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life on hit for melee
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@ -42,6 +42,8 @@ end
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local function get_melee_modifier(player) return (global.rpg[player.index].strength - 10) * 0.10 end
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local function get_life_on_hit(player) return (global.rpg[player.index].vitality - 10) * 0.2 end
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local function get_one_punch_chance(player)
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if global.rpg[player.index].strength < 100 then return 0 end
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local chance = math.round(global.rpg[player.index].strength * 0.01, 1)
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@ -208,7 +210,7 @@ local function draw_gui(player, forced)
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local w1 = 85
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local w2 = 63
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local tip = "Increases inventory slots and mining speed."
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local tip = "Increases inventory slots and mining speed.\nIncreases melee damage."
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local e = add_gui_description(tt, "STRENGTH", w1)
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e.tooltip = tip
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local e = add_gui_stat(tt, global.rpg[player.index].strength, w2)
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@ -229,7 +231,7 @@ local function draw_gui(player, forced)
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e.tooltip = tip
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add_gui_increase_stat(tt, "dexterity", player)
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local tip = "Increases your health."
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local tip = "Increases health.\nIncreases melee life on-hit."
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local e = add_gui_description(tt, "VITALITY", w1)
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e.tooltip = tip
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local e = add_gui_stat(tt, global.rpg[player.index].vitality, w2)
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@ -283,7 +285,7 @@ local function draw_gui(player, forced)
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add_gui_description(tt, "MELEE\nDAMAGE", w1)
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local value = 100 * (1 + get_melee_modifier(player)) .. "%"
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local e = add_gui_stat(tt, value, w2)
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e.tooltip = "One punch chance " .. get_one_punch_chance(player) .. "%"
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e.tooltip = "Life on-hit: " .. get_life_on_hit(player) .. "\nOne punch chance: " .. get_one_punch_chance(player) .. "%"
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local e = add_gui_description(tt, "", w0)
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e.style.maximal_height = 10
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@ -583,6 +585,7 @@ local function on_entity_damaged(event)
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if not event.cause.player then return end
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event.entity.health = event.entity.health + event.final_damage_amount
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event.cause.health = event.cause.health + get_life_on_hit(event.cause.player)
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local damage = event.final_damage_amount + event.final_damage_amount * get_melee_modifier(event.cause.player)
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@ -411,7 +411,7 @@ function reset_wave_defense()
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max_biter_age = 3600 * 60,
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active_biter_count = 0,
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get_random_close_spawner_attempts = 5,
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side_target_search_radius = 512,
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side_target_search_radius = 768,
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spawn_position = {x = 0, y = 64},
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last_wave = game.tick,
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next_wave = game.tick + 3600 * 5,
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