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Merge branch 'release/2.10' into develop
This commit is contained in:
@@ -3,6 +3,12 @@
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* Use damagedist for exact breakdown of weapons that have more than one type of damage
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* Use damagedist for exact breakdown of weapons that have more than one type of damage
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* Use new-style modification validity data
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* Use new-style modification validity data
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* Provide ability to select engineering blueprint and roll sample values for them
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* Provide ability to select engineering blueprint and roll sample values for them
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* Use coriolis-data 2.2.10:
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* Fix incorrect base shield values for Cutter and Corvette
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* Update weapons to have %-based damage distributions
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* Remove power draw for detailed surface scanner - although shown in outfitting it is not part of active power
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* Fix incorrect names for lightweight and kinetic armour
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* Add engineering blueprints
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#2.2.9
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#2.2.9
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* Use SSL-enabled server for shortlinks
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* Use SSL-enabled server for shortlinks
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@@ -1,6 +1,6 @@
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{
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{
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"name": "coriolis_shipyard",
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"name": "coriolis_shipyard",
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"version": "2.2.9",
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"version": "2.2.10",
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"repository": {
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"repository": {
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"type": "git",
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"type": "git",
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"url": "https://github.com/EDCD/coriolis"
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"url": "https://github.com/EDCD/coriolis"
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@@ -77,6 +77,7 @@ export default class HardpointSlot extends Slot {
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{ m.getFalloff() ? <div className={'l'}>{translate('falloff')} {formats.f1(m.getFalloff() / 1000)}{u.km}</div> : null }
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{ m.getFalloff() ? <div className={'l'}>{translate('falloff')} {formats.f1(m.getFalloff() / 1000)}{u.km}</div> : null }
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{ m.getShieldBoost() ? <div className={'l'}>+{formats.pct1(m.getShieldBoost())}</div> : null }
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{ m.getShieldBoost() ? <div className={'l'}>+{formats.pct1(m.getShieldBoost())}</div> : null }
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{ m.getAmmo() ? <div className={'l'}>{translate('ammunition')}: {formats.int(m.getClip())}/{formats.int(m.getAmmo())}</div> : null }
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{ m.getAmmo() ? <div className={'l'}>{translate('ammunition')}: {formats.int(m.getClip())}/{formats.int(m.getAmmo())}</div> : null }
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{ m.getShotSpeed() ? <div className={'l'}>{translate('shotspeed')}: {formats.int(m.getShotSpeed())}{u.mps}</div> : null }
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{ m.getPiercing() ? <div className={'l'}>{translate('piercing')}: {formats.int(m.getPiercing())}</div> : null }
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{ m.getPiercing() ? <div className={'l'}>{translate('piercing')}: {formats.int(m.getPiercing())}</div> : null }
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{ m.getJitter() ? <div className={'l'}>{translate('jitter')}: {formats.f2(m.getJitter())}°</div> : null }
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{ m.getJitter() ? <div className={'l'}>{translate('jitter')}: {formats.f2(m.getJitter())}°</div> : null }
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{ showModuleResistances && m.getExplosiveResistance() ? <div className='l'>{translate('explres')}: {formats.pct(m.getExplosiveResistance())}</div> : null }
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{ showModuleResistances && m.getExplosiveResistance() ? <div className='l'>{translate('explres')}: {formats.pct(m.getExplosiveResistance())}</div> : null }
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@@ -67,6 +67,7 @@ export function getLanguage(langCode) {
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'm/s': <u> {translate('m/s')}</u>, // Meters per second
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'm/s': <u> {translate('m/s')}</u>, // Meters per second
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'°/s': <u> {translate('°/s')}</u>, // Degrees per second
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'°/s': <u> {translate('°/s')}</u>, // Degrees per second
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MW: <u> {translate('MW')}</u>, // Mega Watts (same as Mega Joules per second)
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MW: <u> {translate('MW')}</u>, // Mega Watts (same as Mega Joules per second)
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mps: <u>{translate('m/s')}</u>, // Metres per second
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ps: <u>{translate('/s')}</u>, // per second
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ps: <u>{translate('/s')}</u>, // per second
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pm: <u>{translate('/min')}</u>, // per minute
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pm: <u>{translate('/min')}</u>, // per minute
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s: <u>{translate('secs')}</u>, // Seconds
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s: <u>{translate('secs')}</u>, // Seconds
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@@ -174,6 +174,7 @@ export const terms = {
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shield: 'Shield',
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shield: 'Shield',
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shieldboost: 'Shield boost',
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shieldboost: 'Shield boost',
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shieldreinforcement: 'Shield reinforcement',
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shieldreinforcement: 'Shield reinforcement',
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shotspeed: 'Shot speed',
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spinup: 'Spin up time',
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spinup: 'Spin up time',
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syscap: 'Systems capacity',
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syscap: 'Systems capacity',
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sysrate: 'Systems recharge rate',
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sysrate: 'Systems recharge rate',
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@@ -656,4 +656,12 @@ export default class Module {
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getDamageDist() {
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getDamageDist() {
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return this.getModValue('damagedist') || this.damagedist;
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return this.getModValue('damagedist') || this.damagedist;
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}
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}
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/**
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* Get the shot speed for this module, taking in to account modifications
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* @return {string} the damage distribution for this module
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*/
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getShotSpeed() {
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return this._getModifiedValue('shotspeed');
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}
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}
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}
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