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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>
<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>
<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>
<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>
<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 -->
<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 -->
<level>60</level> <!-- level 3 -->
<level>55</level> <!-- level 3 -->
</upgradeCost>
</upgradeCost>
<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 -->
<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>
<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 -->
<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>75</level> <!-- level 7 -->
<level>100</level> <!-- level 8 -->
<level>90</level> <!-- level 8 -->
<level>120</level> <!-- Imaginary level 9 -->
<level>105</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 -->
<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 -->
<level>120</level> <!-- level 8 -->
<level>105</level> <!-- level 8 -->
<level>150</level> <!-- Imaginary level 9 -->
<level>130</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 -->
<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>
<rarity>1</rarity>
<rarity>2</rarity>
<upgradeCost>
<upgradeCost>
<level>25</level> <!-- level 2 -->
<level>25</level> <!-- level 2 -->
<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>
<rarity>1</rarity>
<rarity>2</rarity>
<upgradeCost>
<upgradeCost>
<level>20</level> <!-- level 2 -->
<level>30</level> <!-- level 2 -->
<level>50</level> <!-- level 3 -->
<level>40</level> <!-- level 3 -->
</upgradeCost>
</upgradeCost>
<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>
<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>
<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>
<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>
<desc>Basic weak dual lasers. Often used by transport ships that can't afford better.</desc>
<desc>Dual 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>
<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>
<desc>Slightly improved version of the burst laser that fires more shots per charge.</desc>
<desc>Improved version of the Burst Laser 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>
<cooldown>12</cooldown>
<cooldown>13</cooldown>
<power>2</power>
<power>2</power>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<sound>hitShiel