Add scripted lightning weapon mods with interpolated anchored effects
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@@ -28,6 +28,10 @@ folder exists. Enable **Iron Coast Campaign** to select all six mission mods,
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their enemies, distinct bosses, weapons and original soundtrack automatically,
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then apply at the main menu. Missions, bosses and the three weapons can also
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be enabled individually; each mission selects its own dependencies.
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**Lightning Cannon** and **Lightning Shield** are two additional independent
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weapon mods. Enable them in Mods and buy them in the supply room. The cannon
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is a selected special that chains through nearby targets; the shield fires
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with your primary guns while Fire is held. Both ship SD/HD icons and sounds.
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For a user mods folder, pass `--mods DIR` or create
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`$XDG_DATA_HOME/RaptorReplica/mods/`. Saves and configuration use separate XDG
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`RaptorReplica` directories, with read-only legacy import.
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@@ -52,7 +56,7 @@ Existing untouched Rust default bindings migrate to these controls.
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| Folder | Contents |
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| --- | --- |
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| `src/` | Engine, SDL host and validation CLI |
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| `mods/` | Aurora example; six Iron Coast missions, campaign assembly, music, three weapons, three shared enemies and five stage bosses |
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| `mods/` | Aurora example; six Iron Coast missions, campaign assembly, music, five independent weapons, three shared enemies and five stage bosses |
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| `schemas/` | Version 1 mod API schemas |
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| `tests/` | Portable fixtures and opt-in original-data checks |
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| `tools/` | Replay comparator, content-table generator and asset reference tools |
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@@ -77,6 +81,7 @@ cases; wider playtesting and complete base-game HD coverage remain work in progr
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- [Build and validation](docs/rust-rewrite.md)
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- [Mod API](docs/modding-api.md)
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- [AI mod authoring checklist](docs/mod-authoring-checklist.md)
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- [Iron Coast packages](docs/iron-coast.md)
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- [Weapon prices and balance](docs/weapon-balance.md)
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- [Sprite and shadow validation](docs/visual-validation.md)
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