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https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-02-03 13:12:11 +02:00
added missing arguments
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@ -158,7 +158,7 @@ local function get_resource_market_sells()
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{price = {{"coin", math.random(5,10)}}, offer = {type = 'give-item', item = 'stone', count = 50}},
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{price = {{"coin", math.random(5,10)}}, offer = {type = 'give-item', item = 'coal', count = 50}},
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{price = {{"coin", math.random(8,16)}}, offer = {type = 'give-item', item = 'uranium-ore', count = 50}},
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{price = {{"coin", math.random(2,3)}}, offer = {type = 'give-item', item = 'crude-oil-barrel', count = 1}},
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{price = {{"coin", math.random(2,4)}}, offer = {type = 'give-item', item = 'crude-oil-barrel', count = 1}},
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}
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table.shuffle_table(sells)
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return sells
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@ -100,7 +100,7 @@ local function protect_train(event)
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event.entity.health = event.entity.health + event.final_damage_amount
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end
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end
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--[[
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local function neutral_force_player_damage_resistance(event)
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if event.entity.force.index ~= 3 then return end -- Neutral Force
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if event.cause then
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@ -116,7 +116,7 @@ local function neutral_force_player_damage_resistance(event)
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end
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event.entity.health = event.entity.health + (event.final_damage_amount * 0.5)
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end
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]]
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local function biters_chew_rocks_faster(event)
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if event.entity.force.index ~= 3 then return end --Neutral Force
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if not event.cause then return end
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@ -16,7 +16,8 @@ local coin_yield = {
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["biter-spawner"] = 32,
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["small-worm-turret"] = 8,
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["medium-worm-turret"] = 16,
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["big-worm-turret"] = 24
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["big-worm-turret"] = 24,
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["behemoth-worm-turret"] = 32,
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}
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local entities_that_earn_coins = {
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@ -33,7 +33,7 @@ local function on_player_died(event)
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if event.cause then
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local cause = event.cause
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if not cause.name then
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game.print(player.name .. tag .. " was killed." .. str, message_color)
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game.print(player.name .. tag .. " was killed.", message_color)
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return
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end
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if messages[cause.name] then
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@ -134,7 +134,7 @@ local function on_entity_died(event)
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local surface = entity.surface
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local ore = ore_raffle[math_random(1, #ore_raffle)]
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local pos = {entity.position.x, entity.position.y}
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create_particles(surface, particles[ore], pos, 16)
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create_particles(surface, particles[ore], pos, 16, false)
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if event.cause then
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if event.cause.valid then
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@ -54,7 +54,7 @@ local function on_player_mined_entity(event)
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local ore_entities_placed = 0
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local modifier_raffle = {{0,-1},{-1,0},{1,0},{0,1}}
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while ore_entities_placed < math_random(size[2],size[3]) do
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local a = math.ceil((math_random(tile_distance_to_center*4, tile_distance_to_center*5)) / 1 + ore_entities_placed * 0.5, 0)
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local a = math.floor((math_random(tile_distance_to_center*4, tile_distance_to_center*5)) / 1 + ore_entities_placed * 0.5) + 1
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for x = 1, 150, 1 do
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local m = modifier_raffle[math_random(1,#modifier_raffle)]
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local pos = {x = p.x + m[1], y = p.y + m[2]}
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@ -405,7 +405,7 @@ local function gain_xp(player, amount)
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amount = math.round(amount, 2)
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global.rpg[player.index].xp = global.rpg[player.index].xp + amount
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global.rpg[player.index].xp_since_last_floaty_text = global.rpg[player.index].xp_since_last_floaty_text + amount
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if player.gui.left.rpg then draw_gui(player) end
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if player.gui.left.rpg then draw_gui(player, false) end
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if not experience_levels[global.rpg[player.index].level + 1] then return end
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if global.rpg[player.index].xp >= experience_levels[global.rpg[player.index].level + 1] then
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level_up(player)
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@ -457,7 +457,7 @@ local function on_gui_click(event)
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player.gui.left.rpg.destroy()
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return
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end
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draw_gui(player)
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draw_gui(player, false)
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end
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end
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@ -471,20 +471,20 @@ local function on_gui_click(event)
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if event.button == defines.mouse_button_type.right then
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for a = 1, 5, 1 do
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if global.rpg[player.index].points_to_distribute <= 0 then draw_gui(player) return end
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if global.rpg[player.index].points_to_distribute <= 0 then draw_gui(player, false) return end
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global.rpg[player.index].points_to_distribute = global.rpg[player.index].points_to_distribute - 1
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global.rpg[player.index][index] = global.rpg[player.index][index] + 1
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update_player_stats(player)
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end
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draw_gui(player)
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draw_gui(player, false)
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return
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end
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if global.rpg[player.index].points_to_distribute <= 0 then draw_gui(player) return end
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if global.rpg[player.index].points_to_distribute <= 0 then draw_gui(player, false) return end
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global.rpg[player.index].points_to_distribute = global.rpg[player.index].points_to_distribute - 1
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global.rpg[player.index][index] = global.rpg[player.index][index] + 1
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update_player_stats(player)
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draw_gui(player)
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draw_gui(player, false)
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end
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local xp_yield = {
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