
<sound>lightLaser3</sound>
</launchSounds>
</launchSounds>
<hitShipSounds>
<hitShipSounds>
<sound>hitHull2</sound>
<sound>hitHull2</sound>
<sound>hitHull3</sound>
<sound>hitHull3</sound>
</hitShipSounds>
</hitShipSounds>
<hitShieldSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
</hitShieldSounds>
<missSounds>
<missSounds>
<sound>miss</sound>
<sound>miss</sound>
</missSounds>
</missSounds>
<weaponArt>laser_burst_5</weaponArt>
<weaponArt>laser_burst_5</weaponArt>
</weaponBlueprint>
</weaponBlueprint>
<!--------------
<!--------------
HEAVY LASERS
HEAVY LASERS
-------------->
-------------->
<weaponBlueprint name="LASER_HEAVY_1">
<weaponBlueprint name="LASER_HEAVY_1">
<type>LASER</type>
<type>LASER</type>
<title>Heavy Laser Mark I</title>
<title>Heavy Laser Mark I</title>
<short>Heavy Laser I</short>
<short>Heavy Laser I</short>
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<desc>Heavy lasers can wreak more havoc than their smaller, burst laser counterparts
</desc>
<desc>Heavy lasers can wreak more havoc than their smaller, burst laser counterparts
.
</desc>
<tooltip>
Fires
1
shot, causes
2 damage
with low chance of
fire
and breaching
.</tooltip>
<tooltip>
Shoots
1
heavy laser that does
2 damage
; 0.3
fire
/breach chance
.</tooltip>
<damage>2</damage>
<damage>2</damage>
<shots>1</shots>
<shots>1</shots>
<sp>0</sp>
<sp>0</sp>
<fireChance>3</fireChance>
<fireChance>3</fireChance>
<breachChance>3</breachChance>
<breachChance>3</breachChance>
<cooldown>9</cooldown>
<cooldown>9</cooldown>
<power>1</power>
<power>1</power>
<cost>55</cost>
<cost>55</cost>
<bp>6</bp>
<bp>6</bp>
<rarity>2</rarity>
<rarity>2</rarity>
<image>laser_heavy1</image>
<image>laser_heavy1</image>
<launchSounds>
<launchSounds>
<sound>heavyLaser1</sound>
<sound>heavyLaser1</sound>
<sound>heavyLaser2</sound>
<sound>heavyLaser2</sound>
<sound>heavyLaser3</sound>
<sound>heavyLaser3</sound>
</launchSounds>
</launchSounds>
<hitShipSounds>
<hitShipSounds>
<sound>hitHull1</sound>
<sound>hitHull1</sound>
</hitShipSounds>
</hitShipSounds>
<hitShieldSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
</hitShieldSounds>
<missSounds>
<missSounds>
<sound>miss</sound>
<sound>miss</sound>
</missSounds>
</missSounds>
<weaponArt>laser_heavy_1</weaponArt>
<weaponArt>laser_heavy_1</weaponArt>
</weaponBlueprint>
</weaponBlueprint>
<weaponBlueprint name="LASER_HEAVY_2">
<weaponBlueprint name="LASER_HEAVY_2">
<type>LASER</type>
<type>LASER</type>
<title>Heavy Laser Mark II</title>
<title>Heavy Laser Mark II</title>
<short>Heavy Laser II</short>
<short>Heavy Laser II</short>
<desc>This heavy laser fires two shots in quick succession, each dealing 2 damage.</desc>
<desc>This heavy laser fires two shots in quick succession, each dealing 2 damage.</desc>
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<tooltip>
Fires
2 heavy lasers
,
2 damage each
with low chance of
fire
and breaching
.</tooltip>
<tooltip>
Shoots
2 heavy lasers
that do
2 damage each
; 0.3
fire
/breach chance
.</tooltip>
<damage>2</damage>
<damage>2</damage>
<shots>2</shots>
<shots>2</shots>
<sp>0</sp>
<sp>0</sp>
<fireChance>3</fireChance>
<fireChance>3</fireChance>
<breachChance>3</breachChance>
<breachChance>3</breachChance>
<cooldown>13</cooldown>
<cooldown>13</cooldown>
<power>3</power>
<power>3</power>
<cost>75</cost>
<cost>75</cost>
<bp>10</bp>
<bp>10</bp>
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<rarity>
4
</rarity>
<rarity>
3
</rarity>
<image>laser_heavy1</image>
<image>laser_heavy1</image>
<launchSounds>
<launchSounds>
<sound>heavyLaser1</sound>
<sound>heavyLaser1</sound>
<sound>heavyLaser2</sound>
<sound>heavyLaser2</sound>
<sound>heavyLaser3</sound>
<sound>heavyLaser3</sound>
</launchSounds>
</launchSounds>
<hitShipSounds>
<hitShipSounds>
<sound>hitHull1</sound>
<sound>hitHull1</sound>
</hitShipSounds>
</hitShipSounds>
<hitShieldSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
</hitShieldSounds>
<missSounds>
<missSounds>
<sound>miss</sound>
<sound>miss</sound>
</missSounds>
</missSounds>
<weaponArt>laser_heavy_2</weaponArt>
<weaponArt>laser_heavy_2</weaponArt>
</weaponBlueprint>
</weaponBlueprint>
<weaponBlueprint name="LASER_HEAVY_1_SP">
<weaponBlueprint name="LASER_HEAVY_1_SP">
<type>LASER</type>
<type>LASER</type>
<title>Heavy Pierce Laser Mark I</title>
<title>Heavy Pierce Laser Mark I</title>
<short>Heavy Pierce I</short>
<short>Heavy Pierce I</short>
<desc>Heavy lasers can wreak more havoc than their smaller, burst laser counterparts. This modified version pierces 1 shield.</desc>
<desc>Heavy lasers can wreak more havoc than their smaller, burst laser counterparts. This modified version pierces 1 shield.</desc>
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<tooltip>
Fires
1
shot
that does 2 damage
with a low chance of
fire
and breaching
. Ignores 1 shield.
</tooltip>
<tooltip>
Shoots
1
heavy laser
that does 2 damage
; 0.2
fire
/breach chance
. Ignores 1 shield.
</tooltip>
<damage>2</damage>
<damage>2</damage>
<shots>1</shots>
<shots>1</shots>
<sp>1</sp>
<sp>1</sp>
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<fireChance>
3
</fireChance>
<fireChance>
2
</fireChance>
<breachChance>
3
</breachChance>
<breachChance>
2
</breachChance>
<cooldown>10</cooldown>
<cooldown>10</cooldown>
<power>2</power>
<power>2</power>
<cost>55</cost>
<cost>55</cost>
<bp>6</bp>
<bp>6</bp>
<rarity>0</rarity>
<rarity>0</rarity>
<image>laser_heavy1</image>
<image>laser_heavy1</image>
<launchSounds>
<launchSounds>
<sound>heavyLaser1</sound>
<sound>heavyLaser1</sound>
<sound>heavyLaser2</sound>
<sound>heavyLaser2</sound>
<sound>heavyLaser3</sound>
<sound>heavyLaser3</sound>
</launchSounds>
</launchSounds>
<hitShipSounds>
<hitShipSounds>
<sound>hitHull1</sound>
<sound>hitHull1</sound>
</hitShipSounds>
</hitShipSounds>
<hitShieldSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield2</sound>
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<sound>hitShiel
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<!-- Copyright (c) 2012 by Subset Games. All rights reserved --> <?xml version="1.0" encoding="utf-8"?> <!-- Customization possibilities --> <blueprintList name="STARTING_WEAPONS"> <name>LASER_BURST_1</name> <name>LASER_BURST_2</name> <name>MISSILES_2_PLAYER</name> <name>BEAM_LONG</name> <name>ION_1</name> <name>ION_2</name> <name>ION_4</name> <name>BOMB_1</name> <name>LASER_BURST_3</name> <name>LASER_HEAVY_1</name> <name>MISSILES_3</name> <name>BEAM_1</name> <name>BEAM_FIRE</name> <name>LASER_HULL_2</name> <name>BOMB_FIRE</name> <name>BOMB_ION</name> <name>BOMB_HEAL</name> </blueprintList> <blueprintList name="STARTING_DRONES"> <name>REPAIR</name> <name>DEFENSE_1</name> <name>COMBAT_1</name> <name>COMBAT_2</name> <name>SHIP_REPAIR</name> <name>DEFENSE_1</name> </blueprintList> <blueprintList name="STARTING_AUGS"> <name>HULL_ARMOR</name> <name>ADV_HULL_ARMOR</name> <name>NANO_MEDBAY</name> <name>ADV_SCANNERS</name> <name>AUTO_COOLDOWN</name> <name>SHIELD_RECHARGE</name> <name>FTL_BOOSTER</name> <name>FTL_JAMMER</name> <name>CREW_STIMS</name> <name>DRONE_RECOVERY</name> <name>FTL_JUMPER</name> <name>FTL_BOOSTER</name> </blueprintList> <!-- ********************* CREW BLUEPRINTS ********************* --> <crewBlueprint name="human"> <desc>Humans are common and uninteresting.</desc> <cost>40</cost> <bp>2</bp> <title>Human</title> <short>Human</short> <rarity>1</rarity> <powerList> <power>No exceptional traits</power> </powerList> </crewBlueprint> <crewBlueprint name="engi"> <desc>It's unclear if the 'Engi' are partly organic or entirely mechanical, but it's well known that they make exceptional engineers.</desc> <cost>50</cost> <bp>2</bp> <title>Engi</title> <short>Engi</short> <rarity>2</rarity> <powerList> <power>Repair speed is doubled</power> <power>Combat damage inflicted is halved</power> </powerList> </crewBlueprint> <crewBlueprint name="mantis"> <desc>The Mantis disregard for individual lives led to their evolution as a vicious, warrior race.</desc> <title>Mantis</title> <short>Mantis</short> <cost>45</cost> <bp>2</bp> <rarity>2</rarity> <powerList> <power>Double damage in combat</power> <power>1.2x move speed</power> <power>Halved repair speed</power> </powerList> </crewBlueprint> <crewBlueprint name="slug"> <desc>These telepathic Slugs were shunned in the Galactic Federation for their constant thievery and manipulation of other sentient beings.</desc> <title>Slug</title> <short>Slug</short> <cost>45</cost> <bp>2</bp> <rarity>0</rarity> <powerList> <power>Telepathic powers reveal rooms and lifeforms even when sensors are down.</power> </powerList> </crewBlueprint> <crewBlueprint name="rock"> <desc>The 'Rockmen' of Vrachos IV are rarely seen and are known for their fortitude.</desc> <title>Rockman</title> <short>Rockman</short> <cost>65</cost> <bp>4</bp> <rarity>3</rarity> <powerList> <power>Immune to fire</power> <power>Movement speed is halved</power> <power>Health is increased to 150</power> </powerList> </crewBlueprint> <crewBlueprint name="crystal"> <desc>Ancient ancestors of the Rockmen.</desc> <title>Crystal</title> <short>Crystal</short> <cost>65</cost> <bp>4</bp> <rarity>0</rarity> <powerList> <power>Lockdown power (activate in crew box)</power> <power>Reduced suffocation damage</power> <power>Movement speed reduced by 20 percent</power> <power>Health is increased to 125</power> </powerList> </crewBlueprint> <crewBlueprint name="energy"> <desc>The 'Zoltan' are close allies of the 'Engi.' Their innate energy is strong enough to power ship systems.</desc> <title>Zoltan</title> <short>Zoltan</short> <cost>65</cost> <bp>4</bp> <rarity>5</rarity> <powerList> <power>Provides power to occupied system</power> <power>Maximum health is reduced.</power> </powerList> </crewBlueprint> <!-- ********************* SYSTEM BLUEPRINTS ********************* --> <systemBlueprint name="oxygen"> <type>oxygen</type> <title>Oxygen</title> <desc>Refills the oxygen in the ship. Upgrading increases the rate of refill.</desc> <startPower>1</startPower> <maxPower>3</maxPower> <rarity>1</rarity> <upgradeCost> <level>25</level> <!-- level 2 --> <level>50</level> <!-- level 3 --> <level>75</level> <!-- imaginary level 4 --> </upgradeCost> <cost>0</cost> </systemBlueprint> <systemBlueprint name="teleporter"> <type>teleporter</type> <title>Crew Teleporter</title> <desc>Allows you to send your crew-members to board enemy vessels.</desc> <startPower>1</startPower> <maxPower>3</maxPower> <rarity>1</rarity> <upgradeCost> <level>30</level> <!-- level 2 --> <level>60</level> <!-- level 3 --> </upgradeCost> <cost>75</cost> <locked>1</locked> </systemBlueprint> <systemBlueprint name="cloaking"> <type>cloaking</type> <title>Cloaking</title> <desc>Cloaks the ship, adding 60 to your evasion and preventing the enemy ship from locking on with their weapons.</desc> <startPower>1</startPower> <maxPower>3</maxPower> <rarity>1</rarity> <upgradeCost> <level>30</level> <!-- level 2 --> <level>50</level> <!-- level 3 --> </upgradeCost> <cost>150</cost> <locked>1</locked> </systemBlueprint> <systemBlueprint name="pilot"> <type>pilot</type> <title>Piloting</title> <desc>Allows the ship to make FTL jumps and dodge when piloted. Upgrading adds auto-pilot that allows some evasion even without a pilot.</desc> <startPower>1</startPower> <maxPower>3</maxPower> <rarity>1</rarity> <upgradeCost> <level>20</level> <!-- level 2 --> <level>50</level> <!-- level 3 --> </upgradeCost> <cost>1</cost> </systemBlueprint> <systemBlueprint name="medbay"> <type>medbay</type> <title>Medbay</title> <desc>Heals all crew-members within the Medbay room. Upgrading increases healing speed.</desc> <startPower>1</startPower> <maxPower>3</maxPower> <rarity>1</rarity> <upgradeCost> <level>35</level> <!-- level 2 --> <level>60</level> <!-- level 3 --> </upgradeCost> <cost>60</cost> </systemBlueprint> <systemBlueprint name="shields"> <type>shields</type> <title>Shields</title> <desc>Powers your shields. Every shield bar can block one incoming shot. Upgrading increases bar count.</desc> <startPower>2</startPower> <maxPower>8</maxPower> <rarity>1</rarity> <upgradeCost> <level>100</level> <!-- level 2 --> <level>20</level> <!-- level 3 --> <level>30</level> <!-- level 4 --> <level>40</level> <!-- level 5 --> <level>60</level> <!-- level 6 --> <level>80</level> <!-- level 7 --> <level>100</level> <!-- level 8 --> <level>120</level> <!-- Imaginary level 9 --> </upgradeCost> <cost>150</cost> </systemBlueprint> <systemBlueprint name="artillery"> <type>artillery</type> <title>Artillery Beam</title> <desc>Powers a slow, high-powered beam that pierces all shields and does one damage per room hit. More power means faster cooldown.</desc> <startPower>2</startPower> <maxPower>4</maxPower> <rarity>0</rarity> <upgradeCost> <level>30</level> <!-- level 2 --> <level>50</level> <!-- level 3 --> <level>80</level> <!-- level 4 --> </upgradeCost> <cost>150</cost> </systemBlueprint> <systemBlueprint name="engines"> <type>engines</type> <title>Engines</title> <desc>Powers the FTL drive and allows the ship to dodge. Upgrading improves dodge chance and the rate that your FTL drive charges.</desc> <startPower>2</startPower> <maxPower>8</maxPower> <rarity>1</rarity> <upgradeCost> <level>10</level> <!-- level 2 --> <level>15</level> <!-- level 3 --> <level>30</level> <!-- level 4 --> <level>40</level> <!-- level 5 --> <level>60</level> <!-- level 6 --> <level>80</level> <!-- level 7 --> <level>120</level> <!-- level 8 --> <level>150</level> <!-- Imaginary level 9 --> </upgradeCost> <cost>1</cost> </systemBlueprint> <systemBlueprint name="weapons"> <type>weapons</type> <title>Weapon Control</title> <desc>Powers all of the ship's weapons. Upgrading lets you power more weapons.</desc> <startPower>4</startPower> <rarity>1</rarity> <maxPower>8</maxPower> <upgradeCost> <level>60</level> <!-- level 2 --> <level>25</level> <!-- level 3 --> <level>35</level> <!-- level 4 --> <level>50</level> <!-- level 5 --> <level>75</level> <!-- level 6 --> <level>90</level> <!-- level 7 --> <level>100</level> <!-- level 8 --> <level>120</level> <!-- Imaginary level 9 --> </upgradeCost> <cost>20</cost> </systemBlueprint> <systemBlueprint name="drones"> <type>drones</type> <title>Drone Control</title> <desc>Powers all of the ship's drones. Drones are automated robots that perform tasks like attacking enemy ships or repairing systems.</desc> <startPower>2</startPower> <maxPower>8</maxPower> <rarity>1</rarity> <upgradeCost> <level>10</level> <!-- level 2 --> <level>20</level> <!-- level 3 --> <level>30</level> <!-- level 4 --> <level>45</level> <!-- level 5 --> <level>60</level> <!-- level 6 --> <level>80</level> <!-- level 7 --> <level>100</level> <!-- level 8 --> <level>120</level> <!-- Imaginary level 9 --> </upgradeCost> <cost>80</cost> </systemBlueprint> <systemBlueprint name="sensors"> <type>sensors</type> <title>Sensors</title> <desc>Reveals the interior of your ship and gives information about enemy ships.</desc> <startPower>1</startPower> <maxPower>3</maxPower> <rarity>1</rarity> <upgradeCost> <level>25</level> <!-- level 2 --> <level>60</level> <!-- level 3 --> </upgradeCost> <cost>40</cost> </systemBlueprint> <systemBlueprint name="doors"> <type>doors</type> <title>Door System</title> <desc>Allows remote opening and closing of doors. Upgrades to Blast Doors that impede fire spread and intruder movement.</desc> <startPower>1</startPower> <maxPower>3</maxPower> <rarity>1</rarity> <upgradeCost> <level>20</level> <!-- level 2 --> <level>50</level> <!-- level 3 --> </upgradeCost> <cost>60</cost> </systemBlueprint> <!-- ********************* WEAPON BLUEPRINTS ********************* --> <!-- For weapon art, all weapons will default to 'default' unless you give it something else... this prevents invisible weapons --> <!-- Default Speeds: Laser = 60, Beams = 5, Missiles = 35.. sorry the numbers have no meaning --> <!-- PDS BLUEPRINT useful only for sound effects, projectile art, and potentially damage? --> <weaponBlueprint name="ARTILLERY_WEAPON"> <type>LASER</type> <title>Heavy Laser Mark 1</title> <short>Heavy Laser I</short> <desc>Heavy lasers can wreak more havoc than their smaller, burst laser counterparts</desc> <tooltip>Fires 3 shots, 2 damage each with medium chance of fire and breaching.</tooltip> <damage>1</damage> <shots>3</shots> <sp>0</sp> <fireChance>1</fireChance> <breachChance>1</breachChance> <cooldown>16</cooldown> <power>1</power> <cost>55</cost> <bp>6</bp> <rarity>0</rarity> <image>laser_heavy1</image> <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>boss_1</weaponArt> </weaponBlueprint> <!-- ARTILLERY BLUEPRINT --> <weaponBlueprint name="ARTILLERY_WEAPON"> <type>LASER</type> <title>Heavy Laser Mark 1</title> <short>Heavy Laser I</short> <desc>Heavy lasers can wreak more havoc than their smaller, burst laser counterparts</desc> <tooltip>Fires heavy lasers; 2 damage each with medium chance of fire and breaching.</tooltip> <damage>1</damage> <shots>3</shots> <sp>0</sp> <fireChance>1</fireChance> <breachChance>1</breachChance> <cooldown>16</cooldown> <power>1</power> <cost>55</cost> <rarity>0</rarity> <image>laser_heavy1</image> <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>boss_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="ARTILLERY_BOSS_1"> <type>LASER</type> <title>Boss Laser</title> <short>Boss Laser</short> <desc>ssss</desc> <tooltip>Fsss</tooltip> <damage>1</damage> <shots>3</shots> <sp>0</sp> <fireChance>1</fireChance> <breachChance>1</breachChance> <cooldown>20</cooldown> <power>1</power> <cost>55</cost> <bp>6</bp> <rarity>0</rarity> <image>laser_heavy1</image> <launchSounds> <sound>lightLaser1</sound> <sound>lightLaser2</sound> <sound>lightLaser3</sound> </launchSounds> <hitShipSounds> <sound>hitHull1</sound> </hitShipSounds> <hitShieldSounds> <sound>hitShield1</sound> <sound>hitShield2</sound> <sound>hitShield3</sound> </hitShieldSounds> <missSounds> <sound>miss</sound> </missSounds> <weaponArt>boss_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="ARTILLERY_BOSS_2"> <type>MISSILES</type> <title>Boss Missile</title> <short>Boss M.</short> <desc>Artillery that fires 3 missiles that deal 1 damage.</desc> <tooltip>Fires 3 missiles; 1 damage each; pierces all shields.</tooltip> <!--<desc>Power Req: 3 Fires 2 missiles that pierces through all shields and deals 2 damage. Consumes 2 missile per shot.</desc>--> <damage>1</damage> <missiles>0</missiles> <shots>3</shots> <sp>5</sp> <fireChance>3</fireChance> <breachChance>2</breachChance> <cooldown>23</cooldown> <power>1</power> <cost>80</cost> <bp>7</bp> <rarity>0</rarity> <image>missile_1</image> <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>boss_2</weaponArt> </weaponBlueprint> <weaponBlueprint name="ARTILLERY_BOSS_3"> <type>BEAM</type> <title>Boss Beam</title> <short>Boss Beam</short> <desc>2 damage beam with a long trail.</desc> <tooltip>Beam weapon, 2 damage per room with small breach chance.</tooltip> <!--<desc>Power Req: 3 A powerful but slow beam that deals 2 damage in a short line with a low chance of breaches.</desc>--> <damage>2</damage> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>26</cooldown> <power>1</power> <cost>70</cost> <bp>7</bp> <rarity>0</rarity> <length>100</length> <image>beam_contact</image> <launchSounds> <sound>beam2</sound> </launchSounds> <weaponArt>boss_3</weaponArt> </weaponBlueprint> <weaponBlueprint name="ARTILLERY_BOSS_4"> <type>LASER</type> <title>Heavy Ion</title> <short>Heavy Ion</short> <locked>1</locked> <desc>1 damage ion 3 shots</desc> <tooltip>1 damage ion 3 shots</tooltip> <damage>0</damage> <ion>1</ion> <speed>40</speed> <shots>3</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>28</cooldown> <power>1</power> <cost>40</cost> <bp>4</bp> <rarity>0</rarity> <image>ion_4_shot</image> <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>boss_4</weaponArt> </weaponBlueprint> <weaponBlueprint name="ARTILLERY_FED"> <type>BEAM</type> <title>Vindicator Beam</title> <short>Vindicator</short> <desc>This overcharged beam uses a new technology to cut through all shields. However targeting abilities have been sacrificed.</desc> <tooltip>Artillery beam that automatically fires a 1 damage beam that pierces all shields.</tooltip> <damage>1</damage> <sp>5</sp> <fireChance>1</fireChance> <breachChance>0</breachChance> <speed>13</speed> <cooldown>40</cooldown> <power>1</power> <cost>0</cost> <bp>5</bp> <rarity>0</rarity> <image>beam_contact</image> <length>500</length> <launchSounds> <sound>beam1</sound> </launchSounds> <weaponArt>artillery_fed</weaponArt> </weaponBlueprint> <!-------------- SIMPLE LASERS --------------> <weaponBlueprint name="LASER_BURST_1"> <!-- 1 shot 1power--> <type>LASER</type> <title>Defense Laser Mark I</title> <short>Basic Laser</short> <desc>Very weak laser.</desc> <tooltip>Only one shot, one damage per shot.</tooltip> <damage>1</damage> <shots>1</shots> <sp>0</sp> <fireChance>1</fireChance> <breachChance>0</breachChance> <cooldown>10</cooldown> <power>1</power> <cost>20</cost> <bp>2</bp> <rarity>0</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_BURST_2"> <!--1 power 2 shots--> <type>LASER</type> <title>Dual Shot Laser</title> <short>Dual Lasers</short> <desc>Basic weak dual lasers. Often used by transport ships that can't afford better.</desc> <tooltip>Shoots 2 lasers that do 1 damage each.</tooltip> <damage>1</damage> <shots>2</shots> <sp>0</sp> <fireChance>1</fireChance> <breachChance>0</breachChance> <cooldown>10</cooldown> <power>1</power> <cost>25</cost> <bp>4</bp> <rarity>0</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_2</weaponArt> </weaponBlueprint> <weaponBlueprint name="LASER_BURST_2_A"> <!-- 2 power 2 shots --> <type>LASER</type> <title>Burst Laser Mark I</title> <short>Burst Laser I</short> <desc>This simple burst laser isn't flashy but it gets the job done.</desc> <tooltip>Shoots 2 lasers that do 1 damage each.</tooltip> <damage>1</damage> <shots>2</shots> <sp>0</sp> <fireChance>1</fireChance> <breachChance>0</breachChance> <cooldown>11</cooldown> <power>2</power> <cost>50</cost> <bp>4</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_2</weaponArt> </weaponBlueprint> <weaponBlueprint name="LASER_BURST_3"> <type>LASER</type> <title>Burst Laser Mark II</title> <short>Burst Laser II</short> <desc>Slightly improved version of the burst laser that fires more shots per charge.</desc> <tooltip>Fires 3 lasers, 1 damage each.</tooltip> <damage>1</damage> <shots>3</shots> <sp>0</sp> <fireChance>1</fireChance> <breachChance>0</breachChance> <cooldown>12</cooldown> <power>2</power> <cost>80</cost> <bp>7</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_BURST_5"> <type>LASER</type> <title>Burst Laser Mark III</title> <short>Burst L. III</short> <desc>Powerful burst laser that fires off an impressive barrage.</desc> <tooltip>Fires 5 lasers, 1 damage per shot.</tooltip> <damage>1</damage> <shots>5</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>19</cooldown> <power>4</power> <cost>110</cost> <bp>10</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_5</weaponArt> </weaponBlueprint> <!-------------- HEAVY LASERS --------------> <weaponBlueprint name="LASER_HEAVY_1"> <type>LASER</type> <title>Heavy Laser Mark I</title> <short>Heavy Laser I</short> <desc>Heavy lasers can wreak more havoc than their smaller, burst laser counterparts</desc> <tooltip>Fires 1 shot, causes 2 damage with low chance of fire and breaching.</tooltip> <damage>2</damage> <shots>1</shots> <sp>0</sp> <fireChance>3</fireChance> <breachChance>3</breachChance> <cooldown>9</cooldown> <power>1</power> <cost>55</cost> <bp>6</bp> <rarity>2</rarity> <image>laser_heavy1</image> <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_heavy_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="LASER_HEAVY_2"> <type>LASER</type> <title>Heavy Laser Mark II</title> <short>Heavy Laser II</short> <desc>This heavy laser fires two shots in quick succession, each dealing 2 damage.</desc> <tooltip>Fires 2 heavy lasers, 2 damage each with low chance of fire and breaching.</tooltip> <damage>2</damage> <shots>2</shots> <sp>0</sp> <fireChance>3</fireChance> <breachChance>3</breachChance> <cooldown>13</cooldown> <power>3</power> <cost>75</cost> <bp>10</bp> <rarity>4</rarity> <image>laser_heavy1</image> <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_heavy_2</weaponArt> </weaponBlueprint> <weaponBlueprint name="LASER_HEAVY_1_SP"> <type>LASER</type> <title>Heavy Pierce Laser Mark I</title> <short>Heavy Pierce I</short> <desc>Heavy lasers can wreak more havoc than their smaller, burst laser counterparts. This modified version pierces 1 shield.</desc> <tooltip>Fires 1 shot that does 2 damage with a low chance of fire and breaching. Ignores 1 shield. </tooltip> <damage>2</damage> <shots>1</shots> <sp>1</sp> <fireChance>3</fireChance> <breachChance>3</breachChance> <cooldown>10</cooldown> <power>2</power> <cost>55</cost> <bp>6</bp> <rarity>0</rarity> <image>laser_heavy1</image> <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_heavy_1</weaponArt> </weaponBlueprint> <!---------------- CRYSTAL SHARD -----------------> <weaponBlueprint name="CRYSTAL_1"> <type>MISSILES</type> <title>Crystal Shard</title> <short>Crystal</short> <desc>Should Never See This Description.</desc> <tooltip>Should Never See This Description.</tooltip> <damage>1</damage> <missiles>0</missiles> <shots>1</shots> <sp>5</sp> <fireChance>0</fireChance> <breachChance>1</breachChance> <cooldown>9</cooldown> <power>1</power> <cost>20</cost> <bp>2</bp> <rarity>0</rarity> <image>crystal_shard</image> <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>crystal_shard</weaponArt> </weaponBlueprint> <!-------------- MISSILES --------------> <weaponBlueprint name="MISSILES_1"> <type>MISSILES</type> <title>Leto Missiles</title> <short>Leto</short> <desc>This launcher is outdated and weak, but can still be effective.</desc> <tooltip>Fires 1 missile; does 1 damage; pierces all shields.</tooltip> <damage>1</damage> <missiles>1</missiles> <shots>1</shots> <sp>5</sp> <fireChance>1</fireChance> <breachChance>1</breachChance> <cooldown>9</cooldown> <power>1</power> <cost>20</cost> <bp>2</bp> <rarity>0</rarity> <image>missile_1</image> <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>missiles_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="MISSILES_2_PLAYER"> <type>MISSILES</type> <title>Artemis Missiles</title> <short>Artemis</short> <desc>Standard missile launcher on most Federation ships.</desc> <tooltip>Fires 1 missile; does 2 damage; pierces all shields.</tooltip> <damage>2</damage> <missiles>1</missiles> <shots>1</shots> <sp>5</sp> <fireChance>1</fireChance> <breachChance>1</breachChance> <cooldown>11</cooldown> <power>1</power> <cost>38</cost> <bp>5</bp> <rarity>0</rarity> <image>missile_2</image> <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>missiles_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="MISSILES_2"> <type>MISSILES</type> <title>Artemis Missiles</title> <short>Artemis</short> <desc>Standard missile launcher on most Federation ships.</desc> <tooltip>Fires 1 missile; does 2 damage; pierces all shields.</tooltip> <damage>2</damage> <missiles>1</missiles> <shots>1</shots> <sp>5</sp> <fireChance>1</fireChance> <breachChance>1</breachChance> <cooldown>10</cooldown> <power>2</power> <cost>38</cost> <bp>5</bp> <rarity>0</rarity> <image>missile_2</image> <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>missiles_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="MISSILES_3"> <type>MISSILES</type> <title>Hermes Missile</title> <short>Hermes</short> <desc>Standard but powerful missile.</desc> <tooltip>Fires 1 missile; does 3 damage; pierces all shields.</tooltip> <!--<desc>Power Req: 2 Pierces through all shields and deals 3 damage with a chance of fire and breaches. Uses 1 missile per shot.</desc>--> <damage>3</damage> <missiles>1</missiles> <shots>1</shots> <sp>5</sp> <fireChance>3</fireChance> <breachChance>2</breachChance> <cooldown>14</cooldown> <power>3</power> <cost>50</cost> <bp>6</bp> <rarity>2</rarity> <image>missile_3</image> <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>missiles_2</weaponArt> </weaponBlueprint> <weaponBlueprint name="MISSILES_BURST"> <type>MISSILES</type> <title>Pegasus Missile</title> <short>Pegasus</short> <desc>Creative missile design allows for two projectiles for the cost of one!</desc> <tooltip>Fires 2 missiles; 2 damage each; pierces all shields.</tooltip> <!--<desc>Power Req: 3 Fires 2 missiles that pierces through all shields and deals 2 damage. Consumes 2 missile per shot.</desc>--> <damage>2</damage> <missiles>1</missiles> <shots>2</shots> <sp>5</sp> <fireChance>3</fireChance> <breachChance>2</breachChance> <cooldown>20</cooldown> <power>3</power> <cost>80</cost> <bp>7</bp> <rarity>3</rarity> <image>missile_2</image> <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>missiles_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="MISSILES_BREACH"> <type>MISSILES</type> <title>Breach Missiles</title> <short>Breach</short> <desc>These missiles are designed to cause maximum destruction to ship hull armor.</desc> <tooltip>Fires 1 missile; 4 damage; pierces all shields; high breach chance.</tooltip> <!--<desc>Power Req: 3 Fires a single shot, heavy missile that does 4 damage and causes breaches in the target's hull.</desc>--> <damage>4</damage> <missiles>1</missiles> <shots>1</shots> <sp>5</sp> <fireChance>3</fireChance> <breachChance>8</breachChance> <cooldown>22</cooldown> <power>3</power> <cost>70</cost> <bp>7</bp> <rarity>3</rarity> <image>missile_breach</image> <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>missiles_2</weaponArt> </weaponBlueprint> <!-------------- BEAM WEAPONS --------------> <weaponBlueprint name="BEAM_1"> <type>BEAM</type> <title>Mini Beam</title> <short>Mini Beam</short> <desc>Extremely cheap and weak beam weapon.</desc> <tooltip>One damage per room beam weapon</tooltip> <damage>1</damage> <sp>0</sp> <fireChance>1</fireChance> <breachChance>0</breachChance> <cooldown>12</cooldown> <speed>3</speed> <power>1</power> <cost>20</cost> <bp>2</bp> <rarity>0</rarity> <image>beam_contact</image> <length>45</length> <launchSounds> <sound>beam1</sound> </launchSounds> <weaponArt>beam_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="BEAM_LONG"> <type>BEAM</type> <title>Pike Beam</title> <short>Pike Beam</short> <desc>Can cut across entire ships, assuming there's no shield to stop it.</desc> <tooltip>Beam weapon with extended line. 1 damage per room.</tooltip> <!--<desc>Power Req: 2 Can cut across an entire ship that has no shields, dealing 1 damage per room.</desc>--> <damage>1</damage> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <speed>13</speed> <cooldown>16</cooldown> <power>2</power> <cost>60</cost> <bp>5</bp> <rarity>2</rarity> <image>beam_contact</image> <length>170</length> <launchSounds> <sound>beam1</sound> </launchSounds> <weaponArt>beam_long</weaponArt> </weaponBlueprint> <weaponBlueprint name="BEAM_2"> <type>BEAM</type> <title>Halberd Beam</title> <short>Halberd Beam</short> <desc>Slow but reliably powerful standard beam weapon.</desc> <tooltip>Beam weapon, 2 damage per room.</tooltip> <!--<desc>Power Req: 3 A powerful but slow beam that deals 2 damage in a short line with a low chance of breaches.</desc>--> <damage>2</damage> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>17</cooldown> <power>3</power> <cost>70</cost> <bp>7</bp> <rarity>2</rarity> <length>80</length> <image>beam_contact</image> <launchSounds> <sound>beam2</sound> </launchSounds> <weaponArt>beam_2</weaponArt> </weaponBlueprint> <weaponBlueprint name="BEAM_3"> <type>BEAM</type> <title>Glaive Beam</title> <short>Glaive Beam</short> <desc>One of the most powerful weapons of war ever created. Known to take out some ships in a single blast.</desc> <tooltip>Large beam that does 3 damage per room.</tooltip> <!--<desc>Power Req: 4 A very powerful beam weapon that cuts through ships like butter. Deals 3 damage in a line.</desc>--> <damage>3</damage> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>25</cooldown> <power>4</power> <cost>120</cost> <bp>12</bp> <rarity>5</rarity> <length>80</length> <image>beam_contact</image> <launchSounds> <sound>beam2</sound> </launchSounds> <weaponArt>beam_3</weaponArt> </weaponBlueprint> <weaponBlueprint name="BEAM_FIRE"> <type>BEAM</type> <title>Fire Beam</title> <!-- Induction beam? --> <short>Fire Beam</short> <desc>This terrifying beam does no physical damage but ignites fires.</desc> <tooltip>Beam weapon that starts fires.</tooltip> <!--<desc>Power Req: 2 A beam weapon that does 1 damage and starts fires in a line if the enemy has no shields.</desc>--> <damage>0</damage> <sp>0</sp> <fireChance>8</fireChance> <breachChance>0</breachChance> <cooldown>20</cooldown> <power>2</power> <cost>70</cost> <bp>6</bp> <rarity>3</rarity> <length>140</length> <image>beam_contact</image> <launchSounds> <sound>beam2</sound> </launchSounds> <weaponArt>beam_fire</weaponArt> </weaponBlueprint> <weaponBlueprint name="BEAM_BIO"> <type>BEAM</type> <title>Anti-Bio Beam</title> <short>Anti-Bio Beam</short> <desc>This terrifying beam does no physical damage but rips through organic material, dealing heavy damage to crew members.</desc> <tooltip>2 power beam weapon that greatly damages enemy crew.</tooltip> <!--<desc>Power Req: 2 A beam weapon that does 1 damage and starts fires in a line if the enemy has no shields.</desc>--> <damage>0</damage> <persDamage>4</persDamage> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>16</cooldown> <speed>13</speed> <power>2</power> <cost>50</cost> <bp>6</bp> <rarity>5</rarity> <length>140</length> <image>beam_contact</image> <launchSounds> <sound>beam2</sound> </launchSounds> <weaponArt>beam_bio</weaponArt> </weaponBlueprint> <!-------------- HULL SMASHER WEAPONS --------------> <weaponBlueprint name="LASER_HULL_1"> <type>LASER</type> <title>Hull Smasher Laser</title> <short>Hull Laser I</short> <desc>Fires 2 shots that deal 1 damage to rooms with a system or subsystem and double damage to rooms without either.</desc> <tooltip>Fires 2 lasers, 1 damage each and 2x damage in systemless rooms.</tooltip> <damage>1</damage> <shots>2</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>2</breachChance> <cooldown>14</cooldown> <hullBust>1</hullBust> <power>2</power> <cost>65</cost> <rarity>2</rarity> <speed>75</speed> <image>laser_heavy1</image> <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> </weaponBlueprint> <weaponBlueprint name="LASER_HULL_2"> <type>LASER</type> <title>Hull Smasher Laser Mark II</title> <short>Hull Laser II</short> <desc>Designed to maximize hull damage.</desc> <tooltip>Fires 3 lasers, 1 damage each and 2x damage in systemless rooms.</tooltip> <!--<desc>Power Req: 3 Fires 3 shots that deal 1 damage to rooms with a system or subsystem and double damage to rooms without either.</desc>--> <damage>1</damage> <shots>3</shots> <sp>0</sp> <fireChance>1</fireChance> <breachChance>3</breachChance> <cooldown>15</cooldown> <hullBust>1</hullBust> <power>3</power> <cost>100</cost> <bp>7</bp> <rarity>3</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> </weaponBlueprint> <weaponBlueprint name="BEAM_HULL"> <type>BEAM</type> <title>Hull Beam</title> <short>Hull Beam</short> <desc>This beam is most powerful when targeting large, empty sections of hull.</desc> <tooltip>Beam weapon; 1 damage; 2x damage in systemless rooms.</tooltip> <!--<desc>Power Req: 3 Fires a beam that deals 1 damage to rooms with a system or subsystem and double damage to rooms without either.</desc>--> <damage>1</damage> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>14</cooldown> <hullBust>1</hullBust> <power>2</power> <cost>70</cost> <bp>8</bp> <rarity>3</rarity> <image>beam_contact</image> <length>100</length> <launchSounds> <sound>beam1</sound> </launchSounds> <weaponArt>beam_hull</weaponArt> </weaponBlueprint> <weaponBlueprint name="MISSILES_HULL"> <type>MISSILES</type> <title>Hull Missile</title> <short>Hull Mi.</short> <desc>High hull damage plus a decent breach chance.</desc> <tooltip>Fires 1 missile; 2 damage; 2x damage in systemless rooms.</tooltip> <!--<desc>Power Req: 2 Fires a missile that deals 2 damage to rooms with a system or subsystem and double damage to rooms without either.</desc>--> <damage>2</damage> <missiles>1</missiles> <shots>1</shots> <sp>5</sp> <fireChance>1</fireChance> <breachChance>3</breachChance> <hullBust>1</hullBust> <cooldown>17</cooldown> <power>2</power> <cost>75</cost> <bp>6</bp> <rarity>3</rarity> <image>missile_hull</image> <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>missiles_2</weaponArt> </weaponBlueprint> <!-------------- ION WEAPONS --------------> <weaponBlueprint name="ION_1"> <type>LASER</type> <title>Ion Blast</title> <short>Ion Blast</short> <locked>1</locked> <desc>Ion weapons can disable systems without causing hull damage.</desc> <tooltip>Fires a single blast that does 1 ion damage. Can hit and disable shields as well as systems.</tooltip> <damage>0</damage> <ion>1</ion> <speed>30</speed> <shots>1</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>8</cooldown> <power>1</power> <cost>30</cost> <bp>3</bp> <rarity>3</rarity> <image>ion_1_shot</image> <explosion>explosion_small_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_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="ION_2"> <type>LASER</type> <title>Heavy Ion</title> <short>Heavy Ion</short> <locked>1</locked> <desc>Ion weapons can disable systems without causing hull damage.</desc> <tooltip>Fires a single blast that does 2 ion damage. Can hit and disable shields as well as systems.</tooltip> <damage>0</damage> <ion>2</ion> <speed>40</speed> <shots>1</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>13</cooldown> <power>2</power> <cost>45</cost> <bp>4</bp> <rarity>3</rarity> <image>ion_4_shot</image> <explosion>explosion_small_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_2</weaponArt> </weaponBlueprint> <weaponBlueprint name="ION_4"> <type>LASER</type> <title>Ion Blast Mark II</title> <short>Ion Blast II</short> <locked>1</locked> <desc>Ion weapons can disable systems without causing hull damage.</desc> <tooltip>Fires a single blast that does 1 ion damage and recharges very quickly. Can hit and disable shields as well as systems.</tooltip> <damage>0</damage> <ion>1</ion> <speed>30</speed> <shots>1</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>4</cooldown> <power>3</power> <cost>80</cost> <bp>6</bp> <rarity>4</rarity> <image>ion_1_shot</image> <explosion>explosion_small_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_4</weaponArt> </weaponBlueprint> <!-------------- BOMB WEAPONS --------------> <weaponBlueprint name="BOMB_1"> <!-- 1power 2damage--> <type>BOMB</type> <title>Small Bomb</title> <short>S. Bomb</short> <locked>1</locked> <desc>Self-teleporting explosive that damages systems and crew but not the hull. Can target your own ship.</desc> <tooltip>Bomb weapon; requires a missile; does 2 damage, but only damages system, not hull. Can target your own ship.</tooltip> <!--<desc>Power Req: 2 Self-teleporting explosive that deals 2 damage to systems and subsystems without causing hull damage.</desc>--> <damage>0</damage> <sysDamage>2</sysDamage> <persDamage>2</persDamage> <missiles>1</missiles> <shots>1</shots> <sp>0</sp> <fireChance>1</fireChance> <breachChance>0</breachChance> <cooldown>13</cooldown> <power>1</power> <cost>55</cost> <bp>4</bp> <rarity>1</rarity> <image>bomb1</image> <explosion>explosion_big1</explosion> <launchSounds> <sound>bombTeleport</sound> </launchSounds> <hitShipSounds> <sound>smallExplosion</sound> </hitShipSounds> <weaponArt>bomb_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="BOMB_BREACH_1"> <type>BOMB</type> <title>Breach Bomb Mark 1</title> <short>Breach 1</short> <locked>1</locked> <desc>Self-teleporting explosive designed to damage systems and causes a breach. Can target your own ship.</desc> <tooltip>Bomb weapon; requires a missile; does 1 damage to systems, and creates a hull breach. Can target your own ship.</tooltip> <!--<desc>Power Req: 2 Self-teleporting explosive that deals 2 damage to systems and subsystems without causing hull damage.</desc>--> <damage>0</damage> <sysDamage>1</sysDamage> <persDamage>2</persDamage> <missiles>1</missiles> <shots>1</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>10</breachChance> <cooldown>9</cooldown> <power>1</power> <cost>70</cost> <bp>4</bp> <rarity>0</rarity> <image>bomb_breach</image> <explosion>explosion_big1</explosion> <launchSounds> <sound>bombTeleport</sound> </launchSounds> <hitShipSounds> <sound>smallExplosion</sound> </hitShipSounds> <weaponArt>bomb_breach</weaponArt> </weaponBlueprint> <weaponBlueprint name="BOMB_BREACH_2"> <type>BOMB</type> <title>Breach Bomb Mark II</title> <short>Breach II</short> <locked>1</locked> <desc>Slower than Mark 1 but breaches and does more damage to systems. Can target your own ship.</desc> <tooltip>Bomb weapon; requires a missile; does 3 damage to systems, and creates a hull breach. Can target your own ship.</tooltip> <!--<desc>Power Req: 2 Self-teleporting explosive that deals 2 damage to systems and subsystems without causing hull damage.</desc>--> <damage>0</damage> <sysDamage>3</sysDamage> <persDamage>3</persDamage> <missiles>1</missiles> <shots>1</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>10</breachChance> <cooldown>17</cooldown> <power>2</power> <cost>70</cost> <bp>4</bp> <rarity>4</rarity> <image>bomb_breach</image> <explosion>explosion_big1</explosion> <launchSounds> <sound>bombTeleport</sound> </launchSounds> <hitShipSounds> <sound>smallExplosion</sound> </hitShipSounds> <weaponArt>bomb_breach</weaponArt> </weaponBlueprint> <weaponBlueprint name="BOMB_FIRE"> <type>BOMB</type> <title>Fire Bomb</title> <short>Fire B.</short> <locked>1</locked> <desc>Self-teleporting explosive designed to damage crew-members and light fires. Can target your own ship.</desc> <tooltip>Bomb weapon; requires a missile; does no damage but lights fires. Can target your own ship.</tooltip> <damage>0</damage> <sysDamage>0</sysDamage> <persDamage>2</persDamage> <missiles>1</missiles> <shots>1</shots> <sp>0</sp> <fireChance>10</fireChance> <breachChance>0</breachChance> <cooldown>15</cooldown> <power>2</power> <cost>55</cost> <bp>5</bp> <rarity>2</rarity> <image>bomb_fire</image> <explosion>explosion_big1</explosion> <launchSounds> <sound>bombTeleport</sound> </launchSounds> <hitShipSounds> <sound>fireBomb</sound> </hitShipSounds> <weaponArt>bomb_fire</weaponArt> </weaponBlueprint> <weaponBlueprint name="BOMB_ION"> <type>BOMB</type> <title>Ion Bomb</title> <short>I. Bomb</short> <locked>1</locked> <desc>Self-teleporting explosive that uses ion damage to disable systems. Can target your own ship.</desc> <tooltip>Bomb weapon; requires a missile; does no damage but deals 4 ion damage. Can target your own ship.</tooltip> <damage>0</damage> <ion>4</ion> <missiles>1</missiles> <shots>1</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>18</cooldown> <power>1</power> <cost>65</cost> <bp>4</bp> <rarity>3</rarity> <image>bomb_ion</image> <explosion>explosion_big1_ion</explosion> <launchSounds> <sound>bombTeleport</sound> </launchSounds> <hitShipSounds> <sound>ionHit1</sound> <sound>ionHit2</sound> <sound>ionHit3</sound> </hitShipSounds> <weaponArt>bomb_ion</weaponArt> </weaponBlueprint> <weaponBlueprint name="BOMB_HEAL"> <type>BOMB</type> <title>Healing Burst</title> <short>Heal B.</short> <locked>1</locked> <desc>Self-teleporting healing unit that instantly heals all friendly crew in the room. Can target your own ship.</desc> <tooltip>Bomb weapon; requires a missile; heals nearby crew members. Can target your own ship.</tooltip> <damage>0</damage> <sysDamage>0</sysDamage> <persDamage>-10</persDamage> <missiles>1</missiles> <shots>1</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>18</cooldown> <power>1</power> <cost>40</cost> <bp>4</bp> <rarity>3</rarity> <image>bomb_heal</image> <explosion>explosion_big1_heal</explosion> <launchSounds> <sound>bombTeleport</sound> </launchSounds> <hitShipSounds> <sound>healBomb</sound> </hitShipSounds> <weaponArt>bomb_heal</weaponArt> </weaponBlueprint> <weaponBlueprint name="BOMB_LOCK"> <type>BOMB</type> <title>Crystal Lockdown Bomb</title> <short>Lock B.</short> <locked>1</locked> <desc>Self-teleporting explosive that does no damage but creates a dense wall preventing movement in or out of the room. Can target your own ship.</desc> <tooltip>Bomb weapon; requires a missile; does no damage; prevents movement in or out of room. Can target your own ship.</tooltip> <damage>0</damage> <sysDamage>0</sysDamage> <persDamage>0</persDamage> <missiles>1</missiles> <shots>1</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <lockdown>1</lockdown> <cooldown>15</cooldown> <power>1</power> <cost>60</cost> <bp>4</bp> <rarity>0</rarity> <image>bomb_lockdown</image> <explosion>explosion_lockdown</explosion> <launchSounds> <sound>bombTeleport</sound> </launchSounds> <hitShipSounds> <sound>smallExplosion</sound> </hitShipSounds> <weaponArt>bomb_lockdown</weaponArt> </weaponBlueprint> <!-- ********************* Crystal Weapon BLUEPRINTS ********************* --> <weaponBlueprint name="CRYSTAL_BURST_1"> <type>MISSILES</type> <title>Crystal Burst Mark I</title> <short>Crystal B. I</short> <desc>Modified projectile weapon that fires 2 shield piercing crystals. </desc> <tooltip>Pierces 1 shield; fires 2 crystals that deal 1 damage each.</tooltip> <damage>1</damage> <shots>2</shots> <sp>1</sp> <fireChance>0</fireChance> <breachChance>1</breachChance> <cooldown>15</cooldown> <power>2</power> <speed>50</speed> <cost>20</cost> <bp>2</bp> <rarity>0</rarity> <image>crystal_shard2</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>crystal_burst_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="CRYSTAL_BURST_2"> <type>MISSILES</type> <title>Crystal Burst Mark II</title> <short>Crystal B. II</short> <desc>Modified projectile weapon that fires 3 shield piercing crystals. </desc> <tooltip>Pierces 1 shield; fires 3 crystals that deal 1 damage each.</tooltip> <damage>1</damage> <shots>3</shots> <sp>1</sp> <fireChance>0</fireChance> <breachChance>1</breachChance> <cooldown>17</cooldown> <power>3</power> <speed>50</speed> <cost>20</cost> <bp>2</bp> <rarity>0</rarity> <image>crystal_shard2</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>crystal_burst_2</weaponArt> </weaponBlueprint> <weaponBlueprint name="CRYSTAL_HEAVY_1"> <type>MISSILES</type> <title>Heavy Crystal Mark I</title> <short>Crystal H. I</short> <desc>Modified projectile weapon that fires a shield piercing large crystal. </desc> <tooltip>Pierces 1 shield; fires 1 crystal that deals 2 damage.</tooltip> <damage>2</damage> <shots>1</shots> <sp>1</sp> <fireChance>0</fireChance> <breachChance>1</breachChance> <cooldown>13</cooldown> <power>1</power> <speed>50</speed> <cost>20</cost> <bp>2</bp> <rarity>0</rarity> <image>crystal_shard3</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>crystal_heavy_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="CRYSTAL_HEAVY_2"> <type>MISSILES</type> <title>Heavy Crystal Mark II</title> <short>Crystal H. II</short> <desc>Modified projectile weapon that fires a shield piercing large crystal.</desc> <tooltip>Pierces 1 shield; fires 1 crystal that deals 4 damage and causes a hull breach.</tooltip> <damage>4</damage> <shots>1</shots> <sp>1</sp> <fireChance>0</fireChance> <breachChance>10</breachChance> <cooldown>19</cooldown> <power>3</power> <speed>50</speed> <cost>20</cost> <bp>2</bp> <rarity>0</rarity> <image>crystal_shard3</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>crystal_heavy_2</weaponArt> </weaponBlueprint> <!-- ********************* DRONE BLUEPRINTS ********************* --> <weaponBlueprint name="DRONE_LASER"> <type>LASER</type> <title>Drone Laser</title> <damage>1</damage> <shots>1</shots> <fireChance>1</fireChance> <breachChance>0</breachChance> <rarity>0</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="DRONE_LASER_2"> <type>LASER</type> <title>Drone Laser 2</title> <damage>1</damage> <shots>1</shots> <fireChance>1</fireChance> <breachChance>0</breachChance> <rarity>0</rarity> <speed>120</speed> <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="DRONE_BEAM"> <type>BEAM</type> <title>Mini Beam</title> <short>Mini Beam</short> <desc>'Baby's first beam'; Extremely cheap and weak beam weapon.</desc> <damage>1</damage> <sp>0</sp> <fireChance>1</fireChance> <breachChance>0</breachChance> <speed>3</speed> <rarity>0</rarity> <image>beam_contact</image> <length>20</length> <launchSounds> <sound>beam1</sound> </launchSounds> <weaponArt>beam_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="DRONE_ION"> <type>LASER</type> <title>Ion Blast</title> <short>Ion Blast</short> <damage>0</damage> <ion>1</ion> <speed>30</speed> <shots>1</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <rarity>0</rarity> <image>ion_1_shot</image> <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_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="DRONE_MISSILE"> <type>MISSILES</type> <title>Missiles_1</title> <short>M. 0</short> <short>STUPID MISSILES</short> <desc>This should never appear in the store: BUG</desc> <damage>1</damage> <shots>1</shots> <sp>5</sp> <fireChance>1</fireChance> <breachChance>1</breachChance> <rarity>0</rarity> <image>missile_1</image> <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>missiles_1</weaponArt> </weaponBlueprint> <!-- NOT USED --> <droneBlueprint name="COMBAT_ION"> <type>COMBAT</type> <title>Anti-Ship Ion Drone I</title> <short>Ion Drone</short> <desc>Slow moving drone that repeatedly attacks the enemy ship with ion blasts</desc> <power>2</power> <cooldown>1000</cooldown> <!--- Doesn't effect combat drone --> <dodge>7</dodge> <speed>5</speed> <!--- Change this to increase/decrease firing speed --> <cost>50</cost> <bp>3</bp> <droneImage>drone_combat</droneImage> <weaponBlueprint>DRONE_ION</weaponBlueprint> <rarity>0</rarity> </droneBlueprint> <!-- NOT USED --> <droneBlueprint name="COMBAT_MISSILE"> <type>COMBAT</type> <title>Anti-Ship Missile Drone I</title> <short>Missile Drone</short> <desc>Slow moving drone that repeatedly attacks the enemy ship with mini missiles</desc> <power>2</power> <cooldown>1000</cooldown> <!--- Doesn't effect combat drone --> <dodge>7</dodge> <speed>5</speed> <!--- Change this to increase/decrease firing speed --> <cost>50</cost> <bp>3</bp> <droneImage>drone_combat</droneImage> <weaponBlueprint>DRONE_MISSILE</weaponBlueprint> <rarity>0</rarity> </droneBlueprint> <droneBlueprint name="COMBAT_1"> <type>COMBAT</type> <title>Anti-Ship Drone Mark I</title> <short>Anti-Ship I</short> <desc>Powerful drone that continually attacks the enemy ship.</desc> <power>2</power> <cooldown>1000</cooldown> <!--- Doesn't effect combat drone --> <dodge>7</dodge> <speed>15</speed> <!--- Change this to increase/decrease firing speed --> <!-- was 20--> <cost>50</cost> <bp>3</bp> <droneImage>drone_combat</droneImage> <weaponBlueprint>DRONE_LASER</weaponBlueprint> <rarity>2</rarity> </droneBlueprint> <droneBlueprint name="COMBAT_BEAM"> <type>COMBAT</type> <title>Anti-Ship Beam Drone I</title> <short>Beam I</short> <desc>Combat drone that repeatedly attacks with a small beam weapon</desc> <power>2</power> <cooldown>1000</cooldown> <!--- Doesn't effect combat drone --> <dodge>7</dodge> <speed>15</speed> <!--- Change this to increase/decrease firing speed --> <cost>50</cost> <bp>3</bp> <droneImage>drone_beam</droneImage> <weaponBlueprint>DRONE_BEAM</weaponBlueprint> <rarity>3</rarity> </droneBlueprint> <droneBlueprint name="COMBAT_2"> <type>COMBAT</type> <title>Anti-Ship Drone Mark II</title> <short>Anti-Ship II</short> <desc>Powerful drone that continually attacks the enemy ship. Moves and shoots faster than Mark I.</desc> <power>4</power> <cooldown>1000</cooldown> <!--- Doesn't effect combat drone --> <dodge>8</dodge> <speed>28</speed> <!--- Change this to increase/decrease firing speed --> <!-- was 45--> <cost>100</cost> <bp>8</bp> <droneImage>drone_combat2</droneImage> <!---- WEAPON INFO ---> <image>weapons/laser_light2_strip4.png</image> <weaponBlueprint>DRONE_LASER</weaponBlueprint> <rarity>5</rarity> </droneBlueprint> <!--- This guy, for now, flies like the combat drone but heals the ship --> <droneBlueprint name="SHIP_REPAIR"> <type>SHIP_REPAIR</type> <title>Hull Repair</title> <short>Hull Repair</short> <desc>Automatically repairs 3-5 damage to your hull. Drone part is consumed once it finishes.</desc> <power>2</power> <cooldown>1000</cooldown> <!--- Doesn't effect repair drone --> <dodge>8</dodge> <speed>20</speed> <!--- Change this to increase/decrease firing speed --> <cost>100</cost> <bp>5</bp> <droneImage>drone_shiprepair</droneImage> <image>weapons/laser_light2_strip4.png</image> <rarity>4</rarity> </droneBlueprint> <droneBlueprint name="DEFENSE_1"> <type>DEFENSE</type> <level>1</level> <title>Defense Drone Mark I</title> <short>Defense I</short> <desc>Shoots down incoming missiles and asteroids.</desc> <power>2</power> <cooldown>1000</cooldown> <!--- Shooting cooldown for shooting at asteroids/missiles, in ms --> <dodge>7</dodge> <speed>5</speed> <!--- Superficial change.. just makes it fly faster --> <cost>50</cost> <bp>2</bp> <droneImage>drone_defense</droneImage> <!---- WEAPON INFO ---> <weaponBlueprint>DRONE_LASER</weaponBlueprint> <!----- --> <rarity>1</rarity> </droneBlueprint> <droneBlueprint name="DEFENSE_2"> <type>DEFENSE</type> <level>2</level> <title>Defense Drone Mark II</title> <short>Defense II</short> <desc>It fires faster than Mark I and can also shoot down incoming lasers.</desc> <power>4</power> <cooldown>750</cooldown> <!--- Shooting cooldown for shooting at asteroids/missiles, in ms --> <dodge>8</dodge> <speed>7</speed> <!--- Superficial change.. just makes it fly faster --> <cost>75</cost> <bp>6</bp> <droneImage>drone_defense2</droneImage> <!---- WEAPON INFO ---> <weaponBlueprint>DRONE_LASER_2</weaponBlueprint> <!----- --> <rarity>3</rarity> </droneBlueprint> <droneBlueprint name="BOSS_DEFENSE_2"> <type>DEFENSE</type> <level>2</level> <title>Defense Drone Mark II</title> <short>Defense II</short> <desc>Shoots faster than Mark I and can also shoots down incoming lasers.</desc> <power>2</power> <cooldown>750</cooldown> <!--- Shooting cooldown for shooting at asteroids/missiles, in ms --> <dodge>8</dodge> <speed>7</speed> <!--- Superficial change.. just makes it fly faster --> <cost>75</cost> <bp>6</bp> <droneImage>drone_defense2</droneImage> <!---- WEAPON INFO ---> <weaponBlueprint>DRONE_LASER</weaponBlueprint> <!----- --> <rarity>0</rarity> </droneBlueprint> <droneBlueprint name="REPAIR"> <type>REPAIR</type> <title>System Repair Drone</title> <short>Sys Repair</short> <desc>Will seek out damaged systems and repair them automatically.</desc> <power>1</power> <cost>30</cost> <bp>2</bp> <rarity>1</rarity> </droneBlueprint> <droneBlueprint name="BATTLE"> <type>BATTLE</type> <locked>1</locked> <title>Anti-Personnel Drone</title> <short>Anti-Pers.</short> <desc>Will seek out and attempt to destroy any intruders on-board your ship.</desc> <power>2</power> <cost>60</cost> <bp>3</bp> <rarity>2</rarity> </droneBlueprint> <droneBlueprint name="BOARDER"> <type>BOARDER</type> <locked>1</locked> <title>Boarding Drone</title> <short>Boarding</short> <desc>Breaches through the enemy hull and wreaks havoc. Awesome.</desc> <power>3</power> <speed>18</speed> <cost>70</cost> <rarity>5</rarity> </droneBlueprint> <droneBlueprint name="BOARDER_BOSS"> <type>BOARDER</type> <locked>1</locked> <title>Boarding Drone</title> <short>Boarding</short> <desc>Breaches through the enemy hull and wreaks havoc. Awesome.</desc> <power>2</power> <speed>18</speed> <cost>70</cost> <rarity>0</rarity> </droneBlueprint> <!-- ********************* ITEM BLUEPRINTS ********************* --> <itemBlueprint name="fuel"> <type>ITEM_FUEL</type> <title>FTL Fuel</title> <desc>Powers your FTL drive. One jump per fuel.</desc> <cost>3</cost> <rarity>1</rarity> </itemBlueprint> <itemBlueprint name="drones"> <type>ITEM_DRONE</type> <title>Drone Part</title> <desc>Allows you to deploy drone schematics you've found. Each deployment costs one drone part.</desc> <cost>8</cost> <rarity>3</rarity> </itemBlueprint> <itemBlueprint name="missiles"> <type>ITEM_MISSILE</type> <title>Missile</title> <desc>Multipurpose ammo for any missile based weapon.</desc> <cost>6</cost> <rarity>3</rarity> </itemBlueprint> <!-- --------------------------------------- *************************************** AUGMENTATION BLUEPRINTS *************************************** --------------------------------------- --> <!-- SHIP SPECIFIC AUGMENTS --> <augBlueprint name="ROCK_ARMOR"> <title>Rock Plating</title> <desc>Superior hull armor provides a 15 percent chance to negate incoming hull damage (hit systems will still be damaged).</desc> <cost>80</cost> <bp>8</bp> <rarity>0</rarity> <stackable>false</stackable> <value>0.15</value> </augBlueprint> <augBlueprint name="CRYSTAL_SHARDS"> <title>Crystal Vengeance</title> <desc>Every time your ship takes damage, there is a 10 percent chance to break off a shard that flies at your enemy.</desc> <cost>80</cost> <bp>8</bp> <rarity>0</rarity> <stackable>false</stackable> <value>0.1</value> </augBlueprint> <augBlueprint name="ENERGY_SHIELD"> <title>Zoltan Shield</title> <desc>An unexplained technology creates this nearly impenetrable shield. Only the energy outburst from an FTL engine is powerful enough to recharge it.</desc> <cost>80</cost> <bp>8</bp> <rarity>0</rarity> <stackable>false</stackable> <value>2</value> </augBlueprint> <augBlueprint name="NANO_MEDBAY"> <title>Engi Med-bot Dispersal</title> <desc>Floods the ship with Engi nano med-bots, healing the crew even when they are outside of the med-bay (at a reduced speed).</desc> <cost>60</cost> <bp>12</bp> <rarity>0</rarity> <stackable>false</stackable> <value>0.25</value> </augBlueprint> <augBlueprint name="SLUG_GEL"> <title>Slug Repair Gel</title> <desc>Slug ships excrete a thick gel that automatically repairs any hull breaches.</desc> <cost>60</cost> <bp>12</bp> <rarity>0</rarity> <stackable>false</stackable> <value>0.25</value> </augBlueprint> <augBlueprint name="CREW_STIMS"> <title>Mantis Pheromones</title> <desc>Your crew's movement speed is increased by 25 percent.</desc> <cost>50</cost> <bp>9</bp> <rarity>0</rarity> <value>0.25</value> <stackable>false</stackable> </augBlueprint> <augBlueprint name="DRONE_SPEED"> <title>Drone Reactor Booster</title> <desc>Your ship board drones have their movement speed increased by 50 percent.</desc> <cost>50</cost> <bp>9</bp> <rarity>0</rarity> <value>0.25</value> <stackable>false</stackable> </augBlueprint> <!--<augBlueprint name="ADV_HULL_ARMOR"> <title>Advanced Hull Plating</title> <desc>State of the art hull armor provides a massive 25 percent chance to negate incoming hull damage (hit systems will still be damaged).</desc> <cost>100</cost> <bp>15</bp> <rarity>0</rarity> <stackable>true</stackable> <value>0.25</value> </augBlueprint>--> <augBlueprint name="SYSTEM_CASING"> <!--<title>Reinforced System Casing</title>--> <title>Titanium System Casing</title> <desc>All ship systems have additional plating that provides a 15 percent chance to negate damage when hit (hull will still be damaged)</desc> <cost>100</cost> <bp>15</bp> <rarity>0</rarity> <stackable>false</stackable> <value>0.15</value> </augBlueprint> <!-- END RACE SPECIFIC AUGMENTS --> <augBlueprint name="ION_ARMOR"> <title>Reverse Ion Field</title> <desc>Protects your ship from ion damage, giving a 20 percent chance to negate it entirely.</desc> <cost>60</cost> <bp>8</bp> <rarity>2</rarity> <stackable>true</stackable> <value>0.15</value> </augBlueprint> <augBlueprint name="CLOAK_FIRE"> <title>Stealth Weapons</title> <desc>Prevents your weapon fire from disrupting your cloak, allowing you to shoot at will while cloaked.</desc> <cost>50</cost> <bp>8</bp> <rarity>3</rarity> <stackable>false</stackable> <value>0.15</value> </augBlueprint> <augBlueprint name="REPAIR_ARM"> <title>Repair Arm</title> <desc>Repairs your hull every time you collect scrap, but reduces scrap collected by 15 percent.</desc> <cost>50</cost> <bp>8</bp> <rarity>3</rarity> <stackable>false</stackable> <value>0.15</value> </augBlueprint> <!--<augBlueprint name="HULL_ARMOR"> <title>Reinforced Hull Plating</title> <desc>Superior hull armor provides a 15 percent chance to negate incoming hull damage (hit systems will still be damaged).</desc> <cost>60</cost> <bp>8</bp> <rarity>2</rarity> <stackable>true</stackable> <value>0.15</value> </augBlueprint>--> <augBlueprint name="SCRAP_COLLECTOR"> <title>Scrap Recovery Arm</title> <desc>Allows the ship to collect 10 percent more scrap from any source.</desc> <cost>50</cost> <bp>8</bp> <rarity>1</rarity> <stackable>true</stackable> <value>0.10</value> </augBlueprint> <augBlueprint name="ADV_SCANNERS"> <title>Long-Ranged Scanners</title> <desc>Adds additional info about nearby beacons on the star map.</desc> <cost>30</cost> <bp>3</bp> <rarity>1</rarity> <stackable>false</stackable> </augBlueprint> <augBlueprint name="AUTO_COOLDOWN"> <title>Automated Re-loader</title> <desc>Cooldown between weapon shots is improved by 15 percent.</desc> <cost>40</cost> <bp>5</bp> <rarity>2</rarity> <stackable>true</stackable> <value>0.15</value> </augBlueprint> <augBlueprint name="SHIELD_RECHARGE"> <title>Shield Charge Booster</title> <desc>Boosts the ship's shield recharge rate by 15 percent.</desc> <cost>45</cost> <bp>5</bp> <rarity>2</rarity> <stackable>true</stackable> <value>0.15</value> </augBlueprint> <augBlueprint name="WEAPON_PREIGNITE"> <title>Weapon Pre-igniter</title> <desc>Weapons are made immediately available after an FTL jump.</desc> <cost>120</cost> <bp>16</bp> <rarity>4</rarity> <stackable>false</stackable> </augBlueprint> <augBlueprint name="FTL_BOOSTER"> <title>FTL Recharge Booster</title> <desc>The ship's FTL Drive powers up 25 percent faster.</desc> <cost>50</cost> <bp>4</bp> <rarity>2</rarity> <stackable>true</stackable> <value>0.25</value> </augBlueprint> <augBlueprint name="FTL_JUMPER"> <title>Adv. FTL Navigation</title> <desc>Allows the ship to jump to any previously visited beacon.</desc> <cost>60</cost> <bp>5</bp> <rarity>3</rarity> <stackable>false</stackable> </augBlueprint> <augBlueprint name="DRONE_RECOVERY"> <title>Drone Recovery Arm</title> <desc>Non-destroyed drones will be retrieved when jumping, allowing their parts to be reused.</desc> <cost>50</cost> <bp>8</bp> <rarity>2</rarity> <stackable>false</stackable> </augBlueprint> <augBlueprint name="FTL_JAMMER"> <title>FTL Jammer</title> <desc>Scramble enemy ship's FTL computers doubling the time it takes for them to jump.</desc> <cost>30</cost> <bp>4</bp> <rarity>3</rarity> <value>2</value> <stackable>false</stackable> </augBlueprint> <augBlueprint name="STASIS_POD"> <title>Damaged Stasis Pod</title> <desc>This bizarre alien artifact appears to be barely operational. It has no practical function but perhaps someone can repair it.</desc> <cost>30</cost> <bp>15</bp> <rarity>0</rarity> <stackable>true</stackable> <value>0.15</value> </augBlueprint> <!--OTHER IDEAS -- <augBlueprint name="PERSONAL_TELEPORTER"> requires a teleporter system to be working??? <title>Personal Teleporters</title> <desc>Crew on an enemy ship that is jumping or being destroyed will be automatically recalled.</desc> <cost>150</cost> <rarity>4</rarity> <stackable>false</stackable> </augBlueprint> <augBlueprint name="FLIGHT_SUITS"> <title>Integrated Flight Suits</title> <desc>Crews take half damage when in rooms without oxygen</desc> <cost>80</cost> <rarity>2</rarity> <value>0.5</value> <stackable>false</stackable> </augBlueprint> <augBlueprint name="SHIP_SEALING"> <title>Improved Ship Sealing</title> <desc>O2 will deplete at 50% speed when the Oxygen system is unpowered.</desc> <cost>100</cost> <rarity>2</rarity> <value>0.5</value> <stackable>false</stackable> </augBlueprint> <augBlueprint name="MISSILE_REPLICATOR"> <title>Missile Replication System</title> <desc>The first missile/bomb weapon fired after a jump will consume no explosive</desc> <cost>100</cost> <rarity>3</rarity> <stackable>false</stackable> </augBlueprint> <augBlueprint name="INTERNAL_AI"> <title>Improved Internal AI</title> <desc>Your interior drones (repair and battle) are 20 percent more effective.</desc> maybe they just move at normal human speed <cost>100</cost> <rarity>3</rarity> <value>0.2</value> <stackable>true</stackable> </augBlueprint> <augBlueprint name="EXTERNAL_AI"> <title>Improved Internal AI</title> <desc>Your exterior drones (defense and combat) are 20 percent more effective.</desc> <cost>100</cost> <rarity>3</rarity> <value>0.2</value> <stackable>true</stackable> </augBlueprint> <!----PROBABLY NOT:--- <augBlueprint name="ENCODED_DISTRESS"> <title>Encrypted Distress Signal</title> <desc>Your distress signal will be more likely to be picked up by friendly ships.</desc> <cost>100</cost> <rarity>3</rarity> <stackable>false</stackable> </augBlueprint> <augBluepring name="TELEPORTER_PREIGNITE"> <title>Teleporter Pre-igniter</title> <desc>The teleporter is made immediately available after an FTL jump.</desc> <cost>130</cost> <rarity>3</rarity> <stackable>false</stackable> </augBlueprint> <augBlueprint name="HEAT_RESIST"> <title>Heat Resistant Suits</title> <desc>Reduces damage crew takes from fire by 50%</desc> <cost>70</cost> <rarity>2</rarity> <value>0.5</value> <stackable>false</stackable> </augBlueprint> <augBlueprint name="BEAM_PIERCE"> <title></title> <desc>Gives all beam weapons 1 shield piercing</desc> <cost>80</cost> <rarity>2</rarity> <value>1</value> <stackable>false</stackable> </augBlueprint> --> <!-- --------------------------------------- *************************************** SHIP BLUEPRINTS *************************************** --------------------------------------- --> <!-- *************************************** Player Ship *************************************** --> <!-- THIS SHIP IS NOT USED --> <shipBlueprint name="PLAYER_SHIP_EASY" layout="kestral" img="kestral"> <class>Kestrel</class> <name>The Kestrel</name> <systemList> <pilot power="1" room="0" start="true"/> <doors power="1" room="2" start="true"/> <sensors power="1" room="3" start="true"/> <medbay power="1" room="4" start="true"/> <oxygen power="1" room="13" start="true"/> <shields power="2" room="5" start="true"/> <engines power="2" room="14" start="true"/> <weapons power="3" room="10" start="true"/> <drones power="2" room="1" start="false"/> <teleporter power="1" room="15" start="false"/> <cloaking power="1" room="8" start="false"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="2" missiles="8"> <weapon name="MISSILES_2_PLAYER"/> <weapon name="LASER_BURST_3"/> </weaponList> <health amount="30"/> <maxPower amount ="8"/> <crewCount amount = "3" class="human"/> </shipBlueprint> <!-- BOSS-READY SHIP --> <!-- <shipBlueprint name="PLAYER_SHIP_HARD" layout="kestral" img="kestral"> <class>Kestrel</class> <name>The Kestrel</name> <desc>This class of ship was decommissioned from Federation service years ago. After a number of refits and updating this classic ship is ready for battle.</desc> <systemList> <pilot power="2" room="0" start="true" img="room_pilot"/> <doors power="2" room="2" start="true" img="room_doors"/> <sensors power="2" room="3" start="true" img="room_sensors"/> <medbay power="2" room="4" start="true" img="room_medbay"/> <oxygen power="2" room="13" start="true" img="room_oxygen"/> <shields power="8" room="5" start="true" img="room_shields"/> <engines power="5" room="14" start="true" img="room_engines"/> <weapons power="7" room="10" start="true" img="room_weapons"/> <drones power="4" room="1" start="true"/> <teleporter power="2" room="15" start="true"/> <cloaking power="2" room="8" start="true"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="4" missiles="16"> <weapon name="MISSILES_2"/> <weapon name="LASER_BURST_3"/> <weapon name="MISSILES_2"/> <weapon name="LASER_BURST_3"/> </weaponList> <droneList count="2" drones="10"> <drone name="DRONE_BEAM"/> <drone name="REPAIR"/> </droneList> <health amount="30"/> <maxPower amount ="28"/> <crewCount amount = "6" class="human"/> </shipBlueprint> --> <!-- *********************** The Kestrel *********************** --> <!-- Slots for when placing computers are numbered like so: 0 1 2 3 --> <!-- slot for medbay defines which slot is blocked - "-2" means no blocked slot--> <!-- THE KESTREL --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = 0 --> <shipBlueprint name="PLAYER_SHIP_HARD" layout="kestral" img="kestral"> <class>Kestrel Cruiser</class> <name>The Kestrel</name> <desc>This class of ship was decommissioned from Federation service years ago. After a number of refits and updating this classic ship is ready for battle.</desc> <systemList> <pilot power="1" room="0" start="true" img="room_pilot"> <slot> <direction>right</direction> <number>0</number> </slot> </pilot> <doors power="1" room="2" start="true" img="room_doors"/> <sensors power="1" room="3" start="true" img="room_sensors"/> <medbay power="1" room="4" start="true" img="room_medbay"> <slot> <number>1</number> </slot> </medbay> <oxygen power="1" room="13" start="true" img="room_oxygen"/> <shields power="2" room="5" start="true" img="room_shields"/> <engines power="2" room="14" start="true" img="room_engines"/> <weapons power="3" room="10" start="true" img="room_weapons"/> <drones power="2" room="1" start="false"/> <teleporter power="1" room="15" start="false"/> <cloaking power="1" room="8" start="false"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="2" missiles="8"> <weapon name="MISSILES_2_PLAYER"/> <weapon name="LASER_BURST_3"/> </weaponList> <health amount="30"/> <maxPower amount ="8"/> <crewCount amount = "3" class="human"/> </shipBlueprint> <!-- THE KESTREL --> <!-- LAYOUT = 2 --> <!-- SHIP ID = ?? --> <shipBlueprint name="PLAYER_SHIP_HARD_2" layout="kestral_2" img="kestral_2"> <class>Kestrel Cruiser</class> <name>Red-Tail</name> <desc>This class of ship was decommissioned from Federation service years ago. After a number of refits and updating this classic ship is ready for battle.</desc> <systemList> <pilot power="1" room="9" start="true" img="room_pilot_3"> <slot> <direction>right</direction> <number>1</number> </slot> </pilot> <doors power="1" room="7" start="true" img="room_doors"/> <sensors power="1" room="11" start="true" img="room_sensors_2"/> <medbay power="1" room="0" start="true" img="room_medbay_4"> <slot> <number>0</number> </slot> </medbay> <oxygen power="1" room="3" start="true" img="room_oxygen_11"/> <shields power="2" room="2" start="true" img="room_shields_9"> <slot> <direction>up</direction> <number>1</number> </slot> </slot> <engines power="2" room="5" start="true" img="room_engines_3"> <slot> <direction>right</direction> <number>1</number> </slot> </engines> <weapons power="4" room="10" start="true" img="room_weapons"/> <drones power="2" room="13" start="false" img="room_drones_12"/> <teleporter power="1" room="4" start="false"/> <cloaking power="1" room="12" start="false" img="room_cloaking_2"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="4" missiles="5"> <weapon name="LASER_BURST_1"/> <weapon name="LASER_BURST_1"/> <weapon name="LASER_BURST_1"/> <weapon name="LASER_BURST_1"/> </weaponList> <health amount="30"/> <maxPower amount ="8"/> <crewCount amount = "2" class="human"/> <crewCount amount = "1" class="energy"/> <crewCount amount = "1" class="mantis"/> <!-- can use these to override images for reuse --> <shieldImage>kestral</shieldImage> <cloakImage>kestral</cloakImage> </shipBlueprint> <!-- *********************** MANTIS SHIP *********************** --> <!-- MANTIS SHIP --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = 2 --> <shipBlueprint name="PLAYER_SHIP_MANTIS" layout="mantis_cruiser" img="mantis_cruiser"> <class>Mantis Cruiser</class> <name>The Gila Monster</name> <unlock>The famous Mantis thief, KazaaakplethKilik, owns this ship. You'll have to "convince" him to help you.</unlock> <desc>This warship is designed to enhance its crew for close combat missions.</desc> <systemList> <pilot power="1" room="7" start="true"/> <doors power="1" room="14" start="true"/> <sensors power="1" room="17" start="false"/> <oxygen power="1" room="4" start="true" img="room_oxygen_3"/> <shields power="2" room="16" start="true"/> <engines power="2" room="10" start="true"/> <weapons power="1" room="13" start="true" img="room_weapons_3"/> <drones power="2" room="0" start="false" img="room_drones_3"/> <medbay power="1" room="2" start="true"/> <teleporter power="1" room="1" start="true"/> <cloaking power="1" room="5" start="false" img="room_cloaking_2"/> </systemList> <weaponList count="2" missiles="16"> <weapon name="BOMB_1"/> <weapon name="LASER_BURST_1"/> </weaponList> <weaponSlots>3</weaponSlots> <droneSlots>2</droneSlots> <aug name="CREW_STIMS"/> <health amount="30"/> <maxPower amount ="7"/> <crewCount amount = "3" class="mantis"/> <crewCount amount = "1" class="engi"/> </shipBlueprint> <!-- MANTIS SHIP --> <!-- LAYOUT = ALTERNATE --> <!-- SHIP ID = 2 --> <shipBlueprint name="PLAYER_SHIP_MANTIS_2" layout="mantis_cruiser_2" img="mantis_cruiser_2"> <class>Mantis Cruiser</class> <name>The Basilisk</name> <unlock>The famous Mantis thief, KazaaakplethKilik, owns this ship. You'll have to "convince" him to help you.</unlock> <desc>Ship description here</desc> <systemList> <pilot power="1" room="8" start="true"/> <doors power="1" room="15" start="true"/> <sensors power="1" room="1" start="true"/> <oxygen power="1" room="16" start="true" img="room_oxygen_5"/> <shields power="4" room="7" start="true" img="room_shields_5"> <slot> <direction>up</direction> <number>0</number> </slot> </shields> <engines power="1" room="10" start="true" img="room_engines_4"/> <weapons power="1" room="6" start="true" img="room_weapons_3"/> <drones power="3" room="11" start="true" img="room_drones_6"/> <medbay power="1" room="3" start="true" img="room_medbay_3"> <slot> <number>3</number> </slot> </medbay> <teleporter power="1" room="9" start="true"/> <cloaking power="1" room="0" start="false" img="room_cloaking_6"/> </systemList> <weaponList count="0" missiles="0"/> <droneList count="2" drones="15"> <drone name="BOARDER"/> <drone name="DEFENSE_1"/> </droneList> <weaponSlots>3</weaponSlots> <droneSlots>2</droneSlots> <aug name="CREW_STIMS"/> <health amount="30"/> <maxPower amount ="11"/> <crewCount amount="2" class="mantis"/> <!-- can use these to override images for reuse --> <shieldImage>mantis_cruiser</shieldImage> <cloakImage>mantis_cruiser</cloakImage> </shipBlueprint> <!-- *********************** STEALTH SHIP *********************** --> <!-- STEALTH SHIP --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = 1 --> <shipBlueprint name="PLAYER_SHIP_STEALTH" layout="stealth" img="stealth"> <class>Stealth Cruiser</class> <name>The Nesasio</name> <unlock>This ship is being built near the Engi homeworlds. To unlock it you'll need to help them, but keep in mind they only trust their own kind.</unlock> <desc>Constructed for the Federation by the Engi, this ship is designed to use cloaking technology and speed to get behind enemy lines.</desc> <systemList> <pilot power="1" room="0" start="true"/> <doors power="1" room="14" start="true" img="room_doors_2"/> <sensors power="2" room="13" start="true" img="room_sensors_2"/> <oxygen power="1" room="1" start="true" img="room_oxygen_2"/> <engines power="4" room="12" start="true" img="room_engines_2"/> <shields power="2" room="10" start="false"img="room_shields_2"/> <weapons power="2" room="3" start="true" img="room_weapons_2"/> <drones power="2" room="11" start="false" img="room_drones_2"/> <medbay power="1" room="7" start="true"/> <teleporter power="1" room="5" start="false"/> <cloaking power="1" room="8" start="true" img="room_cloaking_2"/> </systemList> <weaponList count="2" missiles="0"> <weapon name="BEAM_1"/> <weapon name="LASER_BURST_2"/> </weaponList> <weaponSlots>3</weaponSlots> <droneSlots>2</droneSlots> <aug name="SYSTEM_CASING"/> <aug name="ADV_SCANNERS"/> <droneList count="0" drones="0"/> <health amount="30"/> <maxPower amount ="8"/> <crewCount amount = "3" class="human"/> </shipBlueprint> <!-- STEALTH SHIP --> <!-- LAYOUT = ALTERNATE --> <!-- SHIP ID = ???? --> <shipBlueprint name="PLAYER_SHIP_STEALTH_2" layout="stealth_2" img="stealth_2"> <class>Stealth Cruiser</class> <name>DA-SR 12</name> <!-- direct action - stealth reconnaissance--> <unlock>This ship is being built near the Engi homeworlds. To unlock it you'll need to help them, but keep in mind they only trust their own kind.</unlock> <desc>Constructed for the Federation by the Engi, this ship is designed to uses cloaking technology and speed to get behind enemy lines.</desc> <systemList> <pilot power="1" room="9" start="true" img="room_pilot_2"> <slot> <direction>right</direction> <number>1</number> </slot> </pilot> <doors power="1" room="13" start="true" img="room_doors_3"/> <sensors power="2" room="6" start="true" img="room_sensors_3"/> <oxygen power="1" room="4" start="true" img="room_oxygen_2"/> <engines power="2" room="5" start="true" img="room_engines_3"> <slot> <direction>right</direction> <number>1</number> </slot> </engines> <shields power="2" room="2" start="false" img="room_shields_3"> <slot> <direction>left</direction> <number>2</number> </slot> </shields> <weapons power="4" room="12" start="true" img="room_weapons_4"> <slot> <direction>up</direction> <number>0</number> </slot> </weapons> <drones power="2" room="1" start="false" img="room_drones_4"/> <medbay power="1" room="0" start="true" img="room_medbay_2"> <slot> <number>-2</number> </slot> </medbay> <teleporter power="1" room="14" start="false"/> <cloaking power="2" room="11" start="true" img="room_cloaking"/> </systemList> <weaponList count="1" missiles="0"> <weapon name="BEAM_3"/> </weaponList> <weaponSlots>3</weaponSlots> <droneSlots>2</droneSlots> <aug name="ADV_SCANNERS"/> <droneList count="0" drones="0"/> <health amount="30"/> <maxPower amount ="7"/> <crewCount amount = "2" class="human"/> <crewCount amount = "1" class="energy"/> <!-- can use these to override images for reuse --> <shieldImage>stealth</shieldImage> <cloakImage>stealth</cloakImage> </shipBlueprint> <!-- *********************** ENGI SHIP *********************** --> <!-- ENGI SHIP --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = 3 --> <shipBlueprint name="PLAYER_SHIP_CIRCLE" layout="circle_cruiser" img="circle_cruiser"> <class>Engi Cruiser</class> <name>The Torus</name> <unlock>To unlock this Engi ship you'll need to get to the 5th sector.</unlock> <desc>Although it may look like a pile of junk loosely held together, this well designed ship relies on drones and ion weaponry.</desc> <systemList> <pilot power="1" room="8" start="true"/> <doors power="1" room="5" start="true" img="room_doors_4"/> <sensors power="1" room="4" start="true" img="room_sensors_4"/> <oxygen power="1" room="15" start="true" img="room_oxygen_4"/> <engines power="2" room="2" start="true" img="room_engines_2"/> <shields power="2" room="3" start="true" img="room_shields_4"/> <weapons power="3" room="11" start="true"/> <drones power="3" room="0" start="true"/> <medbay power="1" room="7" start="true"/> <teleporter power="1" room="9" start="false"/> <cloaking power="1" room="12" start="false" img="room_cloaking_4"/> </systemList> <weaponSlots>3</weaponSlots> <droneSlots>3</droneSlots> <weaponList count="1" missiles="0"> <weapon name="ION_4"/> </weaponList> <droneList count="1" drones="15"> <drone name="COMBAT_1"/> </droneList> <aug name="NANO_MEDBAY"/> <health amount="30"/> <maxPower amount ="10"/> <crewCount amount = "2" class="engi"/> <crewCount amount = "1" class="human"/> </shipBlueprint> <!-- ENGI SHIP --> <!-- LAYOUT = ALT --> <!-- SHIP ID = ???? --> <shipBlueprint name="PLAYER_SHIP_CIRCLE_2" layout="circle_cruiser_2" img="circle_cruiser_2"> <class>Engi Cruiser</class> <name>The Vortex</name> <unlock>To unlock this Engi ship you'll need to get to the 5th sector.</unlock> <desc>Although it may look like a pile of junk loosly held together, this well designed ship relies on drones and ion weaponry.</desc> <systemList> <pilot power="1" room="12" start="true"/> <doors power="1" room="8" start="true"/> <sensors power="1" room="2" start="false"/> <oxygen power="1" room="5" start="true" img="room_oxygen_6"/> <engines power="1" room="0" start="true" img="room_engines_2"/> <shields power="2" room="10" start="true" img="room_shields_7"> <slot> <direction>up</direction> <number>1</number> </slot> </shields> <weapons power="3" room="1" start="true" img="room_weapons_8"> <slot> <direction>up</direction> <number>1</number> </slot> </weapons> <drones power="3" room="7" start="true" img="room_drones_6"/> <medbay power="1" room="6" start="true" img="room_medbay_6"> <slot> <number>-2</number> </slot> </medbay> <teleporter power="1" room="3" start="false"/> <cloaking power="1" room="11" start="false" img="room_cloaking_7"/> </systemList> <weaponSlots>3</weaponSlots> <droneSlots>3</droneSlots> <weaponList count="2" missiles="0"> <weapon name="ION_2"/> <weapon name="LASER_HEAVY_1"/> </weaponList> <droneList count="3" drones="6"> <drone name="BATTLE"/> <drone name="REPAIR"/> <drone name="REPAIR"/> </droneList> <aug name="DRONE_SPEED"/> <health amount="30"/> <maxPower amount ="9"/> <crewCount amount = "1" class="engi"/> <shieldImage>circle_cruiser</shieldImage> <cloakImage>circle_cruiser</cloakImage> </shipBlueprint> <!-- *********************** FEDERATION SHIP *********************** --> <!-- FEDERATION SHIP --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = 4 --> <shipBlueprint name="PLAYER_SHIP_FED" layout="fed_cruiser" img="fed_cruiser"> <class>Federation Cruiser</class> <name>The Osprey</name> <unlock>Beat the boss to unlock this advanced Federation cruiser.</unlock> <desc>This ship features the latest in Federation technology: an advanced beam weapon that pierces through shields!</desc> <systemList> <pilot power="1" room="4" start="true"/> <doors power="1" room="8" start="true" img="room_doors_5"/> <sensors power="1" room="13" start="true"/> <oxygen power="1" room="9" start="true" img="room_oxygen_4"/> <engines power="2" room="3" start="true"/> <shields power="2" room="11" start="true"/> <weapons power="2" room="15" start="true"/> <drones power="2" room="16" start="false" img="room_drones_5"/> <medbay power="1" room="10" start="true"/> <teleporter power="1" room="1" start="false"/> <artillery power="1" room="6"/> <!--<cloaking power="1" room="6" start="true" img="room_cloaking_5"/> --> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="1" missiles="5"> <weapon name="LASER_BURST_3"/> </weaponList> <droneList drones="2"/> <droneList count="0" drones="0"/> <health amount="30"/> <maxPower amount ="8"/> <crewCount amount = "1" class="human"/> <crewCount amount = "1" class="mantis"/> <crewCount amount = "1" class="rock"/> <crewCount amount = "1" class="engi"/> </shipBlueprint> <!-- FEDERATION SHIP --> <!-- LAYOUT = ALTERNATE --> <!-- SHIP ID = 4 --> <shipBlueprint name="PLAYER_SHIP_FED_2" layout="fed_cruiser_2" img="fed_cruiser_2"> <class>Federation Cruiser</class> <name>Nisos</name> <unlock>Beat the boss to unlock this advanced Federation cruiser.</unlock> <desc>This ship features the latest in Federation technology: an advanced beam weaponry that pierces through shields!</desc> <systemList> <pilot power="1" room="7" start="true" img="room_pilot_3"> <slot> <direction>right</direction> <number>1</number> </slot> </pilot> <doors power="1" room="17" start="true" img="room_doors_2"/> <sensors power="1" room="0" start="true"/> <oxygen power="1" room="8" start="true" img="room_oxygen_9"/> <engines power="2" room="15" start="true" img="room_engines_2"/> <shields power="2" room="14" start="true" img="room_shields_7"> <slot> <direction>up</direction> <number>1</number> </slot> </shields> <weapons power="2" room="4" start="true" img="room_weapons_2"/> <drones power="2" room="2" start="false" img="room_drones_11"/> <medbay power="1" room="10" start="true" img="room_medbay_5"> <slot> <number>-2</number> </slot> </medbay> <teleporter power="1" room="5" start="false"/> <artillery power="2" room="12"/> <!--<cloaking power="1" room="12" start="true" img="room_cloaking_5"/> --> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="4" missiles="9"> <weapon name="LASER_BURST_2"/> <weapon name="MISSILES_1"/> </weaponList> <droneList drones="0"/> <health amount="30"/> <maxPower amount ="9"/> <crewCount amount = "1" class="human"/> <crewCount amount = "1" class="energy"/> <crewCount amount = "1" class="slug"/> <shieldImage>fed_cruiser</shieldImage> <cloakImage>fed_cruiser</cloakImage> </shipBlueprint> <!-- *********************** SLUG SHIP *********************** --> <!-- SLUG SHIP --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = 5 --> <shipBlueprint name="PLAYER_SHIP_JELLY" layout="jelly_cruiser" img="jelly_cruiser"> <class>Slug Cruiser</class> <name>Man of War</name> <unlock>One of the slug ships must know something about this advanced cruiser. Perhaps you can "convince" them to tell you.</unlock> <desc>Designed for use inside nebulae, this cruiser lacks sensors and relies instead on the guile and cunning of the Slugs.</desc> <systemList> <pilot power="1" room="8" start="true"/> <doors power="2" room="1" start="true" img="room_doors_6"/> <oxygen power="1" room="4" start="true" img="room_oxygen_6"/> <engines power="2" room="6" start="true" img="room_engines_2"/> <shields power="2" room="13" start="true" img="room_shields_6"/> <weapons power="3" room="5" start="true" img="room_weapons_6"/> <medbay power="1" room="3" start="true"/> <sensors power="1" room="11" start="false" img="room_sensors_6"/> <drones power="2" room="14" start="false" img="room_drones_5"/> <teleporter power="1" room="10" start="false"/> <cloaking power="1" room="2" start="false" img="room_cloaking_6"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="3" missiles="15"> <weapon name="BEAM_BIO"/> <weapon name="BOMB_BREACH_1"/> <weapon name="LASER_BURST_2"/> </weaponList> <aug name="SLUG_GEL"/> <health amount="30"/> <maxPower amount ="8"/> <crewCount amount = "2" class="slug"/> </shipBlueprint> <!-- SLUG SHIP --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = 5 --> <shipBlueprint name="PLAYER_SHIP_JELLY_2" layout="jelly_cruiser_2" img="jelly_cruiser_2"> <class>Slug Cruiser</class> <name>The Stormwalker</name> <unlock>One of the slug ships must know something about this advanced cruiser. Perhaps you can "convince" them to tell you.</unlock> <desc>Designed for use inside nebulae, this cruiser lacks sensors and relies instead on the guile and cunning of the Slugs.</desc> <systemList> <pilot power="1" room="11" start="true"/> <doors power="2" room="19" start="true" img="room_doors_2"/> <sensors power="1" room="0" start="false" img="room_sensors_2"/> <oxygen power="1" room="15" start="true" img="room_oxygen_8"/> <engines power="2" room="2" start="true"/> <shields power="2" room="12" start="true" img="room_shields_7"> <slot> <direction>up</direction> <number>1</number> </slot> </shields> <weapons power="2" room="13" start="true" img="room_weapons_4"> <slot> <direction>up</direction> <number>0</number> </slot> </weapons> <medbay power="1" room="7" start="false"/> <drones power="2" room="18" start="false" img="room_drones_10"/> <teleporter power="1" room="3" start="true"/> <cloaking power="1" room="5" start="false"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="2" missiles="25"> <weapon name="BOMB_HEAL"/> <weapon name="MISSILES_2_PLAYER"/> </weaponList> <droneList drones="0"/> <aug name="SLUG_GEL"/> <health amount="30"/> <maxPower amount ="7"/> <crewCount amount = "3" class="slug"/> <shieldImage>jelly_cruiser</shieldImage> <cloakImage>jelly_cruiser</cloakImage> </shipBlueprint> <!-- *********************** ROCK SHIP *********************** --> <!-- ROCK SHIP --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = 6 --> <shipBlueprint name="PLAYER_SHIP_ROCK" layout="rock_cruiser" img="rock_cruiser"> <class>Rock Cruiser</class> <name>Bulwark</name> <unlock>Prove yourself to the Rockmen to earn this powerful cruiser.</unlock> <desc>Similar to its designers, this super dense behemoth uses brute force to overwhelm its foes.</desc> <systemList> <pilot power="1" room="5" start="true"/> <doors power="1" room="1" start="true" img="room_doors_5"/> <sensors power="1" room="12" start="true" img="room_sensors_4"/> <oxygen power="1" room="0" start="true" img="room_oxygen_7"/> <engines power="2" room="14" start="true"/> <shields power="2" room="2" start="true" img="room_shields_4"/> <weapons power="3" room="15" start="true"img="room_weapons_5"> <slot> <direction>right</direction> <number>1</number> </slot> </weapons> <drones power="2" room="4" start="false" img="room_drones_7"/> <medbay power="1" room="16" start="true" img="room_medbay_7"> <slot> <number>2</number> </slot> </medbay> <teleporter power="1" room="17" start="false"/> <cloaking power="1" room="3" start="false"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="2" missiles="28"> <weapon name="MISSILES_2_PLAYER"/> <weapon name="MISSILES_HULL"/> </weaponList> <droneList drones="0"/> <health amount="30"/> <maxPower amount ="8"/> <crewCount amount = "3" class="rock"/> <aug name="ROCK_ARMOR"/> </shipBlueprint> <!-- ROCK SHIP --> <!-- LAYOUT = ALTERNATE --> <!-- name it after FP2 Shivans? - Rakshasa - Moloch - Ravana - Sathanas--> <!-- SHIP ID = 6 --> <shipBlueprint name="PLAYER_SHIP_ROCK_2" layout="rock_cruiser_2" img="rock_cruiser_2"> <class>Rock Cruiser</class> <name>Shivan</name> <unlock>Locked -- Not in Game Yet</unlock> <desc>Similar to its designers, this super dense behemoth uses brute force to overwhelm its foes.</desc> <systemList> <pilot power="1" room="8" start="true"img="room_pilot_2"> <slot> <direction>right</direction> <number>1</number> </slot> </pilot> <doors power="1" room="15" start="false" img="room_doors_5"/> <sensors power="1" room="3" start="true" img="room_sensors_4"/> <oxygen power="2" room="4" start="true" img="room_oxygen_6"/> <engines power="2" room="0" start="true"img="room_engines_2"/> <shields power="2" room="2" start="true" img="room_shields_4"/> <weapons power="3" room="12" start="true"/> <drones power="2" room="14" start="false" img="room_drones_9"/> <medbay power="1" room="1" start="true"/> <teleporter power="1" room="10" start="false"/> <cloaking power="1" room="13" start="false"img="room_cloaking_2"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="2" missiles="18"> <weapon name="LASER_HEAVY_1_SP"/> <weapon name="BOMB_FIRE"/> <weapon name="BOMB_1"/> </weaponList> <droneList drones="0"/> <health amount="30"/> <maxPower amount="8"/> <crewCount amount="4" class="rock"/> <aug name="ROCK_ARMOR"/> <shieldImage>rock_cruiser</shieldImage> <cloakImage>rock_cruiser</cloakImage> </shipBlueprint> <!-- *********************** ENERGY SHIP *********************** --> <!-- ENERGY SHIP --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = 7 --> <shipBlueprint name="PLAYER_SHIP_ENERGY" layout="energy_cruiser" img="energy_cruiser"> <class>Zoltan Cruiser</class> <name>The Adjudicator</name> <unlock>Learn from the Zoltan, sometimes diplomacy works.</unlock> <desc>The Zoltan's advanced shields technology gives this ship an edge during each battle.</desc> <systemList> <pilot power="1" room="11" start="true"/> <doors power="2" room="10" start="true" img="room_doors_6"/> <sensors power="1" room="0" start="true"/> <oxygen power="1" room="4" start="true" img="room_oxygen_2"/> <engines power="1" room="13" start="true" img="room_engines_2"/> <shields power="2" room="15" start="true" img="room_shields_7"> <slot> <direction>up</direction> <number>1</number> </slot> </shields> <weapons power="3" room="14" start="true" img="room_weapons_7"/> <drones power="2" room="16" start="false" img="room_drones_8"/> <medbay power="1" room="8" start="true" img="room_medbay_4"> <slot> <number>0</number> </slot> </medbay> <teleporter power="1" room="2" start="false"/> <cloaking power="1" room="6" start="false" img="room_cloaking_3"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="4" missiles="12"> <weapon name="BEAM_2"/> <weapon name="MISSILES_1"/> </weaponList> <droneList drones="2"/> <health amount="30"/> <maxPower amount ="5"/> <crewCount amount = "3" class="energy"/> <aug name="ENERGY_SHIELD"/> </shipBlueprint> <!-- ENERGY SHIP --> <!-- LAYOUT = Alternate --> <!-- SHIP ID = 7 --> <shipBlueprint name="PLAYER_SHIP_ENERGY_2" layout="energy_cruiser_2" img="energy_cruiser_2"> <class>Zoltan Cruiser</class> <name>Noether</name> <unlock>Learn from the Zoltan, sometimes diplomacy works.</unlock> <desc>The Zoltan's advanced shields technology gives this ship an edge during each battle.</desc> <systemList> <pilot power="1" room="14" start="true"/> <doors power="1" room="8" start="true" img="room_doors_6"/> <sensors power="1" room="13" start="true" img="room_sensors_4"/> <oxygen power="1" room="12" start="true" img="room_oxygen_7"/> <engines power="2" room="3" start="true" img="room_engines_5"> <slot> <direction>up</direction> <number>0</number> </slot> </engines> <shields power="1" room="5" start="true" img="room_shields_8"/> <weapons power="4" room="7" start="true" img="room_weapons_4"> <slot> <direction>up</direction> <number>0</number> </slot> </weapons> <drones power="2" room="2" start="false"/> <medbay power="1" room="0" start="true" img="room_medbay_4"> <slot> <number>0</number> </slot> </medbay> <teleporter power="1" room="4" start="false"/> <cloaking power="1" room="6" start="false"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="3" missiles="0"> <weapon name="ION_1"/> <weapon name="ION_1"/> <weapon name="BEAM_LONG"/> </weaponList> <droneList drones="2"/> <health amount="30"/> <maxPower amount ="5"/> <crewCount amount="3" class="energy"/> <aug name="ENERGY_SHIELD"/> <shieldImage>energy_cruiser</shieldImage> <cloakImage>energy_cruiser</cloakImage> </shipBlueprint> <!-- *********************** CRYSTAL SHIP *********************** --> <!-- CRYSTAL SHIP --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = 8 --> <shipBlueprint name="PLAYER_SHIP_CRYSTAL" layout="crystal_cruiser" img="crystal_cruiser"> <class>Crystal Cruiser</class> <name>Bravais</name> <unlock>Travel to an unknown sector of the galaxy to find this powerful vessel.</unlock> <desc>This powerful vessel is powered by the secret technologies of the lost Crystalline Beings.</desc> <systemList> <pilot power="1" room="8" start="true"/> <doors power="1" room="16" start="true" img="room_doors_8"/> <sensors power="1" room="3" start="true" img="room_sensors_2"/> <oxygen power="1" room="7" start="true" img="room_oxygen_10"/> <engines power="2" room="0" start="true" img="room_engines_2"/> <shields power="2" room="6" start="true" img="room_shields_2"/> <weapons power="3" room="17" start="true" img="room_weapons_7"/> <drones power="2" room="1" start="false" img="room_drones_7"/> <medbay power="1" room="13" start="true" img="room_medbay_3"> <slot> <number>3</number> </slot> </medbay> <teleporter power="1" room="15" start="false"/> <cloaking power="1" room="9" start="false" img="room_cloaking_2"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="2" missiles="0"> <weapon name="CRYSTAL_BURST_1"/> <weapon name="CRYSTAL_HEAVY_1"/> </weaponList> <droneList drones="0"/> <health amount="30"/> <maxPower amount ="8"/> <crewCount amount = "2" class="human"/> <crewCount amount = "2" class="crystal"/> <aug name="CRYSTAL_SHARDS"/> </shipBlueprint> <!-- sardonyx <!-- CRYSTAL SHIP --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = ???? --> <shipBlueprint name="PLAYER_SHIP_CRYSTAL_2" layout="crystal_cruiser_2" img="crystal_cruiser_2"> <class>Crystal Cruiser</class> <name>Carnelian</name> <unlock>Travel to an unknown sector of the galaxy to find this powerful vessel.</unlock> <desc>This powerful vessel is powered by the secret technologies of the lost Crystalline Beings.</desc> <systemList> <pilot power="1" room="15" start="true"/> <doors power="1" room="14" start="true" img="room_doors_7"/> <sensors power="1" room="10" start="true" img="room_sensors_2"/> <oxygen power="1" room="8" start="true" img="room_oxygen_7"/> <engines power="2" room="2" start="true" img="room_engines_2"/> <shields power="2" room="1" start="true" img="room_shields_7"> <slot> <direction>up</direction> <number>1</number> </slot> </shields> <weapons power="1" room="4" start="true" img="room_weapons_7"/> <drones power="2" room="13" start="false" img="room_drones_5"/> <medbay power="1" room="9" start="true" img="room_medbay_4"> <slot> <number>0</number> </slot> </medbay> <teleporter power="1" room="3" start="true"/> <cloaking power="1" room="7" start="true"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="0" missiles="0"> </weaponList> <droneList drones="0"/> <health amount="30"/> <maxPower amount ="8"/> <crewCount amount = "3" class="crystal"/> <shieldImage>crystal_cruiser</shieldImage> <cloakImage>crystal_cruiser</cloakImage> <aug name="CRYSTAL_SHARDS"/> </shipBlueprint> <!--- ************** TUTORIAL SHIPS *****************--> <shipBlueprint name="TUTORIAL_PIRATE" layout="jelly_button" img="jelly_button"> <class>Pirate</class> <systemList> <oxygen power="2" room="3"/> <pilot power="1" room="0"/> <shields power="4" room="1"/> <engines power="1" room="4"/> <weapons power="3" room="2"/> </systemList> <weaponList count="1" missiles="0"> <weapon name="LASER_BURST_1"/> </weaponList> <health amount="5"/> <maxPower amount ="11"/> <crewCount amount = "1" class="human"/> </shipBlueprint> <shipBlueprint name="PLAYER_SHIP_TUTORIAL" layout="kestral" img="kestral"> <class>Kestral</class> <name>The Kestrel</name> <systemList> <pilot power="1" room="0" start="true"/> <doors power="2" room="2" start="true"/> <sensors power="2" room="3" start="true"/> <medbay power="1" room="4" start="true"/> <oxygen power="1" room="13" start="true"/> <shields power="2" room="5" start="true"/> <engines power="2" room="14" start="true"/> <weapons power="2" room="10" start="true"/> <drones power="2" room="1" start="false"/> <teleporter power="1" room="15" start="false"/> <cloaking power="1" room="8" start="false"/> </systemList> <weaponList count="1" missiles="20"> <weapon name="LASER_BURST_2"/> </weaponList> <weaponSlots>2</weaponSlots> <droneSlots>2</droneSlots> <health amount="30"/> <maxPower amount ="9"/> <crewCount amount = "4" class="human"/> </shipBlueprint> <shipBlueprint name="IMPOSSIBLE_PIRATE" layout="jelly_truffle" img="jelly_truffle_pirate"> <class>Impossible Pirate</class> <systemList> <pilot power="3" room="0"/> <doors power="3" room="1"/> <oxygen power="3" room="4"/> <drones power="2" room="3"/> <shields power="8" room="6"/> <engines power="8" room="2"/> <weapons power="8" room="5"/> <cloaking power="1" room="7"/> <!-- <drones power="3" room="7"/> --> </systemList> <weaponList count="3" missiles="30"> <weapon name="LASER_BURST_2_A"/> <weapon name="BEAM_2"/> <weapon name="MISSILES_BURST"/> </weaponList> <droneList count="1" drones="5"> <drone name="COMBAT_1"/> </droneList> <health amount="20"/> <maxPower amount ="35"/> <crewCount amount = "5" class="engi"/> </shipBlueprint> <!---- Crash protection default ship blueprint. DO NOT REMOVE --> <shipBlueprint name="DEFAULT" layout="rebel_squat" img="rebel_squat"> <class>Rebel Rigger</class> <systemList> <pilot power="1" room="0"/> <oxygen power="1" room="2"/> <shields power="2" room="4"/> <engines power="2" room="7"/> <weapons power="3" room="6"/> <drones power="4" room="1"/> </systemList> <droneList count="2" drones="4"> <drone name="DEFENSE_1"/> <drone name="DEFENSE_1"/> </droneList> <weaponList count="2" missiles="10"> <weapon name="LASER_HEAVY_1"/> <weapon name="LASER_BURST_1"/> </weaponList> <health amount="10"/> <maxPower amount ="15"/> <crewCount amount = "3" class="human"/> </ship> <!--********************** REBEL SHIP - LONG - ELITE!!! ************************--> <shipBlueprint name="LONG_ELITE_MED" layout="rebel_long" img="rebel_long_hard"> <class>Rebel Elite</class> <systemList> <oxygen power="2" room="2"/> <pilot power="3" room="0"/> <shields power="6" room="6"/> <engines power="4" room="5"/> <weapons power="9" room="4"/> </systemList> <weaponList count="3" missiles="5"> <weapon name="MISSILES_BREACH"/> <weapon name="LASER_HEAVY_1"/> <weapon name="BEAM_2"/> </weaponList> <health amount="20"/> <maxPower amount ="21"/> <crewCount amount = "4" class="human"/> </shipBlueprint> <shipBlueprint name="LONG_ELITE_HARD" layout="rebel_long" img="rebel_long_hard"> <class>Rebel Elite</class> <systemList> <oxygen power="2" room="2"/> <pilot power="3" room="0"/> <shields power="8" room="6"/> <engines power="5" room="5"/> <weapons power="9" room="4"/> </systemList> <weaponList count="3" missiles="7"> <weapon name="MISSILES_2"/> <weapon name="LASER_HEAVY_2"/> <weapon name="BEAM_3"/> </weaponList> <health amount="30"/> <maxPower amount ="24"/> <crewCount amount = "5" class="human"/> </shipBlueprint> <!--- NEW! ---> <!-- <shipBlueprint name="GHOST_SHIP_MED" layout="jelly_truffle" img="jelly_truffle_pirate"> <class>Truffle Wreckage</class> <systemList> <pilot power="2" room="0"/> <doors power="2" room="1"/> <oxygen power="1" room="4"/> <medbay power="2" room="3"/> <shields power="6" room="6"/> <engines power="4" room="2"/> <weapons power="6" room="5"/> </systemList> <weaponList count="3"> <weapon name="LASER_BURST_2"/> <weapon name="LASER_BURST_3"/> <weapon name="BEAM_FIRE"/> </weaponList> <health amount="22"/> <maxPower amount ="19"/> <crewCount amount = "0"/> </shipBlueprint> <shipBlueprint name="GHOST_SHIP_HARD" layout="jelly_truffle" img="jelly_truffle_pirate"> <class>Truffle Wreckage</class> <systemList> <pilot power="3" room="0"/> <doors power="3" room="1"/> <oxygen power="1" room="4"/> <medbay power="2" room="3"/> <shields power="6" room="6"/> <engines power="4" room="2"/> <weapons power="8" room="5"/> </systemList> <weaponList count="3"> <weapon name="LASER_BURST_2"/> <weapon name="LASER_BURST_3"/> <weapon name="LASER_BURST_3"/> <weapon name="BEAM_3"/> </weaponList> <health amount="22"/> <maxPower amount ="21"/> <crewCount amount = "0"/> </shipBlueprint> --> <!--********************** Boss files ************************--> <shipBlueprint name="BOSS_1" layout="boss_1" img="boss_1"> <class>Rebel Flagship</class> <systemList> <pilot power="3" room="0"/> <shields power="8" room="1"/> <doors power="3" room="17"/> <teleporter power="2" room="3"/> <cloaking power="2" room="15"/> <!--<weapons power="1" room="6"/> --> <sensors power="2" room="13"/> <medbay power="3" room="5"/> <engines power="2" room="8"/> <oxygen power="2" room="7"/> <drones power="1" room="12"/> <artillery power="4" room="9"/> <artillery power="4" room="10"/> <artillery power="3" room="14"/> <artillery power="3" room="18"/> </systemList> <weaponList count="0" missiles="10"/> <health amount="20"/> <maxPower amount ="42"/> </shipBlueprint> <shipBlueprint name="BOSS_2" layout="boss_2" img="boss_2"> <class>Rebel Flagship</class> <systemList> <pilot power="3" room="0"/> <shields power="8" room="1"/> <teleporter power="2" room="3"/> <!--<weapons power="1" room="6"/> --> <medbay power="3" room="5"/> <engines power="3" room="8"/> <oxygen power="2" room="7"/> <sensors power="2" room="13"/> <drones power="8" room="12"/> <artillery power="4" room="9"/> <artillery power="4" room="10"/> <artillery power="3" room="14"/> </systemList> <weaponList count="0" missiles="10"/> <droneList count="4" drones="10"> <drone name="DEFENSE_1"/> <drone name="COMBAT_1"/> <drone name="COMBAT_BEAM"/> <drone name="BOARDER_BOSS"/> </droneList> <health amount="22"/> <maxPower amount ="44"/> </shipBlueprint> <shipBlueprint name="BOSS_3" layout="boss_3" img="boss_3"> <class>Rebel Flagship</class> <systemList> <pilot power="3" room="0"/> <shields power="8" room="1"/> <teleporter power="2" room="3"/> <!--<weapons power="4" room="6"/> --> <medbay power="3" room="5"/> <engines power="6" room="8"/> <oxygen power="2" room="7"/> <artillery power="4" room="9"/> <artillery power="4" room="10"/> </systemList> <weaponList count="0" missiles="10"/> <!--<weapon name="ION_2"/> <weapon name="BEAM_FIRE"/> </weaponList>--> <health amount="20"/> <maxPower amount ="31"/> <boardingAI>invasion</boardingAI> </shipBlueprint>
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<!-- Copyright (c) 2012 by Subset Games. All rights reserved --> <?xml version="1.0" encoding="utf-8"?> <!-- Customization possibilities --> <blueprintList name="STARTING_WEAPONS"> <name>LASER_BURST_1</name> <name>LASER_BURST_2</name> <name>MISSILES_2_PLAYER</name> <name>BEAM_LONG</name> <name>ION_1</name> <name>ION_2</name> <name>ION_4</name> <name>BOMB_1</name> <name>LASER_BURST_3</name> <name>LASER_HEAVY_1</name> <name>MISSILES_3</name> <name>BEAM_1</name> <name>BEAM_FIRE</name> <name>LASER_HULL_2</name> <name>BOMB_FIRE</name> <name>BOMB_ION</name> <name>BOMB_HEAL</name> </blueprintList> <blueprintList name="STARTING_DRONES"> <name>REPAIR</name> <name>DEFENSE_1</name> <name>COMBAT_1</name> <name>COMBAT_2</name> <name>SHIP_REPAIR</name> <name>DEFENSE_1</name> </blueprintList> <blueprintList name="STARTING_AUGS"> <name>HULL_ARMOR</name> <name>ADV_HULL_ARMOR</name> <name>NANO_MEDBAY</name> <name>ADV_SCANNERS</name> <name>AUTO_COOLDOWN</name> <name>SHIELD_RECHARGE</name> <name>FTL_BOOSTER</name> <name>FTL_JAMMER</name> <name>CREW_STIMS</name> <name>DRONE_RECOVERY</name> <name>FTL_JUMPER</name> <name>FTL_BOOSTER</name> </blueprintList> <!-- ********************* CREW BLUEPRINTS ********************* --> <crewBlueprint name="human"> <desc>Humans are common and uninteresting.</desc> <cost>40</cost> <bp>2</bp> <title>Human</title> <short>Human</short> <rarity>1</rarity> <powerList> <power>No exceptional traits</power> </powerList> </crewBlueprint> <crewBlueprint name="engi"> <desc>It's unclear if the 'Engi' are partly organic or entirely mechanical, but it's well known that they make exceptional engineers.</desc> <cost>50</cost> <bp>2</bp> <title>Engi</title> <short>Engi</short> <rarity>2</rarity> <powerList> <power>Repair speed is doubled</power> <power>Combat damage inflicted is halved</power> </powerList> </crewBlueprint> <crewBlueprint name="mantis"> <desc>The Mantis disregard for individual lives led to their evolution as a vicious, warrior race.</desc> <title>Mantis</title> <short>Mantis</short> <cost>50</cost> <bp>2</bp> <rarity>2</rarity> <powerList> <power>Double damage in combat</power> <power>1.2x move speed</power> <power>Halved repair speed</power> </powerList> </crewBlueprint> <crewBlueprint name="slug"> <desc>These telepathic Slugs were shunned in the Galactic Federation for their constant thievery and manipulation of other sentient beings.</desc> <title>Slug</title> <short>Slug</short> <cost>45</cost> <bp>2</bp> <rarity>0</rarity> <powerList> <power>Telepathic powers reveal rooms and lifeforms even when sensors are down</power> </powerList> </crewBlueprint> <crewBlueprint name="rock"> <desc>The 'Rockmen' of Vrachos IV are rarely seen and are known for their fortitude.</desc> <title>Rockman</title> <short>Rockman</short> <cost>60</cost> <bp>4</bp> <rarity>3</rarity> <powerList> <power>Immune to fire</power> <power>Movement speed is halved</power> <power>Health is increased to 150</power> </powerList> </crewBlueprint> <crewBlueprint name="crystal"> <desc>Ancient ancestors of the Rockmen.</desc> <title>Crystal</title> <short>Crystal</short> <cost>65</cost> <bp>4</bp> <rarity>0</rarity> <powerList> <power>Lockdown power (activate in crew box)</power> <power>Reduced suffocation damage</power> <power>Movement speed reduced by 20 percent</power> <power>Health is increased to 125</power> </powerList> </crewBlueprint> <crewBlueprint name="energy"> <desc>The 'Zoltan' are close allies of the 'Engi.' Their innate energy is strong enough to power ship systems.</desc> <title>Zoltan</title> <short>Zoltan</short> <cost>65</cost> <bp>4</bp> <rarity>5</rarity> <powerList> <power>Provides power to occupied system</power> <power>Maximum health is reduced</power> </powerList> </crewBlueprint> <!-- ********************* SYSTEM BLUEPRINTS ********************* --> <systemBlueprint name="oxygen"> <type>oxygen</type> <title>Oxygen</title> <desc>Refills the oxygen in the ship. Upgrading increases the rate of refill.</desc> <startPower>1</startPower> <maxPower>3</maxPower> <rarity>1</rarity> <upgradeCost> <level>25</level> <!-- level 2 --> <level>35</level> <!-- level 3 --> <level>50</level> <!-- imaginary level 4 --> </upgradeCost> <cost>0</cost> </systemBlueprint> <systemBlueprint name="teleporter"> <type>teleporter</type> <title>Crew Teleporter</title> <desc>Allows you to send your crew-members to board enemy vessels.</desc> <startPower>1</startPower> <maxPower>3</maxPower> <rarity>1</rarity> <upgradeCost> <level>30</level> <!-- level 2 --> <level>55</level> <!-- level 3 --> </upgradeCost> <cost>80</cost> <locked>1</locked> </systemBlueprint> <systemBlueprint name="cloaking"> <type>cloaking</type> <title>Cloaking</title> <desc>Cloaks the ship, adding 60 to your evasion and preventing the enemy ship from locking on with their weapons.</desc> <startPower>1</startPower> <maxPower>3</maxPower> <rarity>1</rarity> <upgradeCost> <level>30</level> <!-- level 2 --> <level>50</level> <!-- level 3 --> </upgradeCost> <cost>150</cost> <locked>1</locked> </systemBlueprint> <systemBlueprint name="pilot"> <type>pilot</type> <title>Piloting</title> <desc>Allows the ship to make FTL jumps and dodge when piloted. Upgrading adds auto-pilot that allows some evasion even without a pilot.</desc> <startPower>1</startPower> <maxPower>3</maxPower> <rarity>1</rarity> <upgradeCost> <level>20</level> <!-- level 2 --> <level>35</level> <!-- level 3 --> </upgradeCost> <cost>1</cost> </systemBlueprint> <systemBlueprint name="medbay"> <type>medbay</type> <title>Medbay</title> <desc>Heals all crew-members within the Medbay room. Upgrading increases healing speed.</desc> <startPower>1</startPower> <maxPower>3</maxPower> <rarity>1</rarity> <upgradeCost> <level>30</level> <!-- level 2 --> <level>40</level> <!-- level 3 --> </upgradeCost> <cost>60</cost> </systemBlueprint> <systemBlueprint name="shields"> <type>shields</type> <title>Shields</title> <desc>Powers your shields. Every shield bar can block one incoming shot. Upgrading increases bar count.</desc> <startPower>2</startPower> <maxPower>8</maxPower> <rarity>1</rarity> <upgradeCost> <level>100</level> <!-- level 2 --> <level>20</level> <!-- level 3 --> <level>30</level> <!-- level 4 --> <level>45</level> <!-- level 5 --> <level>60</level> <!-- level 6 --> <level>75</level> <!-- level 7 --> <level>90</level> <!-- level 8 --> <level>105</level> <!-- Imaginary level 9 --> </upgradeCost> <cost>150</cost> </systemBlueprint> <systemBlueprint name="artillery"> <type>artillery</type> <title>Artillery Beam</title> <desc>Powers a slow, high-powered beam that pierces all shields and does one damage per room hit. More power means faster cooldown.</desc> <startPower>2</startPower> <maxPower>4</maxPower> <rarity>0</rarity> <upgradeCost> <level>30</level> <!-- level 2 --> <level>50</level> <!-- level 3 --> <level>80</level> <!-- level 4 --> </upgradeCost> <cost>150</cost> </systemBlueprint> <systemBlueprint name="engines"> <type>engines</type> <title>Engines</title> <desc>Powers the FTL drive and allows the ship to dodge. Upgrading improves dodge chance and the rate that your FTL drive charges.</desc> <startPower>2</startPower> <maxPower>8</maxPower> <rarity>1</rarity> <upgradeCost> <level>10</level> <!-- level 2 --> <level>15</level> <!-- level 3 --> <level>30</level> <!-- level 4 --> <level>45</level> <!-- level 5 --> <level>60</level> <!-- level 6 --> <level>80</level> <!-- level 7 --> <level>105</level> <!-- level 8 --> <level>130</level> <!-- Imaginary level 9 --> </upgradeCost> <cost>1</cost> </systemBlueprint> <systemBlueprint name="weapons"> <type>weapons</type> <title>Weapon Control</title> <desc>Powers all of the ship's weapons. Upgrading lets you power more weapons.</desc> <startPower>4</startPower> <rarity>1</rarity> <maxPower>8</maxPower> <upgradeCost> <level>60</level> <!-- level 2 --> <level>25</level> <!-- level 3 --> <level>35</level> <!-- level 4 --> <level>50</level> <!-- level 5 --> <level>75</level> <!-- level 6 --> <level>90</level> <!-- level 7 --> <level>100</level> <!-- level 8 --> <level>120</level> <!-- Imaginary level 9 --> </upgradeCost> <cost>20</cost> </systemBlueprint> <systemBlueprint name="drones"> <type>drones</type> <title>Drone Control</title> <desc>Powers all of the ship's drones. Drones are automated robots that perform tasks like attacking enemy ships or repairing systems.</desc> <startPower>2</startPower> <maxPower>8</maxPower> <rarity>1</rarity> <upgradeCost> <level>10</level> <!-- level 2 --> <level>20</level> <!-- level 3 --> <level>30</level> <!-- level 4 --> <level>45</level> <!-- level 5 --> <level>60</level> <!-- level 6 --> <level>75</level> <!-- level 7 --> <level>90</level> <!-- level 8 --> <level>120</level> <!-- Imaginary level 9 --> </upgradeCost> <cost>80</cost> </systemBlueprint> <systemBlueprint name="sensors"> <type>sensors</type> <title>Sensors</title> <desc>Reveals the interior of your ship and gives information about enemy ships.</desc> <startPower>1</startPower> <maxPower>3</maxPower> <rarity>2</rarity> <upgradeCost> <level>25</level> <!-- level 2 --> <level>35</level> <!-- level 3 --> </upgradeCost> <cost>40</cost> </systemBlueprint> <systemBlueprint name="doors"> <type>doors</type> <title>Door System</title> <desc>Allows remote opening and closing of doors. Upgrades to Blast Doors that impede fire spread and intruder movement.</desc> <startPower>1</startPower> <maxPower>3</maxPower> <rarity>2</rarity> <upgradeCost> <level>30</level> <!-- level 2 --> <level>40</level> <!-- level 3 --> </upgradeCost> <cost>40</cost> </systemBlueprint> <!-- ********************* WEAPON BLUEPRINTS ********************* --> <!-- For weapon art, all weapons will default to 'default' unless you give it something else... this prevents invisible weapons --> <!-- Default Speeds: Laser = 60, Beams = 5, Missiles = 35.. sorry the numbers have no meaning --> <!-- PDS BLUEPRINT useful only for sound effects, projectile art, and potentially damage? --> <weaponBlueprint name="ARTILLERY_WEAPON"> <type>LASER</type> <title>Heavy Laser Mark I</title> <short>Heavy Laser I</short> <desc>Heavy lasers can wreak more havoc than their smaller, burst laser counterparts</desc> <tooltip>Fires 3 shots, 2 damage each with medium chance of fire and breaching.</tooltip> <damage>1</damage> <shots>3</shots> <sp>0</sp> <fireChance>1</fireChance> <breachChance>1</breachChance> <cooldown>16</cooldown> <power>1</power> <cost>50</cost> <bp>6</bp> <rarity>0</rarity> <image>laser_heavy1</image> <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>boss_1</weaponArt> </weaponBlueprint> <!-- ARTILLERY BLUEPRINT --> <weaponBlueprint name="ARTILLERY_WEAPON"> <type>LASER</type> <title>Heavy Laser Mark 1</title> <short>Heavy Laser I</short> <desc>Heavy lasers can wreak more havoc than their smaller, burst laser counterparts</desc> <tooltip>Fires heavy lasers; 2 damage each with medium chance of fire and breaching.</tooltip> <damage>1</damage> <shots>3</shots> <sp>0</sp> <fireChance>1</fireChance> <breachChance>1</breachChance> <cooldown>16</cooldown> <power>1</power> <cost>55</cost> <rarity>0</rarity> <image>laser_heavy1</image> <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>boss_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="ARTILLERY_BOSS_1"> <type>LASER</type> <title>Boss Laser</title> <short>Boss Laser</short> <desc>ssss</desc> <tooltip>Fsss</tooltip> <damage>1</damage> <shots>3</shots> <sp>0</sp> <fireChance>1</fireChance> <breachChance>1</breachChance> <cooldown>20</cooldown> <power>1</power> <cost>55</cost> <bp>6</bp> <rarity>0</rarity> <image>laser_heavy1</image> <launchSounds> <sound>lightLaser1</sound> <sound>lightLaser2</sound> <sound>lightLaser3</sound> </launchSounds> <hitShipSounds> <sound>hitHull1</sound> </hitShipSounds> <hitShieldSounds> <sound>hitShield1</sound> <sound>hitShield2</sound> <sound>hitShield3</sound> </hitShieldSounds> <missSounds> <sound>miss</sound> </missSounds> <weaponArt>boss_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="ARTILLERY_BOSS_2"> <type>MISSILES</type> <title>Boss Missile</title> <short>Boss M.</short> <desc>Artillery that fires 3 missiles that deal 1 damage.</desc> <tooltip>Fires 3 missiles; 1 damage each; pierces all shields.</tooltip> <!--<desc>Power Req: 3 Fires 2 missiles that pierces through all shields and deals 2 damage. Consumes 2 missile per shot.</desc>--> <damage>1</damage> <missiles>0</missiles> <shots>3</shots> <sp>5</sp> <fireChance>3</fireChance> <breachChance>2</breachChance> <cooldown>23</cooldown> <power>1</power> <cost>80</cost> <bp>7</bp> <rarity>0</rarity> <image>missile_1</image> <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>boss_2</weaponArt> </weaponBlueprint> <weaponBlueprint name="ARTILLERY_BOSS_3"> <type>BEAM</type> <title>Boss Beam</title> <short>Boss Beam</short> <desc>2 damage beam with a long trail.</desc> <tooltip>Beam weapon, 2 damage per room with small breach chance.</tooltip> <!--<desc>Power Req: 3 A powerful but slow beam that deals 2 damage in a short line with a low chance of breaches.</desc>--> <damage>2</damage> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>26</cooldown> <power>1</power> <cost>70</cost> <bp>7</bp> <rarity>0</rarity> <length>100</length> <image>beam_contact</image> <launchSounds> <sound>beam2</sound> </launchSounds> <weaponArt>boss_3</weaponArt> </weaponBlueprint> <weaponBlueprint name="ARTILLERY_BOSS_4"> <type>LASER</type> <title>Heavy Ion</title> <short>Heavy Ion</short> <locked>1</locked> <desc>1 damage ion 3 shots</desc> <tooltip>1 damage ion 3 shots</tooltip> <damage>0</damage> <ion>1</ion> <speed>40</speed> <shots>3</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>28</cooldown> <power>1</power> <cost>40</cost> <bp>4</bp> <rarity>0</rarity> <image>ion_4_shot</image> <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>boss_4</weaponArt> </weaponBlueprint> <weaponBlueprint name="ARTILLERY_FED"> <type>BEAM</type> <title>Vindicator Beam</title> <short>Vindicator</short> <desc>This overcharged beam uses a new technology to cut through all shields. However targeting abilities have been sacrificed.</desc> <tooltip>Artillery beam that automatically fires a 1 damage beam that pierces all shields.</tooltip> <damage>1</damage> <sp>5</sp> <fireChance>1</fireChance> <breachChance>0</breachChance> <speed>13</speed> <cooldown>40</cooldown> <power>1</power> <cost>0</cost> <bp>5</bp> <rarity>0</rarity> <image>beam_contact</image> <length>500</length> <launchSounds> <sound>beam1</sound> </launchSounds> <weaponArt>artillery_fed</weaponArt> </weaponBlueprint> <!-------------- SIMPLE LASERS --------------> <weaponBlueprint name="LASER_BURST_1"> <!-- 1 shot 1power--> <type>LASER</type> <title>Defense Laser Mark I</title> <short>Basic Laser</short> <desc>Very weak laser.</desc> <tooltip>Shoots 1 laser that does 1 damage; 0.1 fire chance.</tooltip> <damage>1</damage> <shots>1</shots> <sp>0</sp> <fireChance>1</fireChance> <breachChance>0</breachChance> <cooldown>10</cooldown> <power>1</power> <cost>20</cost> <bp>2</bp> <rarity>0</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_BURST_2"> <!--1 power 2 shots--> <type>LASER</type> <title>Dual Shot Laser</title> <short>Dual Lasers</short> <desc>Dual lasers. Packs moderate firepower into a low-energy package.</desc> <tooltip>Shoots 2 lasers that do 1 damage each; 0.1 fire chance.</tooltip> <damage>1</damage> <shots>2</shots> <sp>0</sp> <fireChance>1</fireChance> <breachChance>0</breachChance> <cooldown>10</cooldown> <power>1</power> <cost>25</cost> <bp>4</bp> <rarity>0</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_2</weaponArt> </weaponBlueprint> <weaponBlueprint name="LASER_BURST_2_A"> <!-- 2 power 2 shots --> <type>LASER</type> <title>Burst Laser Mark I</title> <short>Burst Laser I</short> <desc>Packs a solid punch for a reasonable cost.</desc> <tooltip>Shoots 2 lasers that do 1 damage each; 0.1 fire chance.</tooltip> <damage>1</damage> <shots>2</shots> <sp>0</sp> <fireChance>1</fireChance> <breachChance>0</breachChance> <cooldown>11</cooldown> <power>2</power> <cost>50</cost> <bp>4</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_2</weaponArt> </weaponBlueprint> <weaponBlueprint name="LASER_BURST_3"> <type>LASER</type> <title>Burst Laser Mark II</title> <short>Burst Laser II</short> <desc>Improved version of the Burst Laser I that fires an extra shot per charge.</desc> <tooltip>Shoots 3 lasers that do 1 damage each; 0.1 fire chance.</tooltip> <damage>1</damage> <shots>3</shots> <sp>0</sp> <fireChance>1</fireChance> <breachChance>0</breachChance> <cooldown>13</cooldown> <power>2</power> <cost>95</cost> <bp>7</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_BURST_5"> <type>LASER</type> <title>Burst Laser Mark III</title> <short>Burst L. III</short> <desc>Powerful burst laser that fires off an impressive barrage.</desc> <tooltip>Shoots 5 lasers that do 1 damage each.</tooltip> <damage>1</damage> <shots>5</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>19</cooldown> <power>4</power> <cost>110</cost> <bp>10</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_5</weaponArt> </weaponBlueprint> <!-------------- HEAVY LASERS --------------> <weaponBlueprint name="LASER_HEAVY_1"> <type>LASER</type> <title>Heavy Laser Mark I</title> <short>Heavy Laser I</short> <desc>Heavy lasers can wreak more havoc than their smaller, burst laser counterparts.</desc> <tooltip>Shoots 1 heavy laser that does 2 damage; 0.3 fire/breach chance.</tooltip> <damage>2</damage> <shots>1</shots> <sp>0</sp> <fireChance>3</fireChance> <breachChance>3</breachChance> <cooldown>9</cooldown> <power>1</power> <cost>55</cost> <bp>6</bp> <rarity>2</rarity> <image>laser_heavy1</image> <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_heavy_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="LASER_HEAVY_2"> <type>LASER</type> <title>Heavy Laser Mark II</title> <short>Heavy Laser II</short> <desc>This heavy laser fires two shots in quick succession, each dealing 2 damage.</desc> <tooltip>Shoots 2 heavy lasers that do 2 damage each; 0.3 fire/breach chance.</tooltip> <damage>2</damage> <shots>2</shots> <sp>0</sp> <fireChance>3</fireChance> <breachChance>3</breachChance> <cooldown>13</cooldown> <power>3</power> <cost>75</cost> <bp>10</bp> <rarity>3</rarity> <image>laser_heavy1</image> <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_heavy_2</weaponArt> </weaponBlueprint> <weaponBlueprint name="LASER_HEAVY_1_SP"> <type>LASER</type> <title>Heavy Pierce Laser Mark I</title> <short>Heavy Pierce I</short> <desc>Heavy lasers can wreak more havoc than their smaller, burst laser counterparts. This modified version pierces 1 shield.</desc> <tooltip>Shoots 1 heavy laser that does 2 damage; 0.2 fire/breach chance. Ignores 1 shield.</tooltip> <damage>2</damage> <shots>1</shots> <sp>1</sp> <fireChance>2</fireChance> <breachChance>2</breachChance> <cooldown>10</cooldown> <power>2</power> <cost>55</cost> <bp>6</bp> <rarity>0</rarity> <image>laser_heavy1</image> <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_heavy_1</weaponArt> </weaponBlueprint> <!---------------- CRYSTAL SHARD -----------------> <weaponBlueprint name="CRYSTAL_1"> <type>MISSILES</type> <title>Crystal Shard</title> <short>Crystal</short> <desc>Should Never See This Description.</desc> <tooltip>Should Never See This Description.</tooltip> <damage>1</damage> <missiles>0</missiles> <shots>1</shots> <sp>5</sp> <fireChance>0</fireChance> <breachChance>1</breachChance> <cooldown>9</cooldown> <power>1</power> <cost>20</cost> <bp>2</bp> <rarity>0</rarity> <image>crystal_shard</image> <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>crystal_shard</weaponArt> </weaponBlueprint> <!-------------- MISSILES --------------> <weaponBlueprint name="MISSILES_1"> <type>MISSILES</type> <title>Leto Missiles</title> <short>Leto</short> <desc>This launcher is outdated and weak, but can still be effective.</desc> <tooltip>Fires 1 missile; does 1 damage; pierces all shields. 0.1 breach/fire chance.</tooltip> <damage>1</damage> <missiles>1</missiles> <shots>1</shots> <sp>5</sp> <fireChance>1</fireChance> <breachChance>1</breachChance> <cooldown>9</cooldown> <power>1</power> <cost>20</cost> <bp>2</bp> <rarity>0</rarity> <image>missile_1</image> <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>missiles_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="MISSILES_2_PLAYER"> <type>MISSILES</type> <title>Artemis Missiles</title> <short>Artemis</short> <desc>Standard missile launcher on most Federation ships.</desc> <tooltip>Fires 1 missile; does 2 damage; pierces all shields. 0.1 breach/fire chance.</tooltip> <damage>2</damage> <missiles>1</missiles> <shots>1</shots> <sp>5</sp> <fireChance>1</fireChance> <breachChance>1</breachChance> <cooldown>11</cooldown> <power>1</power> <cost>38</cost> <bp>5</bp> <rarity>0</rarity> <image>missile_2</image> <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>missiles_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="MISSILES_2"> <type>MISSILES</type> <title>Artemis Missiles</title> <short>Artemis</short> <desc>Standard missile launcher on most Federation ships.</desc> <tooltip>Fires 1 missile; does 2 damage; pierces all shields. 0.1 breach/fire chance.</tooltip> <damage>2</damage> <missiles>1</missiles> <shots>1</shots> <sp>5</sp> <fireChance>1</fireChance> <breachChance>1</breachChance> <cooldown>10</cooldown> <power>2</power> <cost>38</cost> <bp>5</bp> <rarity>0</rarity> <image>missile_2</image> <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>missiles_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="MISSILES_3"> <type>MISSILES</type> <title>Hermes Missile</title> <short>Hermes</short> <desc>Standard but powerful missile.</desc> <tooltip>Fires 1 missile; does 3 damage; pierces all shields. 0.2 fire chance, 0.2 breach chance.</tooltip> <damage>3</damage> <missiles>1</missiles> <shots>1</shots> <sp>5</sp> <fireChance>2</fireChance> <breachChance>2</breachChance> <cooldown>16</cooldown> <power>2</power> <cost>50</cost> <bp>6</bp> <rarity>2</rarity> <image>missile_3</image> <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>missiles_2</weaponArt> </weaponBlueprint> <weaponBlueprint name="MISSILES_BURST"> <type>MISSILES</type> <title>Pegasus Missile</title> <short>Pegasus</short> <desc>Creative missile design allows for two projectiles for the cost of one!</desc> <tooltip>Fires 2 missiles; 2 damage each; pierces all shields. 0.3 fire chance, 0.2 breach chance.</tooltip> <damage>2</damage> <missiles>1</missiles> <shots>2</shots> <sp>5</sp> <fireChance>3</fireChance> <breachChance>2</breachChance> <cooldown>20</cooldown> <power>3</power> <cost>80</cost> <bp>7</bp> <rarity>3</rarity> <image>missile_2</image> <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>missiles_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="MISSILES_BREACH"> <type>MISSILES</type> <title>Breach Missiles</title> <short>Breach</short> <desc>These missiles are designed to cause maximum destruction to ship hull armor.</desc> <tooltip>Fires 1 missile; 4 damage; pierces all shields; 0.3 fire chance; causes hull breach.</tooltip> <damage>4</damage> <missiles>1</missiles> <shots>1</shots> <sp>5</sp> <fireChance>3</fireChance> <breachChance>10</breachChance> <cooldown>22</cooldown> <power>3</power> <cost>70</cost> <bp>7</bp> <rarity>3</rarity> <image>missile_breach</image> <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>missiles_2</weaponArt> </weaponBlueprint> <!-------------- BEAM WEAPONS --------------> <weaponBlueprint name="BEAM_1"> <type>BEAM</type> <title>Mini Beam</title> <short>Mini Beam</short> <desc>Extremely cheap and weak beam weapon.</desc> <tooltip>One damage per room beam weapon.</tooltip> <damage>1</damage> <sp>0</sp> <fireChance>1</fireChance> <breachChance>0</breachChance> <cooldown>12</cooldown> <speed>3</speed> <power>1</power> <cost>20</cost> <bp>2</bp> <rarity>0</rarity> <image>beam_contact</image> <length>45</length> <launchSounds> <sound>beam1</sound> </launchSounds> <weaponArt>beam_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="BEAM_1_PLAYER"> <type>BEAM</type> <title>Mini Beam</title> <short>Mini Beam</short> <desc>Extremely cheap and weak beam weapon.</desc> <tooltip>One damage per room beam weapon.</tooltip> <damage>1</damage> <sp>0</sp> <fireChance>1</fireChance> <breachChance>0</breachChance> <cooldown>12</cooldown> <speed>4</speed> <power>1</power> <cost>20</cost> <bp>2</bp> <rarity>0</rarity> <image>beam_contact</image> <length>50</length> <launchSounds> <sound>beam1</sound> </launchSounds> <weaponArt>beam_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="BEAM_LONG"> <type>BEAM</type> <title>Pike Beam</title> <short>Pike Beam</short> <desc>Can cut across entire ships, assuming there's no shield to stop it.</desc> <tooltip>Beam weapon that does 1 damage per room across an extended line; does not pierce shields.</tooltip> <damage>1</damage> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <speed>13</speed> <cooldown>16</cooldown> <power>2</power> <cost>50</cost> <bp>5</bp> <rarity>2</rarity> <image>beam_contact</image> <length>170</length> <launchSounds> <sound>beam1</sound> </launchSounds> <weaponArt>beam_long</weaponArt> </weaponBlueprint> <weaponBlueprint name="BEAM_2"> <type>BEAM</type> <title>Halberd Beam</title> <short>Halberd Beam</short> <desc>Slow but reliably powerful standard beam weapon.</desc> <tooltip>Beam weapon that does 2 damage per room, partially piercing up to 1 layer of shield.</tooltip> <damage>2</damage> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>17</cooldown> <power>3</power> <cost>70</cost> <bp>7</bp> <rarity>2</rarity> <length>80</length> <image>beam_contact</image> <launchSounds> <sound>beam2</sound> </launchSounds> <weaponArt>beam_2</weaponArt> </weaponBlueprint> <weaponBlueprint name="BEAM_3"> <type>BEAM</type> <title>Glaive Beam</title> <short>Glaive Beam</short> <desc>One of the most powerful weapons of war ever created. Known to take out some ships in a single blast.</desc> <tooltip>Beam weapon that does 3 damage per room, partially piercing up to 2 layers of shield.</tooltip> <damage>3</damage> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>25</cooldown> <power>4</power> <cost>120</cost> <bp>12</bp> <rarity>5</rarity> <length>80</length> <image>beam_contact</image> <launchSounds> <sound>beam2</sound> </launchSounds> <weaponArt>beam_3</weaponArt> </weaponBlueprint> <weaponBlueprint name="BEAM_FIRE"> <type>BEAM</type> <title>Fire Beam</title> <!-- Induction beam? --> <short>Fire Beam</short> <desc>This terrifying beam does no physical damage but ignites fires.</desc> <tooltip>Beam weapon that starts fires; does not pierce shields.</tooltip> <damage>0</damage> <sp>0</sp> <fireChance>8</fireChance> <breachChance>0</breachChance> <speed>9</speed> <cooldown>18</cooldown> <power>2</power> <cost>60</cost> <bp>6</bp> <rarity>3</rarity> <length>140</length> <image>beam_contact</image> <launchSounds> <sound>beam2</sound> </launchSounds> <weaponArt>beam_fire</weaponArt> </weaponBlueprint> <weaponBlueprint name="BEAM_BIO"> <type>BEAM</type> <title>Anti-Bio Beam</title> <short>Anti-Bio Beam</short> <desc>This terrifying beam does no physical damage but rips through organic material, dealing heavy damage to crew members.</desc> <tooltip>Beam weapon that greatly damages enemy crew; does not pierce shields.</tooltip> <damage>0</damage> <persDamage>4</persDamage> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>16</cooldown> <speed>13</speed> <power>2</power> <cost>50</cost> <bp>6</bp> <rarity>5</rarity> <length>140</length> <image>beam_contact</image> <launchSounds> <sound>beam2</sound> </launchSounds> <weaponArt>beam_bio</weaponArt> </weaponBlueprint> <!-------------- HULL SMASHER WEAPONS --------------> <weaponBlueprint name="LASER_HULL_1"> <type>LASER</type> <title>Hull Smasher Laser</title> <short>Hull Laser I</short> <desc>Fires 2 shots that deal 1 damage to rooms with a system or subsystem and double damage to rooms without either.</desc> <tooltip>Fires 2 lasers, 1 damage each and 2x damage in systemless rooms. 0.3 breach chance.</tooltip> <damage>1</damage> <shots>2</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>3</breachChance> <cooldown>14</cooldown> <hullBust>1</hullBust> <power>2</power> <cost>55</cost> <rarity>2</rarity> <speed>75</speed> <image>laser_heavy1</image> <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> </weaponBlueprint> <weaponBlueprint name="LASER_HULL_2"> <type>LASER</type> <title>Hull Smasher Laser Mark II</title> <short>Hull Laser II</short> <desc>Designed to maximize hull damage.</desc> <tooltip>Fires 3 lasers, 1 damage each and 2x damage in systemless rooms. 0.1 fire chance, 0.3 breach chance.</tooltip> <damage>1</damage> <shots>3</shots> <sp>0</sp> <fireChance>1</fireChance> <breachChance>3</breachChance> <cooldown>15</cooldown> <hullBust>1</hullBust> <power>3</power> <cost>85</cost> <bp>7</bp> <rarity>3</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> </weaponBlueprint> <weaponBlueprint name="BEAM_HULL"> <type>BEAM</type> <title>Hull Beam</title> <short>Hull Beam</short> <desc>This beam is most powerful when targeting large, empty sections of hull.</desc> <tooltip>Beam weapon that does 1 damage per room; does not pierce shields. 2x damage in systemless rooms; 0.1 breach chance.</tooltip> <damage>1</damage> <sp>0</sp> <fireChance>0</fireChance> <breachChance>1</breachChance> <cooldown>14</cooldown> <hullBust>1</hullBust> <power>2</power> <cost>65</cost> <bp>8</bp> <rarity>3</rarity> <image>beam_contact</image> <length>100</length> <launchSounds> <sound>beam1</sound> </launchSounds> <weaponArt>beam_hull</weaponArt> </weaponBlueprint> <weaponBlueprint name="MISSILES_HULL"> <type>MISSILES</type> <title>Hull Missile</title> <short>Hull Mi.</short> <desc>High hull damage plus a decent breach chance.</desc> <tooltip>Fires 1 missile; 2 damage; 2x damage in systemless rooms. 0.1 fire chance, 0.4 breach chance.</tooltip> <damage>2</damage> <missiles>1</missiles> <shots>1</shots> <sp>5</sp> <fireChance>1</fireChance> <breachChance>4</breachChance> <hullBust>1</hullBust> <cooldown>17</cooldown> <power>2</power> <cost>65</cost> <bp>6</bp> <rarity>3</rarity> <image>missile_hull</image> <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>missiles_2</weaponArt> </weaponBlueprint> <!-------------- ION WEAPONS --------------> <weaponBlueprint name="ION_1"> <type>LASER</type> <title>Ion Blast</title> <short>Ion Blast</short> <locked>1</locked> <desc>Ion weapons can disable systems without causing hull damage.</desc> <tooltip>Fires a single blast that does 1 ion damage. Can hit and disable shields as well as systems.</tooltip> <damage>0</damage> <ion>1</ion> <speed>30</speed> <shots>1</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>8</cooldown> <power>1</power> <cost>30</cost> <bp>3</bp> <rarity>3</rarity> <image>ion_1_shot</image> <explosion>explosion_small_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_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="ION_2"> <type>LASER</type> <title>Heavy Ion</title> <short>Heavy Ion</short> <locked>1</locked> <desc>Ion weapons can disable systems without causing hull damage.</desc> <tooltip>Fires a single blast that does 2 ion damage. Can hit and disable shields as well as systems.</tooltip> <damage>0</damage> <ion>2</ion> <speed>40</speed> <shots>1</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>11</cooldown> <power>2</power> <cost>45</cost> <bp>4</bp> <rarity>3</rarity> <image>ion_4_shot</image> <explosion>explosion_small_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_2</weaponArt> </weaponBlueprint> <weaponBlueprint name="ION_4"> <type>LASER</type> <title>Ion Blast Mark II</title> <short>Ion Blast II</short> <locked>1</locked> <desc>Ion weapons can disable systems without causing hull damage.</desc> <tooltip>Fires a single blast that does 1 ion damage and recharges very quickly. Can hit and disable shields as well as systems.</tooltip> <damage>0</damage> <ion>1</ion> <speed>30</speed> <shots>1</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>4</cooldown> <power>3</power> <cost>80</cost> <bp>6</bp> <rarity>4</rarity> <image>ion_1_shot</image> <explosion>explosion_small_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_4</weaponArt> </weaponBlueprint> <!-------------- BOMB WEAPONS --------------> <weaponBlueprint name="BOMB_1"> <!-- 1power 2damage--> <type>BOMB</type> <title>Small Bomb</title> <short>S. Bomb</short> <locked>1</locked> <desc>Self-teleporting explosive that damages systems and crew but not the hull. Can target your own ship.</desc> <tooltip>Bomb weapon; requires a missile; does 2 damage to systems and crew; 0.1 fire chance. Can target your own ship.</tooltip> <damage>0</damage> <sysDamage>2</sysDamage> <persDamage>2</persDamage> <missiles>1</missiles> <shots>1</shots> <sp>0</sp> <fireChance>1</fireChance> <breachChance>0</breachChance> <cooldown>13</cooldown> <power>1</power> <cost>55</cost> <bp>4</bp> <rarity>1</rarity> <image>bomb1</image> <explosion>explosion_big1</explosion> <launchSounds> <sound>bombTeleport</sound> </launchSounds> <hitShipSounds> <sound>smallExplosion</sound> </hitShipSounds> <weaponArt>bomb_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="BOMB_BREACH_1"> <type>BOMB</type> <title>Breach Bomb Mark I</title> <short>Breach I</short> <locked>1</locked> <desc>Self-teleporting explosive designed to damage systems and causes a breach. Can target your own ship.</desc> <tooltip>Bomb weapon; requires a missile; 1 damage to systems; 2 damage to crew; creates hull breach. Can target your own ship.</tooltip> <damage>0</damage> <sysDamage>1</sysDamage> <persDamage>2</persDamage> <missiles>1</missiles> <shots>1</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>10</breachChance> <cooldown>9</cooldown> <power>1</power> <cost>70</cost> <bp>4</bp> <rarity>0</rarity> <image>bomb_breach</image> <explosion>explosion_big1</explosion> <launchSounds> <sound>bombTeleport</sound> </launchSounds> <hitShipSounds> <sound>smallExplosion</sound> </hitShipSounds> <weaponArt>bomb_breach</weaponArt> </weaponBlueprint> <weaponBlueprint name="BOMB_BREACH_2"> <type>BOMB</type> <title>Breach Bomb Mark II</title> <short>Breach II</short> <locked>1</locked> <desc>Slower than Mark I but breaches and does more damage to systems. Can target your own ship.</desc> <tooltip>Bomb weapon; requires a missile; 3 damage to systems and crew; creates a hull breach. Can target your own ship.</tooltip> <damage>0</damage> <sysDamage>3</sysDamage> <persDamage>3</persDamage> <missiles>1</missiles> <shots>1</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>10</breachChance> <cooldown>17</cooldown> <power>2</power> <cost>70</cost> <bp>4</bp> <rarity>4</rarity> <image>bomb_breach</image> <explosion>explosion_big1</explosion> <launchSounds> <sound>bombTeleport</sound> </launchSounds> <hitShipSounds> <sound>smallExplosion</sound> </hitShipSounds> <weaponArt>bomb_breach</weaponArt> </weaponBlueprint> <weaponBlueprint name="BOMB_FIRE"> <type>BOMB</type> <title>Fire Bomb</title> <short>Fire B.</short> <locked>1</locked> <desc>Self-teleporting explosive designed to damage crew-members and light fires. Can target your own ship.</desc> <tooltip>Bomb weapon; requires a missile; 2 damage to crew; no damage to systems but lights fires. Can target your own ship.</tooltip> <damage>0</damage> <sysDamage>0</sysDamage> <persDamage>2</persDamage> <missiles>1</missiles> <shots>1</shots> <sp>0</sp> <fireChance>10</fireChance> <breachChance>0</breachChance> <cooldown>13</cooldown> <power>2</power> <cost>50</cost> <bp>5</bp> <rarity>2</rarity> <image>bomb_fire</image> <explosion>explosion_big1</explosion> <launchSounds> <sound>bombTeleport</sound> </launchSounds> <hitShipSounds> <sound>fireBomb</sound> </hitShipSounds> <weaponArt>bomb_fire</weaponArt> </weaponBlueprint> <weaponBlueprint name="BOMB_ION"> <type>BOMB</type> <title>Ion Bomb</title> <short>I. Bomb</short> <locked>1</locked> <desc>Self-teleporting explosive that uses ion damage to disable systems. Can target your own ship.</desc> <tooltip>Bomb weapon; requires a missile; does no damage but deals 3 ion damage. Can target your own ship.</tooltip> <damage>0</damage> <ion>3</ion> <missiles>1</missiles> <shots>1</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>17</cooldown> <power>1</power> <cost>70</cost> <bp>4</bp> <rarity>3</rarity> <image>bomb_ion</image> <explosion>explosion_big1_ion</explosion> <launchSounds> <sound>bombTeleport</sound> </launchSounds> <hitShipSounds> <sound>ionHit1</sound> <sound>ionHit2</sound> <sound>ionHit3</sound> </hitShipSounds> <weaponArt>bomb_ion</weaponArt> </weaponBlueprint> <weaponBlueprint name="BOMB_HEAL"> <type>BOMB</type> <title>Healing Burst</title> <short>Heal B.</short> <locked>1</locked> <desc>Self-teleporting healing unit that instantly heals all friendly crew in the room. Can target your own ship.</desc> <tooltip>Bomb weapon; requires a missile; heals nearby crew members. Can target your own ship.</tooltip> <damage>0</damage> <sysDamage>0</sysDamage> <persDamage>-10</persDamage> <missiles>1</missiles> <shots>1</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <cooldown>17</cooldown> <power>1</power> <cost>40</cost> <bp>4</bp> <rarity>5</rarity> <image>bomb_heal</image> <explosion>explosion_big1_heal</explosion> <launchSounds> <sound>bombTeleport</sound> </launchSounds> <hitShipSounds> <sound>healBomb</sound> </hitShipSounds> <weaponArt>bomb_heal</weaponArt> </weaponBlueprint> <weaponBlueprint name="BOMB_LOCK"> <type>BOMB</type> <title>Crystal Lockdown Bomb</title> <short>Lock B.</short> <locked>1</locked> <desc>Self-teleporting explosive that does no damage but creates a dense wall preventing movement in or out of the room. Can target your own ship.</desc> <tooltip>Bomb weapon; requires a missile; does no damage; prevents movement in or out of room. Can target your own ship.</tooltip> <damage>0</damage> <sysDamage>0</sysDamage> <persDamage>0</persDamage> <missiles>1</missiles> <shots>1</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <lockdown>1</lockdown> <cooldown>15</cooldown> <power>1</power> <cost>60</cost> <bp>4</bp> <rarity>0</rarity> <image>bomb_lockdown</image> <explosion>explosion_lockdown</explosion> <launchSounds> <sound>bombTeleport</sound> </launchSounds> <hitShipSounds> <sound>smallExplosion</sound> </hitShipSounds> <weaponArt>bomb_lockdown</weaponArt> </weaponBlueprint> <!-- ********************* Crystal Weapon BLUEPRINTS ********************* --> <weaponBlueprint name="CRYSTAL_BURST_1"> <type>MISSILES</type> <title>Crystal Burst Mark I</title> <short>Crystal B. I</short> <desc>Modified projectile weapon that fires 2 shield piercing crystals.</desc> <tooltip>Pierces 1 shield; fires 2 crystals that deal 1 damage each. 0.1 breach chance.</tooltip> <damage>1</damage> <shots>2</shots> <sp>1</sp> <fireChance>0</fireChance> <breachChance>1</breachChance> <cooldown>15</cooldown> <power>2</power> <speed>50</speed> <cost>20</cost> <bp>2</bp> <rarity>0</rarity> <image>crystal_shard2</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>crystal_burst_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="CRYSTAL_BURST_2"> <type>MISSILES</type> <title>Crystal Burst Mark II</title> <short>Crystal B. II</short> <desc>Modified projectile weapon that fires 3 shield piercing crystals.</desc> <tooltip>Pierces 1 shield; fires 3 crystals that deal 1 damage each. 0.1 breach chance.</tooltip> <damage>1</damage> <shots>3</shots> <sp>1</sp> <fireChance>0</fireChance> <breachChance>1</breachChance> <cooldown>17</cooldown> <power>3</power> <speed>50</speed> <cost>20</cost> <bp>2</bp> <rarity>0</rarity> <image>crystal_shard2</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>crystal_burst_2</weaponArt> </weaponBlueprint> <weaponBlueprint name="CRYSTAL_HEAVY_1"> <type>MISSILES</type> <title>Heavy Crystal Mark I</title> <short>Crystal H. I</short> <desc>Modified projectile weapon that fires a shield piercing large crystal.</desc> <tooltip>Pierces 1 shield; fires 1 crystal that deals 2 damage. 0.1 breach chance.</tooltip> <damage>2</damage> <shots>1</shots> <sp>1</sp> <fireChance>0</fireChance> <breachChance>1</breachChance> <cooldown>13</cooldown> <power>1</power> <speed>50</speed> <cost>20</cost> <bp>2</bp> <rarity>0</rarity> <image>crystal_shard3</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>crystal_heavy_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="CRYSTAL_HEAVY_2"> <type>MISSILES</type> <title>Heavy Crystal Mark II</title> <short>Crystal H. II</short> <desc>Modified projectile weapon that fires a shield piercing large crystal.</desc> <tooltip>Pierces 1 shield; fires 1 crystal that deals 4 damage and causes a hull breach.</tooltip> <damage>4</damage> <shots>1</shots> <sp>1</sp> <fireChance>0</fireChance> <breachChance>10</breachChance> <cooldown>19</cooldown> <power>3</power> <speed>50</speed> <cost>20</cost> <bp>2</bp> <rarity>0</rarity> <image>crystal_shard3</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>crystal_heavy_2</weaponArt> </weaponBlueprint> <!-- ********************* DRONE BLUEPRINTS ********************* --> <weaponBlueprint name="DRONE_LASER"> <type>LASER</type> <title>Drone Laser</title> <damage>1</damage> <shots>1</shots> <fireChance>1</fireChance> <breachChance>0</breachChance> <rarity>0</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="DRONE_LASER_2"> <type>LASER</type> <title>Drone Laser 2</title> <damage>1</damage> <shots>1</shots> <fireChance>1</fireChance> <breachChance>0</breachChance> <rarity>0</rarity> <speed>120</speed> <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="DRONE_BEAM"> <type>BEAM</type> <title>Mini Beam</title> <short>Mini Beam</short> <desc>'Baby's first beam'; Extremely cheap and weak beam weapon.</desc> <damage>1</damage> <sp>0</sp> <fireChance>1</fireChance> <breachChance>0</breachChance> <speed>3</speed> <rarity>0</rarity> <image>beam_contact</image> <length>20</length> <launchSounds> <sound>beam1</sound> </launchSounds> <weaponArt>beam_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="DRONE_BEAM_PLAYER"> <type>BEAM</type> <title>Mini Beam</title> <short>Mini Beam</short> <desc>'Baby's first beam'; Extremely cheap and weak beam weapon.</desc> <damage>1</damage> <sp>0</sp> <fireChance>1</fireChance> <breachChance>0</breachChance> <speed>3</speed> <rarity>0</rarity> <image>beam_contact</image> <length>25</length> <launchSounds> <sound>beam1</sound> </launchSounds> <weaponArt>beam_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="DRONE_ION"> <type>LASER</type> <title>Ion Blast</title> <short>Ion Blast</short> <damage>0</damage> <ion>1</ion> <speed>30</speed> <shots>1</shots> <sp>0</sp> <fireChance>0</fireChance> <breachChance>0</breachChance> <rarity>0</rarity> <image>ion_1_shot</image> <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_1</weaponArt> </weaponBlueprint> <weaponBlueprint name="DRONE_MISSILE"> <type>MISSILES</type> <title>Missiles_1</title> <short>M. 0</short> <short>STUPID MISSILES</short> <desc>This should never appear in the store: BUG</desc> <damage>1</damage> <shots>1</shots> <sp>5</sp> <fireChance>1</fireChance> <breachChance>1</breachChance> <rarity>0</rarity> <image>missile_1</image> <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>missiles_1</weaponArt> </weaponBlueprint> <!-- NOT USED --> <droneBlueprint name="COMBAT_ION"> <type>COMBAT</type> <title>Anti-Ship Ion Drone I</title> <short>Ion Drone</short> <desc>Slow moving drone that repeatedly attacks the enemy ship with ion blasts</desc> <power>2</power> <cooldown>1000</cooldown> <!--- Doesn't effect combat drone --> <dodge>7</dodge> <speed>5</speed> <!--- Change this to increase/decrease firing speed --> <cost>50</cost> <bp>3</bp> <droneImage>drone_combat</droneImage> <weaponBlueprint>DRONE_ION</weaponBlueprint> <rarity>0</rarity> </droneBlueprint> <!-- NOT USED --> <droneBlueprint name="COMBAT_MISSILE"> <type>COMBAT</type> <title>Anti-Ship Missile Drone I</title> <short>Missile Drone</short> <desc>Slow moving drone that repeatedly attacks the enemy ship with mini missiles.</desc> <power>2</power> <cooldown>1000</cooldown> <!--- Doesn't effect combat drone --> <dodge>7</dodge> <speed>5</speed> <!--- Change this to increase/decrease firing speed --> <cost>50</cost> <bp>3</bp> <droneImage>drone_combat</droneImage> <weaponBlueprint>DRONE_MISSILE</weaponBlueprint> <rarity>0</rarity> </droneBlueprint> <droneBlueprint name="COMBAT_1"> <type>COMBAT</type> <title>Anti-Ship Drone Mark I</title> <short>Anti-Ship I</short> <desc>Powerful drone that continually attacks the enemy ship.</desc> <power>2</power> <cooldown>1000</cooldown> <!--- Doesn't effect combat drone --> <dodge>7</dodge> <speed>15</speed> <!--- Change this to increase/decrease firing speed --> <!-- was 20--> <cost>50</cost> <bp>3</bp> <droneImage>drone_combat</droneImage> <weaponBlueprint>DRONE_LASER</weaponBlueprint> <rarity>2</rarity> </droneBlueprint> <droneBlueprint name="COMBAT_BEAM"> <type>COMBAT</type> <title>AI Beam Drone</title> <short>Beam I</short> <desc>Combat drone that repeatedly attacks with a small beam weapon.</desc> <power>2</power> <cooldown>1000</cooldown> <!--- Doesn't effect combat drone --> <dodge>7</dodge> <speed>15</speed> <!--- Change this to increase/decrease firing speed --> <cost>50</cost> <bp>3</bp> <droneImage>drone_beam</droneImage> <weaponBlueprint>DRONE_BEAM</weaponBlueprint> <rarity>0</rarity> </droneBlueprint> <droneBlueprint name="COMBAT_BEAM_PLAYER"> <type>COMBAT</type> <title>Beam Drone</title> <short>Beam I</short> <desc>Combat drone that repeatedly attacks with a small beam weapon.</desc> <power>2</power> <cooldown>1000</cooldown> <!--- Doesn't effect combat drone --> <dodge>7</dodge> <speed>16</speed> <!--- Change this to increase/decrease firing speed --> <cost>50</cost> <bp>3</bp> <droneImage>drone_beam</droneImage> <weaponBlueprint>DRONE_BEAM_PLAYER</weaponBlueprint> <rarity>3</rarity> </droneBlueprint> <droneBlueprint name="COMBAT_2"> <type>COMBAT</type> <title>Anti-Ship Drone Mark II</title> <short>Anti-Ship II</short> <desc>Powerful drone that continually attacks the enemy ship. Moves and shoots significantly faster than Mark I.</desc> <power>4</power> <cooldown>1000</cooldown> <!--- Doesn't effect combat drone --> <dodge>8</dodge> <speed>30</speed> <!--- Change this to increase/decrease firing speed --> <!-- was 45--> <cost>90</cost> <bp>8</bp> <droneImage>drone_combat2</droneImage> <!---- WEAPON INFO ---> <image>weapons/laser_light2_strip4.png</image> <weaponBlueprint>DRONE_LASER</weaponBlueprint> <rarity>4</rarity> </droneBlueprint> <!--- This guy, for now, flies like the combat drone but heals the ship --> <droneBlueprint name="SHIP_REPAIR"> <type>SHIP_REPAIR</type> <title>Hull Repair Drone</title> <short>Hull Repair</short> <desc>Automatically repairs 3-5 damage to your hull. Drone part is consumed once it finishes.</desc> <power>2</power> <cooldown>1000</cooldown> <!--- Doesn't effect repair drone --> <dodge>8</dodge> <speed>20</speed> <!--- Change this to increase/decrease firing speed --> <cost>90</cost> <bp>5</bp> <droneImage>drone_shiprepair</droneImage> <image>weapons/laser_light2_strip4.png</image> <rarity>4</rarity> </droneBlueprint> <droneBlueprint name="DEFENSE_1"> <type>DEFENSE</type> <level>1</level> <title>Defense Drone Mark I</title> <short>Defense I</short> <desc>Shoots down incoming missiles and asteroids.</desc> <power>2</power> <cooldown>1000</cooldown> <!--- Shooting cooldown for shooting at asteroids/missiles, in ms --> <dodge>7</dodge> <speed>5</speed> <!--- Superficial change.. just makes it fly faster --> <cost>50</cost> <bp>2</bp> <droneImage>drone_defense</droneImage> <!---- WEAPON INFO ---> <weaponBlueprint>DRONE_LASER</weaponBlueprint> <!----- --> <rarity>1</rarity> </droneBlueprint> <droneBlueprint name="DEFENSE_2"> <type>DEFENSE</type> <level>2</level> <title>Defense Drone Mark II</title> <short>Defense II</short> <desc>It fires faster than Mark I and can also shoot down incoming lasers.</desc> <power>3</power> <cooldown>700</cooldown> <!--- Shooting cooldown for shooting at asteroids/missiles, in ms --> <dodge>8</dodge> <speed>7</speed> <!--- Superficial change.. just makes it fly faster --> <cost>75</cost> <bp>6</bp> <droneImage>drone_defense2</droneImage> <!---- WEAPON INFO ---> <weaponBlueprint>DRONE_LASER_2</weaponBlueprint> <!----- --> <rarity>3</rarity> </droneBlueprint> <droneBlueprint name="BOSS_DEFENSE_2"> <type>DEFENSE</type> <level>2</level> <title>Defense Drone Mark II</title> <short>Defense II</short> <desc>Shoots faster than Mark I and can also shoots down incoming lasers.</desc> <power>2</power> <cooldown>750</cooldown> <!--- Shooting cooldown for shooting at asteroids/missiles, in ms --> <dodge>8</dodge> <speed>7</speed> <!--- Superficial change.. just makes it fly faster --> <cost>75</cost> <bp>6</bp> <droneImage>drone_defense2</droneImage> <!---- WEAPON INFO ---> <weaponBlueprint>DRONE_LASER</weaponBlueprint> <!----- --> <rarity>0</rarity> </droneBlueprint> <droneBlueprint name="REPAIR"> <type>REPAIR</type> <title>System Repair Drone</title> <short>Sys Repair</short> <desc>Will seek out damaged systems and repair them automatically.</desc> <power>1</power> <cost>30</cost> <bp>2</bp> <rarity>1</rarity> </droneBlueprint> <droneBlueprint name="BATTLE"> <type>BATTLE</type> <locked>1</locked> <title>Anti-Personnel Drone</title> <short>Anti-Pers.</short> <desc>Will seek out and attempt to destroy any intruders on-board your ship.</desc> <power>2</power> <cost>50</cost> <bp>3</bp> <rarity>2</rarity> </droneBlueprint> <droneBlueprint name="BOARDER"> <type>BOARDER</type> <locked>1</locked> <title>Boarding Drone</title> <short>Boarding</short> <desc>Breaches through the enemy hull and wreaks havoc. Awesome.</desc> <power>3</power> <speed>18</speed> <cost>60</cost> <rarity>5</rarity> </droneBlueprint> <droneBlueprint name="BOARDER_BOSS"> <type>BOARDER</type> <locked>1</locked> <title>Boarding Drone</title> <short>Boarding</short> <desc>Breaches through the enemy hull and wreaks havoc. Awesome.</desc> <power>2</power> <speed>18</speed> <cost>70</cost> <rarity>0</rarity> </droneBlueprint> <!-- ********************* ITEM BLUEPRINTS ********************* --> <itemBlueprint name="fuel"> <type>ITEM_FUEL</type> <title>FTL Fuel</title> <desc>Powers your FTL drive. One jump per fuel.</desc> <cost>3</cost> <rarity>1</rarity> </itemBlueprint> <itemBlueprint name="drones"> <type>ITEM_DRONE</type> <title>Drone Part</title> <desc>Allows you to deploy drone schematics you've found. Each deployment costs one drone part.</desc> <cost>7</cost> <rarity>3</rarity> </itemBlueprint> <itemBlueprint name="missiles"> <type>ITEM_MISSILE</type> <title>Missile</title> <desc>Multipurpose ammo for any missile based weapon.</desc> <cost>5</cost> <rarity>3</rarity> </itemBlueprint> <!-- --------------------------------------- *************************************** AUGMENTATION BLUEPRINTS *************************************** --------------------------------------- --> <!-- SHIP SPECIFIC AUGMENTS --> <augBlueprint name="ROCK_ARMOR"> <title>Rock Plating</title> <desc>Superior hull armor provides a 15 percent chance to negate incoming hull damage (hit systems will still be damaged).</desc> <cost>80</cost> <bp>8</bp> <rarity>0</rarity> <stackable>false</stackable> <value>0.15</value> </augBlueprint> <augBlueprint name="CRYSTAL_SHARDS"> <title>Crystal Vengeance</title> <desc>Every time your ship takes damage, there is a 15 percent chance to break off a shard that flies at your enemy.</desc> <cost>30</cost> <bp>8</bp> <rarity>0</rarity> <stackable>false</stackable> <value>0.15</value> </augBlueprint> <augBlueprint name="ENERGY_SHIELD"> <title>Zoltan Shield</title> <desc>An unexplained technology creates this nearly impenetrable shield. Only the energy outburst from an FTL engine is powerful enough to recharge it.</desc> <cost>80</cost> <bp>8</bp> <rarity>0</rarity> <stackable>false</stackable> <value>2</value> </augBlueprint> <augBlueprint name="NANO_MEDBAY"> <title>Engi Med-bot Dispersal</title> <desc>Floods the ship with Engi nano med-bots, healing the crew even anywhere on the ship (at 1/4 speed) as long as the medbay is active.</desc> <cost>60</cost> <bp>12</bp> <rarity>0</rarity> <stackable>false</stackable> <value>0.25</value> </augBlueprint> <augBlueprint name="SLUG_GEL"> <title>Slug Repair Gel</title> <desc>Slug ships excrete a thick gel that automatically repairs any hull breaches.</desc> <cost>60</cost> <bp>12</bp> <rarity>0</rarity> <stackable>false</stackable> <value>0.25</value> </augBlueprint> <augBlueprint name="CREW_STIMS"> <title>Mantis Pheromones</title> <desc>Your crew's movement speed is increased by 25 percent.</desc> <cost>50</cost> <bp>9</bp> <rarity>0</rarity> <value>0.25</value> <stackable>false</stackable> </augBlueprint> <augBlueprint name="DRONE_SPEED"> <title>Drone Reactor Booster</title> <desc>Your ship board drones have their movement speed increased by 80 percent.</desc> <cost>50</cost> <bp>9</bp> <rarity>0</rarity> <value>0.8</value> <stackable>false</stackable> </augBlueprint> <!--<augBlueprint name="ADV_HULL_ARMOR"> <title>Advanced Hull Plating</title> <desc>State of the art hull armor provides a massive 25 percent chance to negate incoming hull damage (hit systems will still be damaged).</desc> <cost>100</cost> <bp>15</bp> <rarity>0</rarity> <stackable>true</stackable> <value>0.25</value> </augBlueprint>--> <augBlueprint name="SYSTEM_CASING"> <!--<title>Reinforced System Casing</title>--> <title>Titanium System Casing</title> <desc>All ship systems have additional plating that provides a 20 percent chance to negate damage when hit (hull will still be damaged).</desc> <cost>70</cost> <bp>15</bp> <rarity>0</rarity> <stackable>false</stackable> <value>0.2</value> </augBlueprint> <!-- END RACE SPECIFIC AUGMENTS --> <augBlueprint name="ION_ARMOR"> <title>Reverse Ion Field</title> <desc>Protects your ship from ion damage, giving a 50 percent chance to negate it entirely.</desc> <cost>40</cost> <bp>8</bp> <rarity>2</rarity> <stackable>false</stackable> <value>0.50</value> </augBlueprint> <augBlueprint name="CLOAK_FIRE"> <title>Stealth Weapons</title> <desc>Prevents your weapon fire from disrupting your cloak, allowing you to shoot at will while cloaked.</desc> <cost>40</cost> <bp>8</bp> <rarity>3</rarity> <stackable>false</stackable> <value>0.15</value> </augBlueprint> <augBlueprint name="REPAIR_ARM"> <title>Repair Arm</title> <desc>Repairs your hull by 1-2 every time you collect scrap, but reduces scrap collected by 5 percent.</desc> <cost>45</cost> <bp>8</bp> <rarity>3</rarity> <stackable>false</stackable> <value>0.05</value> </augBlueprint> <!--<augBlueprint name="HULL_ARMOR"> <title>Reinforced Hull Plating</title> <desc>Superior hull armor provides a 15 percent chance to negate incoming hull damage (hit systems will still be damaged).</desc> <cost>60</cost> <bp>8</bp> <rarity>2</rarity> <stackable>true</stackable> <value>0.15</value> </augBlueprint>--> <augBlueprint name="SCRAP_COLLECTOR"> <title>Scrap Recovery Arm</title> <desc>Allows the ship to collect 10 percent more scrap from any source.</desc> <cost>70</cost> <bp>8</bp> <rarity>1</rarity> <stackable>true</stackable> <value>0.10</value> </augBlueprint> <augBlueprint name="ADV_SCANNERS"> <title>Long-Ranged Scanners</title> <desc>Adds additional info about nearby beacons on the star map.</desc> <cost>30</cost> <bp>3</bp> <rarity>1</rarity> <stackable>false</stackable> </augBlueprint> <augBlueprint name="AUTO_COOLDOWN"> <title>Automated Re-loader</title> <desc>Cooldown between weapon shots is improved by 15 percent.</desc> <cost>65</cost> <bp>5</bp> <rarity>2</rarity> <stackable>true</stackable> <value>0.15</value> </augBlueprint> <augBlueprint name="SHIELD_RECHARGE"> <title>Shield Charge Booster</title> <desc>Boosts the ship's shield recharge rate by 20 percent.</desc> <cost>50</cost> <bp>5</bp> <rarity>2</rarity> <stackable>true</stackable> <value>0.20</value> </augBlueprint> <augBlueprint name="WEAPON_PREIGNITE"> <title>Weapon Pre-igniter</title> <desc>Weapons are made immediately available after an FTL jump.</desc> <cost>120</cost> <bp>16</bp> <rarity>4</rarity> <stackable>false</stackable> </augBlueprint> <augBlueprint name="FTL_BOOSTER"> <title>FTL Recharge Booster</title> <desc>The ship's FTL Drive powers up 30 percent faster.</desc> <cost>35</cost> <bp>4</bp> <rarity>2</rarity> <stackable>true</stackable> <value>0.30</value> </augBlueprint> <augBlueprint name="FTL_JUMPER"> <title>Adv. FTL Navigation</title> <desc>Allows the ship to jump to any previously visited beacon.</desc> <cost>45</cost> <bp>5</bp> <rarity>3</rarity> <stackable>false</stackable> </augBlueprint> <augBlueprint name="DRONE_RECOVERY"> <title>Drone Recovery Arm</title> <desc>Non-destroyed drones will be retrieved when jumping, allowing their parts to be reused.</desc> <cost>50</cost> <bp>8</bp> <rarity>2</rarity> <stackable>false</stackable> </augBlueprint> <augBlueprint name="FTL_JAMMER"> <title>FTL Jammer</title> <desc>Scramble enemy ship's FTL computers, tripling the time it takes for them to jump.</desc> <cost>30</cost> <bp>4</bp> <rarity>3</rarity> <value>3</value> <stackable>false</stackable> </augBlueprint> <augBlueprint name="STASIS_POD"> <title>Damaged Stasis Pod</title> <desc>This bizarre alien artifact appears to be barely operational. It has no practical function but perhaps someone can repair it.</desc> <cost>36</cost> <bp>15</bp> <rarity>0</rarity> <stackable>true</stackable> <value>0.15</value> </augBlueprint> <!--OTHER IDEAS -- <augBlueprint name="PERSONAL_TELEPORTER"> requires a teleporter system to be working??? <title>Personal Teleporters</title> <desc>Crew on an enemy ship that is jumping or being destroyed will be automatically recalled.</desc> <cost>150</cost> <rarity>4</rarity> <stackable>false</stackable> </augBlueprint> <augBlueprint name="FLIGHT_SUITS"> <title>Integrated Flight Suits</title> <desc>Crews take half damage when in rooms without oxygen.</desc> <cost>80</cost> <rarity>2</rarity> <value>0.5</value> <stackable>false</stackable> </augBlueprint> <augBlueprint name="SHIP_SEALING"> <title>Improved Ship Sealing</title> <desc>O2 will deplete at half speed when the Oxygen system is unpowered.</desc> <cost>100</cost> <rarity>2</rarity> <value>0.5</value> <stackable>false</stackable> </augBlueprint> <augBlueprint name="MISSILE_REPLICATOR"> <title>Missile Replication System</title> <desc>The first missile/bomb weapon fired after a jump will consume no explosive.</desc> <cost>100</cost> <rarity>3</rarity> <stackable>false</stackable> </augBlueprint> <augBlueprint name="INTERNAL_AI"> <title>Improved Internal AI</title> <desc>Your interior drones (repair and battle) are 20 percent more effective.</desc> maybe they just move at normal human speed <cost>100</cost> <rarity>3</rarity> <value>0.2</value> <stackable>true</stackable> </augBlueprint> <augBlueprint name="EXTERNAL_AI"> <title>Improved Internal AI</title> <desc>Your exterior drones (defense and combat) are 20 percent more effective.</desc> <cost>100</cost> <rarity>3</rarity> <value>0.2</value> <stackable>true</stackable> </augBlueprint> <!----PROBABLY NOT:--- <augBlueprint name="ENCODED_DISTRESS"> <title>Encrypted Distress Signal</title> <desc>Your distress signal will be more likely to be picked up by friendly ships.</desc> <cost>100</cost> <rarity>3</rarity> <stackable>false</stackable> </augBlueprint> <augBluepring name="TELEPORTER_PREIGNITE"> <title>Teleporter Pre-igniter</title> <desc>The teleporter is made immediately available after an FTL jump.</desc> <cost>130</cost> <rarity>3</rarity> <stackable>false</stackable> </augBlueprint> <augBlueprint name="HEAT_RESIST"> <title>Heat Resistant Suits</title> <desc>Reduces damage crew takes from fire by half.</desc> <cost>70</cost> <rarity>2</rarity> <value>0.5</value> <stackable>false</stackable> </augBlueprint> <augBlueprint name="BEAM_PIERCE"> <title></title> <desc>Gives all beam weapons 1 shield piercing</desc> <cost>80</cost> <rarity>2</rarity> <value>1</value> <stackable>false</stackable> </augBlueprint> --> <!-- --------------------------------------- *************************************** SHIP BLUEPRINTS *************************************** --------------------------------------- --> <!-- *************************************** Player Ship *************************************** --> <!-- THIS SHIP IS NOT USED --> <shipBlueprint name="PLAYER_SHIP_EASY" layout="kestral" img="kestral"> <class>Kestrel</class> <name>The Kestrel</name> <systemList> <pilot power="1" room="0" start="true"/> <doors power="1" room="2" start="true"/> <sensors power="1" room="3" start="true"/> <medbay power="1" room="4" start="true"/> <oxygen power="1" room="13" start="true"/> <shields power="2" room="5" start="true"/> <engines power="2" room="14" start="true"/> <weapons power="3" room="10" start="true"/> <drones power="2" room="1" start="false"/> <teleporter power="1" room="15" start="false"/> <cloaking power="1" room="8" start="false"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="4" missiles="8"> <weapon name="MISSILES_2_PLAYER"/> <weapon name="LASER_BURST_3"/> </weaponList> <health amount="30"/> <maxPower amount ="8"/> <crewCount amount = "3" class="human"/> </shipBlueprint> <!-- BOSS-READY SHIP --> <!-- <shipBlueprint name="PLAYER_SHIP_HARD" layout="kestral" img="kestral"> <class>Kestrel</class> <name>The Kestrel</name> <desc>This class of ship was decommissioned from Federation service years ago. After a number of refits and updating this classic ship is ready for battle.</desc> <systemList> <pilot power="2" room="0" start="true" img="room_pilot"/> <doors power="2" room="2" start="true" img="room_doors"/> <sensors power="2" room="3" start="true" img="room_sensors"/> <medbay power="2" room="4" start="true" img="room_medbay"/> <oxygen power="2" room="13" start="true" img="room_oxygen"/> <shields power="8" room="5" start="true" img="room_shields"/> <engines power="5" room="14" start="true" img="room_engines"/> <weapons power="7" room="10" start="true" img="room_weapons"/> <drones power="4" room="1" start="true"/> <teleporter power="2" room="15" start="true"/> <cloaking power="2" room="8" start="true"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="4" missiles="16"> <weapon name="MISSILES_2"/> <weapon name="LASER_BURST_3"/> <weapon name="MISSILES_2"/> <weapon name="LASER_BURST_3"/> </weaponList> <droneList count="2" drones="10"> <drone name="DRONE_BEAM"/> <drone name="REPAIR"/> </droneList> <health amount="30"/> <maxPower amount ="28"/> <crewCount amount = "6" class="human"/> </shipBlueprint> --> <!-- *********************** The Kestrel *********************** --> <!-- Slots for when placing computers are numbered like so: 0 1 2 3 --> <!-- slot for medbay defines which slot is blocked - "-2" means no blocked slot--> <!-- THE KESTREL --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = 0 --> <shipBlueprint name="PLAYER_SHIP_HARD" layout="kestral" img="kestral"> <class>Kestrel Cruiser</class> <name>The Kestrel</name> <desc>This class of ship was decommissioned from Federation service years ago. After a number of refits and updating this classic ship is ready for battle.</desc> <systemList> <pilot power="1" room="0" start="true" img="room_pilot"> <slot> <direction>right</direction> <number>0</number> </slot> </pilot> <doors power="1" room="2" start="true" img="room_doors"/> <sensors power="1" room="3" start="true" img="room_sensors"/> <medbay power="1" room="4" start="true" img="room_medbay"> <slot> <number>1</number> </slot> </medbay> <oxygen power="1" room="13" start="true" img="room_oxygen"/> <shields power="2" room="5" start="true" img="room_shields"/> <engines power="2" room="14" start="true" img="room_engines"/> <weapons power="3" room="10" start="true" img="room_weapons"/> <drones power="2" room="1" start="false"/> <teleporter power="1" room="15" start="false"/> <cloaking power="1" room="8" start="false"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="2" missiles="8"> <weapon name="MISSILES_2_PLAYER"/> <weapon name="LASER_BURST_3"/> </weaponList> <health amount="30"/> <maxPower amount ="8"/> <crewCount amount = "3" class="human"/> </shipBlueprint> <!-- THE KESTREL --> <!-- LAYOUT = 2 --> <!-- SHIP ID = ?? --> <shipBlueprint name="PLAYER_SHIP_HARD_2" layout="kestral_2" img="kestral_2"> <class>Kestrel Cruiser</class> <name>Red-Tail</name> <desc>This class of ship was decommissioned from Federation service years ago. After a number of refits and updating this classic ship is ready for battle.</desc> <systemList> <pilot power="1" room="9" start="true" img="room_pilot_3"> <slot> <direction>right</direction> <number>1</number> </slot> </pilot> <doors power="1" room="7" start="true" img="room_doors"/> <sensors power="1" room="11" start="true" img="room_sensors_2"/> <medbay power="1" room="0" start="true" img="room_medbay_4"> <slot> <number>0</number> </slot> </medbay> <oxygen power="1" room="3" start="true" img="room_oxygen_11"/> <shields power="2" room="2" start="true" img="room_shields_9"> <slot> <direction>up</direction> <number>1</number> </slot> </slot> <engines power="2" room="5" start="true" img="room_engines_3"> <slot> <direction>right</direction> <number>1</number> </slot> </engines> <weapons power="4" room="10" start="true" img="room_weapons"/> <drones power="2" room="13" start="false" img="room_drones_12"/> <teleporter power="1" room="4" start="false"/> <cloaking power="1" room="12" start="false" img="room_cloaking_2"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="4" missiles="5"> <weapon name="LASER_BURST_1"/> <weapon name="LASER_BURST_1"/> <weapon name="LASER_BURST_1"/> <weapon name="LASER_BURST_1"/> </weaponList> <health amount="30"/> <maxPower amount ="8"/> <crewCount amount = "2" class="human"/> <crewCount amount = "1" class="energy"/> <crewCount amount = "1" class="mantis"/> <!-- can use these to override images for reuse --> <shieldImage>kestral</shieldImage> <cloakImage>kestral</cloakImage> </shipBlueprint> <!-- *********************** MANTIS SHIP *********************** --> <!-- MANTIS SHIP --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = 2 --> <shipBlueprint name="PLAYER_SHIP_MANTIS" layout="mantis_cruiser" img="mantis_cruiser"> <class>Mantis Cruiser</class> <name>The Gila Monster</name> <unlock>The famous Mantis thief, KazaaakplethKilik, owns this ship. You'll have to "convince" him to help you.</unlock> <desc>This warship is designed to enhance its crew for close combat missions.</desc> <systemList> <pilot power="1" room="7" start="true"/> <doors power="1" room="14" start="true"/> <sensors power="1" room="17" start="false"/> <oxygen power="1" room="4" start="true" img="room_oxygen_3"/> <shields power="2" room="16" start="true"/> <engines power="2" room="10" start="true"/> <weapons power="1" room="13" start="true" img="room_weapons_3"/> <drones power="2" room="0" start="false" img="room_drones_3"/> <medbay power="1" room="2" start="true"/> <teleporter power="1" room="1" start="true"/> <cloaking power="1" room="5" start="false" img="room_cloaking_2"/> </systemList> <weaponList count="2" missiles="16"> <weapon name="BOMB_1"/> <weapon name="LASER_BURST_1"/> </weaponList> <weaponSlots>3</weaponSlots> <droneSlots>2</droneSlots> <aug name="CREW_STIMS"/> <health amount="30"/> <maxPower amount ="7"/> <crewCount amount = "3" class="mantis"/> <crewCount amount = "1" class="engi"/> </shipBlueprint> <!-- MANTIS SHIP --> <!-- LAYOUT = ALTERNATE --> <!-- SHIP ID = 2 --> <shipBlueprint name="PLAYER_SHIP_MANTIS_2" layout="mantis_cruiser_2" img="mantis_cruiser_2"> <class>Mantis Cruiser</class> <name>The Basilisk</name> <unlock>The famous Mantis thief, KazaaakplethKilik, owns this ship. You'll have to "convince" him to help you.</unlock> <desc>Ship description here</desc> <systemList> <pilot power="1" room="8" start="true"/> <doors power="1" room="15" start="true"/> <sensors power="1" room="1" start="true"/> <oxygen power="1" room="16" start="true" img="room_oxygen_5"/> <shields power="4" room="7" start="true" img="room_shields_5"> <slot> <direction>up</direction> <number>0</number> </slot> </shields> <engines power="1" room="10" start="true" img="room_engines_4"/> <weapons power="1" room="6" start="true" img="room_weapons_3"/> <drones power="3" room="11" start="true" img="room_drones_6"/> <medbay power="1" room="3" start="true" img="room_medbay_3"> <slot> <number>3</number> </slot> </medbay> <teleporter power="1" room="9" start="true"/> <cloaking power="1" room="0" start="false" img="room_cloaking_6"/> </systemList> <weaponList count="0" missiles="0"/> <droneList count="2" drones="15"> <drone name="BOARDER"/> <drone name="DEFENSE_1"/> </droneList> <weaponSlots>3</weaponSlots> <droneSlots>2</droneSlots> <aug name="CREW_STIMS"/> <health amount="30"/> <maxPower amount ="10"/> <crewCount amount="2" class="mantis"/> <!-- can use these to override images for reuse --> <shieldImage>mantis_cruiser</shieldImage> <cloakImage>mantis_cruiser</cloakImage> </shipBlueprint> <!-- *********************** STEALTH SHIP *********************** --> <!-- STEALTH SHIP --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = 1 --> <shipBlueprint name="PLAYER_SHIP_STEALTH" layout="stealth" img="stealth"> <class>Stealth Cruiser</class> <name>The Nesasio</name> <unlock>This ship is being built near the Engi homeworlds. To unlock it you'll need to help them, but keep in mind they only trust their own kind.</unlock> <desc>Constructed for the Federation by the Engi, this ship is designed to use cloaking technology and speed to get behind enemy lines.</desc> <systemList> <pilot power="1" room="0" start="true"/> <doors power="1" room="14" start="true" img="room_doors_2"/> <sensors power="2" room="13" start="true" img="room_sensors_2"/> <oxygen power="1" room="1" start="true" img="room_oxygen_2"/> <engines power="4" room="12" start="true" img="room_engines_2"/> <shields power="2" room="10" start="false"img="room_shields_2"/> <weapons power="2" room="3" start="true" img="room_weapons_2"/> <drones power="2" room="11" start="false" img="room_drones_2"/> <medbay power="1" room="7" start="true"/> <teleporter power="1" room="5" start="false"/> <cloaking power="1" room="8" start="true" img="room_cloaking_2"/> </systemList> <weaponList count="2" missiles="0"> <weapon name="LASER_BURST_2"/> <weapon name="BEAM_1_PLAYER"/> </weaponList> <weaponSlots>3</weaponSlots> <droneSlots>2</droneSlots> <aug name="SYSTEM_CASING"/> <aug name="ADV_SCANNERS"/> <droneList count="0" drones="0"/> <health amount="30"/> <maxPower amount ="8"/> <crewCount amount = "3" class="human"/> </shipBlueprint> <!-- STEALTH SHIP --> <!-- LAYOUT = ALTERNATE --> <!-- SHIP ID = ???? --> <shipBlueprint name="PLAYER_SHIP_STEALTH_2" layout="stealth_2" img="stealth_2"> <class>Stealth Cruiser</class> <name>DA-SR 12</name> <!-- direct action - stealth reconnaissance--> <unlock>This ship is being built near the Engi homeworlds. To unlock it you'll need to help them, but keep in mind they only trust their own kind.</unlock> <desc>Constructed for the Federation by the Engi, this ship is designed to uses cloaking technology and speed to get behind enemy lines.</desc> <systemList> <pilot power="1" room="9" start="true" img="room_pilot_2"> <slot> <direction>right</direction> <number>1</number> </slot> </pilot> <doors power="1" room="13" start="true" img="room_doors_3"/> <sensors power="2" room="6" start="true" img="room_sensors_3"/> <oxygen power="1" room="4" start="true" img="room_oxygen_2"/> <engines power="2" room="5" start="true" img="room_engines_3"> <slot> <direction>right</direction> <number>1</number> </slot> </engines> <shields power="2" room="2" start="false" img="room_shields_3"> <slot> <direction>left</direction> <number>2</number> </slot> </shields> <weapons power="4" room="12" start="true" img="room_weapons_4"> <slot> <direction>up</direction> <number>0</number> </slot> </weapons> <drones power="2" room="1" start="false" img="room_drones_4"/> <medbay power="1" room="0" start="true" img="room_medbay_2"> <slot> <number>-2</number> </slot> </medbay> <teleporter power="1" room="14" start="false"/> <cloaking power="2" room="11" start="true" img="room_cloaking"/> </systemList> <weaponList count="1" missiles="0"> <weapon name="BEAM_3"/> </weaponList> <weaponSlots>3</weaponSlots> <droneSlots>2</droneSlots> <aug name="ADV_SCANNERS"/> <droneList count="0" drones="0"/> <health amount="30"/> <maxPower amount ="7"/> <crewCount amount = "2" class="human"/> <crewCount amount = "1" class="energy"/> <!-- can use these to override images for reuse --> <shieldImage>stealth</shieldImage> <cloakImage>stealth</cloakImage> </shipBlueprint> <!-- *********************** ENGI SHIP *********************** --> <!-- ENGI SHIP --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = 3 --> <shipBlueprint name="PLAYER_SHIP_CIRCLE" layout="circle_cruiser" img="circle_cruiser"> <class>Engi Cruiser</class> <name>The Torus</name> <unlock>To unlock this Engi ship you'll need to get to the 5th sector.</unlock> <desc>Although it may look like a pile of junk loosely held together, this well designed ship relies on drones and ion weaponry.</desc> <systemList> <pilot power="1" room="8" start="true"/> <doors power="1" room="5" start="true" img="room_doors_4"/> <sensors power="1" room="4" start="true" img="room_sensors_4"/> <oxygen power="1" room="15" start="true" img="room_oxygen_4"/> <engines power="2" room="2" start="true" img="room_engines_2"/> <shields power="2" room="3" start="true" img="room_shields_4"/> <weapons power="3" room="11" start="true"/> <drones power="3" room="0" start="true"/> <medbay power="1" room="7" start="true"/> <teleporter power="1" room="9" start="false"/> <cloaking power="1" room="12" start="false" img="room_cloaking_4"/> </systemList> <weaponSlots>3</weaponSlots> <droneSlots>3</droneSlots> <weaponList count="1" missiles="0"> <weapon name="ION_4"/> </weaponList> <droneList count="1" drones="15"> <drone name="COMBAT_1"/> </droneList> <aug name="NANO_MEDBAY"/> <health amount="30"/> <maxPower amount ="10"/> <crewCount amount = "2" class="engi"/> <crewCount amount = "1" class="human"/> </shipBlueprint> <!-- ENGI SHIP --> <!-- LAYOUT = ALT --> <!-- SHIP ID = ???? --> <shipBlueprint name="PLAYER_SHIP_CIRCLE_2" layout="circle_cruiser_2" img="circle_cruiser_2"> <class>Engi Cruiser</class> <name>The Vortex</name> <unlock>To unlock this Engi ship you'll need to get to the 5th sector.</unlock> <desc>Although it may look like a pile of junk loosly held together, this well designed ship relies on drones and ion weaponry.</desc> <systemList> <pilot power="2" room="12" start="true"/> <doors power="1" room="8" start="true"/> <sensors power="1" room="2" start="false"/> <oxygen power="1" room="5" start="true" img="room_oxygen_6"/> <engines power="1" room="0" start="true" img="room_engines_2"/> <shields power="2" room="10" start="true" img="room_shields_7"> <slot> <direction>up</direction> <number>1</number> </slot> </shields> <weapons power="3" room="1" start="true" img="room_weapons_8"> <slot> <direction>up</direction> <number>1</number> </slot> </weapons> <drones power="3" room="7" start="true" img="room_drones_6"/> <medbay power="1" room="6" start="true" img="room_medbay_6"> <slot> <number>-2</number> </slot> </medbay> <teleporter power="1" room="3" start="false"/> <cloaking power="1" room="11" start="false" img="room_cloaking_7"/> </systemList> <weaponSlots>3</weaponSlots> <droneSlots>3</droneSlots> <weaponList count="2" missiles="0"> <weapon name="ION_2"/> <weapon name="LASER_HEAVY_1"/> </weaponList> <droneList count="3" drones="6"> <drone name="BATTLE"/> <drone name="REPAIR"/> <drone name="REPAIR"/> </droneList> <aug name="DRONE_SPEED"/> <health amount="30"/> <maxPower amount ="9"/> <crewCount amount = "1" class="engi"/> <shieldImage>circle_cruiser</shieldImage> <cloakImage>circle_cruiser</cloakImage> </shipBlueprint> <!-- *********************** FEDERATION SHIP *********************** --> <!-- FEDERATION SHIP --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = 4 --> <shipBlueprint name="PLAYER_SHIP_FED" layout="fed_cruiser" img="fed_cruiser"> <class>Federation Cruiser</class> <name>The Osprey</name> <unlock>Beat the boss to unlock this advanced Federation cruiser.</unlock> <desc>This ship features the latest in Federation technology: an advanced beam weapon that pierces through shields!</desc> <systemList> <pilot power="1" room="4" start="true"/> <doors power="1" room="8" start="true" img="room_doors_5"/> <sensors power="1" room="13" start="true"/> <oxygen power="1" room="9" start="true" img="room_oxygen_4"/> <engines power="2" room="3" start="true"/> <shields power="2" room="11" start="true"/> <weapons power="2" room="15" start="true"/> <drones power="2" room="16" start="false" img="room_drones_5"/> <medbay power="1" room="10" start="true"/> <teleporter power="1" room="1" start="false"/> <artillery power="1" room="6"/> <!--<cloaking power="1" room="6" start="true" img="room_cloaking_5"/> --> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="1" missiles="5"> <weapon name="LASER_BURST_3"/> </weaponList> <droneList drones="2"/> <droneList count="0" drones="0"/> <health amount="30"/> <maxPower amount ="8"/> <crewCount amount = "1" class="human"/> <crewCount amount = "1" class="mantis"/> <crewCount amount = "1" class="rock"/> <crewCount amount = "1" class="engi"/> </shipBlueprint> <!-- FEDERATION SHIP --> <!-- LAYOUT = ALTERNATE --> <!-- SHIP ID = 4 --> <shipBlueprint name="PLAYER_SHIP_FED_2" layout="fed_cruiser_2" img="fed_cruiser_2"> <class>Federation Cruiser</class> <name>Nisos</name> <unlock>Beat the boss to unlock this advanced Federation cruiser.</unlock> <desc>This ship features the latest in Federation technology: an advanced beam weaponry that pierces through shields!</desc> <systemList> <pilot power="1" room="7" start="true" img="room_pilot_3"> <slot> <direction>right</direction> <number>1</number> </slot> </pilot> <doors power="1" room="17" start="true" img="room_doors_2"/> <sensors power="1" room="0" start="true"/> <oxygen power="1" room="8" start="true" img="room_oxygen_9"/> <engines power="2" room="15" start="true" img="room_engines_2"/> <shields power="2" room="14" start="true" img="room_shields_7"> <slot> <direction>up</direction> <number>1</number> </slot> </shields> <weapons power="2" room="4" start="true" img="room_weapons_2"/> <drones power="2" room="2" start="false" img="room_drones_11"/> <medbay power="1" room="10" start="true" img="room_medbay_5"> <slot> <number>-2</number> </slot> </medbay> <teleporter power="1" room="5" start="false"/> <artillery power="2" room="12"/> <!--<cloaking power="1" room="12" start="true" img="room_cloaking_5"/> --> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="4" missiles="9"> <weapon name="LASER_BURST_2"/> <weapon name="MISSILES_1"/> </weaponList> <droneList drones="0"/> <health amount="30"/> <maxPower amount ="9"/> <crewCount amount = "1" class="human"/> <crewCount amount = "1" class="energy"/> <crewCount amount = "1" class="slug"/> <shieldImage>fed_cruiser</shieldImage> <cloakImage>fed_cruiser</cloakImage> </shipBlueprint> <!-- *********************** SLUG SHIP *********************** --> <!-- SLUG SHIP --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = 5 --> <shipBlueprint name="PLAYER_SHIP_JELLY" layout="jelly_cruiser" img="jelly_cruiser"> <class>Slug Cruiser</class> <name>Man of War</name> <unlock>One of the slug ships must know something about this advanced cruiser. Perhaps you can "convince" them to tell you.</unlock> <desc>Designed for use inside nebulae, this cruiser lacks sensors and relies instead on the guile and cunning of the Slugs.</desc> <systemList> <pilot power="1" room="8" start="true"/> <doors power="2" room="1" start="true" img="room_doors_6"/> <oxygen power="1" room="4" start="true" img="room_oxygen_6"/> <engines power="2" room="6" start="true" img="room_engines_2"/> <shields power="2" room="13" start="true" img="room_shields_6"/> <weapons power="3" room="5" start="true" img="room_weapons_6"/> <medbay power="1" room="3" start="true"/> <sensors power="1" room="11" start="false" img="room_sensors_6"/> <drones power="2" room="14" start="false" img="room_drones_5"/> <teleporter power="1" room="10" start="false"/> <cloaking power="1" room="2" start="false" img="room_cloaking_6"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="3" missiles="15"> <weapon name="BEAM_BIO"/> <weapon name="BOMB_BREACH_1"/> <weapon name="LASER_BURST_2"/> </weaponList> <aug name="SLUG_GEL"/> <health amount="30"/> <maxPower amount ="8"/> <crewCount amount = "2" class="slug"/> </shipBlueprint> <!-- SLUG SHIP --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = 5 --> <shipBlueprint name="PLAYER_SHIP_JELLY_2" layout="jelly_cruiser_2" img="jelly_cruiser_2"> <class>Slug Cruiser</class> <name>The Stormwalker</name> <unlock>One of the slug ships must know something about this advanced cruiser. Perhaps you can "convince" them to tell you.</unlock> <desc>Designed for use inside nebulae, this cruiser lacks sensors and relies instead on the guile and cunning of the Slugs.</desc> <systemList> <pilot power="1" room="11" start="true"/> <doors power="2" room="19" start="true" img="room_doors_2"/> <sensors power="1" room="0" start="false" img="room_sensors_2"/> <oxygen power="1" room="15" start="true" img="room_oxygen_8"/> <engines power="2" room="2" start="true"/> <shields power="2" room="12" start="true" img="room_shields_7"> <slot> <direction>up</direction> <number>1</number> </slot> </shields> <weapons power="2" room="13" start="true" img="room_weapons_4"> <slot> <direction>up</direction> <number>0</number> </slot> </weapons> <medbay power="1" room="7" start="false"/> <drones power="2" room="18" start="false" img="room_drones_10"/> <teleporter power="1" room="3" start="true"/> <cloaking power="1" room="5" start="false"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="2" missiles="25"> <weapon name="BOMB_HEAL"/> <weapon name="MISSILES_2_PLAYER"/> </weaponList> <droneList drones="0"/> <aug name="SLUG_GEL"/> <health amount="30"/> <maxPower amount ="7"/> <crewCount amount = "3" class="slug"/> <shieldImage>jelly_cruiser</shieldImage> <cloakImage>jelly_cruiser</cloakImage> </shipBlueprint> <!-- *********************** ROCK SHIP *********************** --> <!-- ROCK SHIP --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = 6 --> <shipBlueprint name="PLAYER_SHIP_ROCK" layout="rock_cruiser" img="rock_cruiser"> <class>Rock Cruiser</class> <name>Bulwark</name> <unlock>Prove yourself to the Rockmen to earn this powerful cruiser.</unlock> <desc>Similar to its designers, this super dense behemoth uses brute force to overwhelm its foes.</desc> <systemList> <pilot power="1" room="5" start="true"/> <doors power="1" room="1" start="true" img="room_doors_5"/> <sensors power="1" room="12" start="true" img="room_sensors_4"/> <oxygen power="1" room="0" start="true" img="room_oxygen_7"/> <engines power="2" room="14" start="true"/> <shields power="2" room="2" start="true" img="room_shields_4"/> <weapons power="3" room="15" start="true"img="room_weapons_5"> <slot> <direction>right</direction> <number>1</number> </slot> </weapons> <drones power="2" room="4" start="false" img="room_drones_7"/> <medbay power="1" room="16" start="true" img="room_medbay_7"> <slot> <number>2</number> </slot> </medbay> <teleporter power="1" room="17" start="false"/> <cloaking power="1" room="3" start="false"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="2" missiles="28"> <weapon name="MISSILES_2_PLAYER"/> <weapon name="MISSILES_HULL"/> </weaponList> <droneList drones="0"/> <health amount="30"/> <maxPower amount ="8"/> <crewCount amount = "3" class="rock"/> <aug name="ROCK_ARMOR"/> </shipBlueprint> <!-- ROCK SHIP --> <!-- LAYOUT = ALTERNATE --> <!-- name it after FP2 Shivans? - Rakshasa - Moloch - Ravana - Sathanas--> <!-- SHIP ID = 6 --> <shipBlueprint name="PLAYER_SHIP_ROCK_2" layout="rock_cruiser_2" img="rock_cruiser_2"> <class>Rock Cruiser</class> <name>Shivan</name> <unlock>Locked -- Not in Game Yet</unlock> <desc>Similar to its designers, this super dense behemoth uses brute force to overwhelm its foes.</desc> <systemList> <pilot power="1" room="8" start="true"img="room_pilot_2"> <slot> <direction>right</direction> <number>1</number> </slot> </pilot> <doors power="1" room="15" start="false" img="room_doors_5"/> <sensors power="1" room="3" start="true" img="room_sensors_4"/> <oxygen power="2" room="4" start="true" img="room_oxygen_6"/> <engines power="2" room="0" start="true"img="room_engines_2"/> <shields power="2" room="2" start="true" img="room_shields_4"/> <weapons power="3" room="12" start="true"/> <drones power="2" room="14" start="false" img="room_drones_9"/> <medbay power="1" room="1" start="true"/> <teleporter power="1" room="10" start="false"/> <cloaking power="1" room="13" start="false"img="room_cloaking_2"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="2" missiles="18"> <weapon name="LASER_HEAVY_1_SP"/> <weapon name="BOMB_FIRE"/> <weapon name="BOMB_1"/> </weaponList> <droneList drones="0"/> <health amount="30"/> <maxPower amount="8"/> <crewCount amount="4" class="rock"/> <aug name="ROCK_ARMOR"/> <shieldImage>rock_cruiser</shieldImage> <cloakImage>rock_cruiser</cloakImage> </shipBlueprint> <!-- *********************** ENERGY SHIP *********************** --> <!-- ENERGY SHIP --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = 7 --> <shipBlueprint name="PLAYER_SHIP_ENERGY" layout="energy_cruiser" img="energy_cruiser"> <class>Zoltan Cruiser</class> <name>The Adjudicator</name> <unlock>Learn from the Zoltan, sometimes diplomacy works.</unlock> <desc>The Zoltan's advanced shields technology gives this ship an edge during each battle.</desc> <systemList> <pilot power="1" room="11" start="true"/> <doors power="2" room="10" start="true" img="room_doors_6"/> <sensors power="1" room="0" start="true"/> <oxygen power="1" room="4" start="true" img="room_oxygen_2"/> <engines power="1" room="13" start="true" img="room_engines_2"/> <shields power="2" room="15" start="true" img="room_shields_7"> <slot> <direction>up</direction> <number>1</number> </slot> </shields> <weapons power="3" room="14" start="true" img="room_weapons_7"/> <drones power="2" room="16" start="false" img="room_drones_8"/> <medbay power="1" room="8" start="true" img="room_medbay_4"> <slot> <number>0</number> </slot> </medbay> <teleporter power="1" room="2" start="false"/> <cloaking power="1" room="6" start="false" img="room_cloaking_3"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="4" missiles="12"> <weapon name="BEAM_2"/> <weapon name="MISSILES_1"/> </weaponList> <droneList drones="2"/> <health amount="30"/> <maxPower amount ="5"/> <crewCount amount = "3" class="energy"/> <aug name="ENERGY_SHIELD"/> </shipBlueprint> <!-- ENERGY SHIP --> <!-- LAYOUT = Alternate --> <!-- SHIP ID = 7 --> <shipBlueprint name="PLAYER_SHIP_ENERGY_2" layout="energy_cruiser_2" img="energy_cruiser_2"> <class>Zoltan Cruiser</class> <name>Noether</name> <unlock>Learn from the Zoltan, sometimes diplomacy works.</unlock> <desc>The Zoltan's advanced shields technology gives this ship an edge during each battle.</desc> <systemList> <pilot power="1" room="14" start="true"/> <doors power="1" room="8" start="true" img="room_doors_6"/> <sensors power="1" room="13" start="true" img="room_sensors_4"/> <oxygen power="1" room="12" start="true" img="room_oxygen_7"/> <engines power="2" room="3" start="true" img="room_engines_5"> <slot> <direction>up</direction> <number>0</number> </slot> </engines> <shields power="1" room="5" start="true" img="room_shields_8"/> <weapons power="4" room="7" start="true" img="room_weapons_4"> <slot> <direction>up</direction> <number>0</number> </slot> </weapons> <drones power="2" room="2" start="false"/> <medbay power="1" room="0" start="true" img="room_medbay_4"> <slot> <number>0</number> </slot> </medbay> <teleporter power="1" room="4" start="false"/> <cloaking power="1" room="6" start="false"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="3" missiles="0"> <weapon name="ION_1"/> <weapon name="ION_1"/> <weapon name="BEAM_LONG"/> </weaponList> <droneList drones="2"/> <health amount="30"/> <maxPower amount ="5"/> <crewCount amount="3" class="energy"/> <aug name="ENERGY_SHIELD"/> <shieldImage>energy_cruiser</shieldImage> <cloakImage>energy_cruiser</cloakImage> </shipBlueprint> <!-- *********************** CRYSTAL SHIP *********************** --> <!-- CRYSTAL SHIP --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = 8 --> <shipBlueprint name="PLAYER_SHIP_CRYSTAL" layout="crystal_cruiser" img="crystal_cruiser"> <class>Crystal Cruiser</class> <name>Bravais</name> <unlock>Travel to an unknown sector of the galaxy to find this powerful vessel.</unlock> <desc>This powerful vessel is powered by the secret technologies of the lost Crystalline Beings.</desc> <systemList> <pilot power="1" room="8" start="true"/> <doors power="1" room="16" start="true" img="room_doors_8"/> <sensors power="1" room="3" start="true" img="room_sensors_2"/> <oxygen power="1" room="7" start="true" img="room_oxygen_10"/> <engines power="2" room="0" start="true" img="room_engines_2"/> <shields power="2" room="6" start="true" img="room_shields_2"/> <weapons power="3" room="17" start="true" img="room_weapons_7"/> <drones power="2" room="1" start="false" img="room_drones_7"/> <medbay power="1" room="13" start="true" img="room_medbay_3"> <slot> <number>3</number> </slot> </medbay> <teleporter power="1" room="15" start="false"/> <cloaking power="1" room="9" start="false" img="room_cloaking_2"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="2" missiles="0"> <weapon name="CRYSTAL_BURST_1"/> <weapon name="CRYSTAL_HEAVY_1"/> </weaponList> <droneList drones="0"/> <health amount="30"/> <maxPower amount ="8"/> <crewCount amount = "2" class="human"/> <crewCount amount = "2" class="crystal"/> <aug name="CRYSTAL_SHARDS"/> </shipBlueprint> <!-- sardonyx <!-- CRYSTAL SHIP --> <!-- LAYOUT = DEFAULT --> <!-- SHIP ID = ???? --> <shipBlueprint name="PLAYER_SHIP_CRYSTAL_2" layout="crystal_cruiser_2" img="crystal_cruiser_2"> <class>Crystal Cruiser</class> <name>Carnelian</name> <unlock>Travel to an unknown sector of the galaxy to find this powerful vessel.</unlock> <desc>This powerful vessel is powered by the secret technologies of the lost Crystalline Beings.</desc> <systemList> <pilot power="1" room="15" start="true"/> <doors power="1" room="14" start="true" img="room_doors_7"/> <sensors power="1" room="10" start="true" img="room_sensors_2"/> <oxygen power="1" room="8" start="true" img="room_oxygen_7"/> <engines power="2" room="2" start="true" img="room_engines_2"/> <shields power="2" room="1" start="true" img="room_shields_7"> <slot> <direction>up</direction> <number>1</number> </slot> </shields> <weapons power="1" room="4" start="true" img="room_weapons_7"/> <drones power="2" room="13" start="false" img="room_drones_5"/> <medbay power="1" room="9" start="true" img="room_medbay_4"> <slot> <number>0</number> </slot> </medbay> <teleporter power="1" room="3" start="true"/> <cloaking power="1" room="7" start="true"/> </systemList> <weaponSlots>4</weaponSlots> <droneSlots>2</droneSlots> <weaponList count="0" missiles="0"> </weaponList> <droneList drones="0"/> <health amount="30"/> <maxPower amount ="7"/> <crewCount amount = "3" class="crystal"/> <shieldImage>crystal_cruiser</shieldImage> <cloakImage>crystal_cruiser</cloakImage> <aug name="CRYSTAL_SHARDS"/> </shipBlueprint> <!--- ************** TUTORIAL SHIPS *****************--> <shipBlueprint name="TUTORIAL_PIRATE" layout="jelly_button" img="jelly_button"> <class>Pirate</class> <systemList> <oxygen power="2" room="3"/> <pilot power="1" room="0"/> <shields power="4" room="1"/> <engines power="1" room="4"/> <weapons power="3" room="2"/> </systemList> <weaponList count="1" missiles="0"> <weapon name="LASER_BURST_1"/> </weaponList> <health amount="5"/> <maxPower amount ="11"/> <crewCount amount = "1" class="human"/> </shipBlueprint> <shipBlueprint name="PLAYER_SHIP_TUTORIAL" layout="kestral" img="kestral"> <class>Kestral</class> <name>The Kestrel</name> <systemList> <pilot power="1" room="0" start="true"/> <doors power="2" room="2" start="true"/> <sensors power="2" room="3" start="true"/> <medbay power="1" room="4" start="true"/> <oxygen power="1" room="13" start="true"/> <shields power="2" room="5" start="true"/> <engines power="2" room="14" start="true"/> <weapons power="2" room="10" start="true"/> <drones power="2" room="1" start="false"/> <teleporter power="1" room="15" start="false"/> <cloaking power="1" room="8" start="false"/> </systemList> <weaponList count="1" missiles="20"> <weapon name="LASER_BURST_2"/> </weaponList> <weaponSlots>2</weaponSlots> <droneSlots>2</droneSlots> <health amount="30"/> <maxPower amount ="9"/> <crewCount amount = "4" class="human"/> </shipBlueprint> <shipBlueprint name="IMPOSSIBLE_PIRATE" layout="jelly_truffle" img="jelly_truffle_pirate"> <class>Impossible Pirate</class> <systemList> <pilot power="3" room="0"/> <doors power="3" room="1"/> <oxygen power="3" room="4"/> <drones power="2" room="3"/> <shields power="8" room="6"/> <engines power="8" room="2"/> <weapons power="8" room="5"/> <cloaking power="1" room="7"/> <!-- <drones power="3" room="7"/> --> </systemList> <weaponList count="3" missiles="30"> <weapon name="LASER_BURST_2_A"/> <weapon name="BEAM_2"/> <weapon name="MISSILES_BURST"/> </weaponList> <droneList count="1" drones="5"> <drone name="COMBAT_1"/> </droneList> <health amount="20"/> <maxPower amount ="35"/> <crewCount amount = "5" class="engi"/> </shipBlueprint> <!---- Crash protection default ship blueprint. DO NOT REMOVE --> <shipBlueprint name="DEFAULT" layout="rebel_squat" img="rebel_squat"> <class>Rebel Rigger</class> <systemList> <pilot power="1" room="0"/> <oxygen power="1" room="2"/> <shields power="2" room="4"/> <engines power="2" room="7"/> <weapons power="3" room="6"/> <drones power="4" room="1"/> </systemList> <droneList count="2" drones="4"> <drone name="DEFENSE_1"/> <drone name="DEFENSE_1"/> </droneList> <weaponList count="2" missiles="10"> <weapon name="LASER_HEAVY_1"/> <weapon name="LASER_BURST_1"/> </weaponList> <health amount="10"/> <maxPower amount ="15"/> <crewCount amount = "3" class="human"/> </ship> <!--********************** REBEL SHIP - LONG - ELITE!!! ************************--> <shipBlueprint name="LONG_ELITE_MED" layout="rebel_long" img="rebel_long_hard"> <class>Rebel Elite</class> <systemList> <oxygen power="2" room="2"/> <pilot power="3" room="0"/> <shields power="6" room="6"/> <engines power="4" room="5"/> <weapons power="9" room="4"/> </systemList> <weaponList count="3" missiles="5"> <weapon name="MISSILES_BREACH"/> <weapon name="LASER_HEAVY_1"/> <weapon name="BEAM_2"/> </weaponList> <health amount="20"/> <maxPower amount ="21"/> <crewCount amount = "4" class="human"/> </shipBlueprint> <shipBlueprint name="LONG_ELITE_HARD" layout="rebel_long" img="rebel_long_hard"> <class>Rebel Elite</class> <systemList> <oxygen power="2" room="2"/> <pilot power="3" room="0"/> <shields power="8" room="6"/> <engines power="5" room="5"/> <weapons power="9" room="4"/> </systemList> <weaponList count="3" missiles="7"> <weapon name="MISSILES_2"/> <weapon name="LASER_HEAVY_2"/> <weapon name="BEAM_3"/> </weaponList> <health amount="30"/> <maxPower amount ="24"/> <crewCount amount = "5" class="human"/> </shipBlueprint> <!--- NEW! ---> <!-- <shipBlueprint name="GHOST_SHIP_MED" layout="jelly_truffle" img="jelly_truffle_pirate"> <class>Truffle Wreckage</class> <systemList> <pilot power="2" room="0"/> <doors power="2" room="1"/> <oxygen power="1" room="4"/> <medbay power="2" room="3"/> <shields power="6" room="6"/> <engines power="4" room="2"/> <weapons power="6" room="5"/> </systemList> <weaponList count="3"> <weapon name="LASER_BURST_2"/> <weapon name="LASER_BURST_3"/> <weapon name="BEAM_FIRE"/> </weaponList> <health amount="22"/> <maxPower amount ="19"/> <crewCount amount = "0"/> </shipBlueprint> <shipBlueprint name="GHOST_SHIP_HARD" layout="jelly_truffle" img="jelly_truffle_pirate"> <class>Truffle Wreckage</class> <systemList> <pilot power="3" room="0"/> <doors power="3" room="1"/> <oxygen power="1" room="4"/> <medbay power="2" room="3"/> <shields power="6" room="6"/> <engines power="4" room="2"/> <weapons power="8" room="5"/> </systemList> <weaponList count="3"> <weapon name="LASER_BURST_2"/> <weapon name="LASER_BURST_3"/> <weapon name="LASER_BURST_3"/> <weapon name="BEAM_3"/> </weaponList> <health amount="22"/> <maxPower amount ="21"/> <crewCount amount = "0"/> </shipBlueprint> --> <!--********************** Boss files ************************--> <shipBlueprint name="BOSS_1" layout="boss_1" img="boss_1"> <class>Rebel Flagship</class> <systemList> <pilot power="3" room="0"/> <shields power="8" room="1"/> <doors power="3" room="17"/> <teleporter power="2" room="3"/> <cloaking power="2" room="15"/> <!--<weapons power="1" room="6"/> --> <sensors power="2" room="13"/> <medbay power="3" room="5"/> <engines power="2" room="8"/> <oxygen power="2" room="7"/> <drones power="1" room="12"/> <artillery power="4" room="9"/> <artillery power="4" room="10"/> <artillery power="3" room="14"/> <artillery power="3" room="18"/> </systemList> <weaponList count="0" missiles="10"/> <health amount="20"/> <maxPower amount ="42"/> </shipBlueprint> <shipBlueprint name="BOSS_2" layout="boss_2" img="boss_2"> <class>Rebel Flagship</class> <systemList> <pilot power="3" room="0"/> <shields power="8" room="1"/> <teleporter power="2" room="3"/> <!--<weapons power="1" room="6"/> --> <medbay power="3" room="5"/> <engines power="3" room="8"/> <oxygen power="2" room="7"/> <sensors power="2" room="13"/> <drones power="8" room="12"/> <artillery power="4" room="9"/> <artillery power="4" room="10"/> <artillery power="3" room="14"/> </systemList> <weaponList count="0" missiles="10"/> <droneList count="4" drones="10"> <drone name="DEFENSE_1"/> <drone name="COMBAT_1"/> <drone name="COMBAT_BEAM"/> <drone name="BOARDER_BOSS"/> </droneList> <health amount="22"/> <maxPower amount ="44"/> </shipBlueprint> <shipBlueprint name="BOSS_3" layout="boss_3" img="boss_3"> <class>Rebel Flagship</class> <systemList> <pilot power="3" room="0"/> <shields power="8" room="1"/> <teleporter power="2" room="3"/> <!--<weapons power="4" room="6"/> --> <medbay power="3" room="5"/> <engines power="6" room="8"/> <oxygen power="2" room="7"/> <artillery power="4" room="9"/> <artillery power="4" room="10"/> </systemList> <weaponList count="0" missiles="10"/> <!--<weapon name="ION_2"/> <weapon name="BEAM_FIRE"/> </weaponList>--> <health amount="20"/> <maxPower amount ="31"/> <boardingAI>invasion</boardingAI> </shipBlueprint>
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