Restyle ship stat upgrades.
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		| @@ -1147,7 +1147,11 @@ function player:small_upgrade_opts() | ||||
|  local ret = {{ | ||||
|   icon=53, | ||||
|   hdr="hull", | ||||
|   body=[[    armor | ||||
|   body=[[----------SHIP | ||||
|  | ||||
| survive more | ||||
|  unshielded | ||||
|      hits. | ||||
|  | ||||
|     +2 hp]], | ||||
|   action=function() | ||||
| @@ -1156,8 +1160,13 @@ function player:small_upgrade_opts() | ||||
|   end, | ||||
|  },{ | ||||
|   icon=52, | ||||
|   hdr="shield", | ||||
|   body=[[  capacity | ||||
|   hdr="capacity", | ||||
|   body=[[--------SHIELD | ||||
|  | ||||
| shield can | ||||
| absorb more | ||||
| hits before | ||||
| recharging. | ||||
|  | ||||
|     +1 hp]], | ||||
|   action=function() | ||||
| @@ -1167,10 +1176,10 @@ function player:small_upgrade_opts() | ||||
|  },{ | ||||
|   icon=1, | ||||
|   hdr="thrusters", | ||||
|   body=[[performance | ||||
|   body=[[----------SHIP | ||||
|  | ||||
| move faster, | ||||
| steer faster]], | ||||
| steer faster.]], | ||||
|  action=function() | ||||
|   --maxspd thrust drag | ||||
|   self.maxspd += 0.5 | ||||
| @@ -1179,12 +1188,12 @@ steer faster]], | ||||
|  end, | ||||
|  },{ | ||||
|   icon=20, | ||||
|   hdr="hull", | ||||
|   body=[[   magnet | ||||
|   hdr="magnet", | ||||
|   body=[[----------SHIP | ||||
|  | ||||
|  pick up xp | ||||
| from further | ||||
|    away]], | ||||
|    away.]], | ||||
|   action=function () | ||||
|    self.magnet += 2 | ||||
|   end, | ||||
| @@ -1193,8 +1202,12 @@ from further | ||||
|  if cdr > 0 then | ||||
|   add(ret, { | ||||
|    icon = 6, | ||||
|    hdr = "shield", | ||||
|    body=[[charge rate | ||||
|    hdr = "recharge", | ||||
|    body=[[--------SHIELD | ||||
|  | ||||
| shield energy | ||||
|  refill rate | ||||
|   improves. | ||||
|   | ||||
|   ]] .. tostr(ceil(100 * cdr / self.shieldcooldown)) .. "% faster", | ||||
|    action = function() | ||||
| @@ -1206,8 +1219,14 @@ from further | ||||
|  if pr > 0 then | ||||
|   add(ret, { | ||||
|    icon = 6, | ||||
|    hdr = "shield", | ||||
|    body=[[disruption | ||||
|    hdr = "recovery", | ||||
|    body=[[--------SHIELD | ||||
|  | ||||
|  reduce the | ||||
| delay before | ||||
| shield starts | ||||
|  recovering | ||||
| after a hit. | ||||
|   | ||||
|  ]] .. tostr(ceil(100 * pr / self.shieldpenalty)) .. "% shorter", | ||||
|    action = function() | ||||
|   | ||||
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