[Add] Incomplete outfit descriptions. [Add] Militia stick to last attacker.
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@ -6,7 +6,7 @@
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<tech>2</tech>
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<tech>2</tech>
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<mass>5</mass>
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<mass>5</mass>
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<price>5000</price>
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<price>5000</price>
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<description>Your basic laser.</description>
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<description>Your basic laser. Fires charges energy beams that do a decent amount of damage to both shield and amour.</description>
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<gfx_store>laser</gfx_store>
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<gfx_store>laser</gfx_store>
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</general>
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</general>
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<specific type="1">
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<specific type="1">
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@ -19,8 +19,8 @@
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<accuracy>30</accuracy>
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<accuracy>30</accuracy>
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<energy>8</energy>
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<energy>8</energy>
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<damage>
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<damage>
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<armour>13</armour>
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<armour>10</armour>
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<shield>10</shield>
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<shield>13</shield>
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</damage>
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</damage>
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</specific>
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</specific>
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</outfit>
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</outfit>
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@ -237,7 +237,7 @@
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<tech>13</tech>
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<tech>13</tech>
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<mass>1</mass>
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<mass>1</mass>
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<price>130000</price>
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<price>130000</price>
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<description> </description>
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<description>With the addition of a coule steering thrusters you can make your ship's turning more agile.</description>
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<gfx_store>thruster</gfx_store>
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<gfx_store>thruster</gfx_store>
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</general>
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</general>
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<specific type="15">
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<specific type="15">
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@ -6,7 +6,7 @@ function control()
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task = ai.taskname()
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task = ai.taskname()
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enemy = ai.getenemy()
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enemy = ai.getenemy()
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if enemy ~= 0 then
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if task ~= "attack" and enemy ~= 0 then
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ai.pushtask(0, "attack", enemy)
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ai.pushtask(0, "attack", enemy)
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elseif ai.taskname() == "none" then
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elseif ai.taskname() == "none" then
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ai.pushtask(0, "fly")
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ai.pushtask(0, "fly")
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