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https://github.com/ComfyFactory/ComfyFactorio.git
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rpg - add more buttons
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7150c04318
commit
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@ -21,7 +21,7 @@ pool_reward=[color=blue]Global Pool Reward:[/color]\n __1__ received nothing. Re
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[rpg_gui]
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gain_info_tooltip=XP gain from mining, moving, crafting, repairing and combat.
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allocate_info=Right-click to allocate __1__ points.\nShift + click to allocate all points.
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allocate_info=Right-click to allocate __1__ points.\nShift + left-click to allocate all points\nShift + right-click to allocate half your points.
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player_name=Hello __1__!
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class_info=You're a __1__.
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settings_frame=Configure your RPG player-settings here!
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@ -86,17 +86,36 @@ local function on_gui_click(event)
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end
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if shift then
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local count = rpg_t.points_left
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if not count then
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return
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if event.button == defines.mouse_button_type.left then
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local count = rpg_t.points_left
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if not count then
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return
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end
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rpg_t.points_left = 0
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rpg_t[index] = rpg_t[index] + count
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if not rpg_t.reset then
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rpg_t.total = rpg_t.total + count
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end
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Public.toggle(player, true)
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Public.update_player_stats(player)
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elseif event.button == defines.mouse_button_type.right then
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local left = rpg_t.points_left / 2
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if left > 2 then
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for _ = 1, left, 1 do
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if rpg_t.points_left <= 0 then
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Public.toggle(player, true)
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return
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end
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rpg_t.points_left = rpg_t.points_left - 1
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rpg_t[index] = rpg_t[index] + 1
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if not rpg_t.reset then
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rpg_t.total = rpg_t.total + 1
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end
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Public.update_player_stats(player)
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end
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end
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Public.toggle(player, true)
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end
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rpg_t.points_left = 0
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rpg_t[index] = rpg_t[index] + count
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if not rpg_t.reset then
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rpg_t.total = rpg_t.total + count
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end
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Public.toggle(player, true)
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Public.update_player_stats(player)
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elseif event.button == defines.mouse_button_type.right then
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for _ = 1, points_per_level, 1 do
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if rpg_t.points_left <= 0 then
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@ -590,8 +609,8 @@ local function one_punch(character, target, damage, get_health_pool)
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if max_unit_health <= 0 then
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max_unit_health = 4
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end
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if max_unit_health >= 15 then
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max_unit_health = 15
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if max_unit_health >= 10 then
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max_unit_health = 10
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end
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local final = floor(damage * max_unit_health)
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character.surface.create_entity(
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