mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2024-12-28 23:06:38 +02:00
Post update fixes and changes
Changes: - Disabled crafting of speed 2 and speed 3 modules. - Items are saved for 5 minutes when player leaves and automatically given back when player joins instead of being sent to the crew. - Increased captain /tax from 10% to 25% of good amount. - Doubled the chance to find smol vein or chest when mining trees. - Increased amount of fish that can be caught at sea from 30 to 40. - Decreased amount of coins granted from selling pistols in markets from 500 to 300 coins. - Fixed protected run timer only decreasing when crew was empty instead of when captain wasn't in the crew. - Shaman now passively absorbs small amount of energy from the sun.
This commit is contained in:
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1c97005d27
commit
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@ -302,7 +302,7 @@ class_medic_explanation_advanced=When eating fish they additionally heal themsel
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class_doctor=Doctor
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class_doctor_explanation_advanced=When eating fish they additionally heal themselves and nearby players (__1__ tile radius) for __2__% of max hp.
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class_shaman=Shaman
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class_shaman_explanation_advanced=Shamans energize themselves when standing next to accumulators. They can use this accumulated energy to summon biters when eating fish.\nSummoned biters last for __1__ mins.
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class_shaman_explanation_advanced=Shamans energize themselves when standing next to accumulators. They can use this accumulated energy to summon biters when eating fish.\nShamans also passively absorb small amount of energy from the sun.\nSummoned biters last for __1__ mins.
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class_explanation=__1__: __2__
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class_explanation_upgraded_class=__1__: An upgrade of __2__. __3__
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@ -835,12 +835,12 @@ local function player_mined_tree(event)
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Common.give(player, give, entity.position)
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if destination.subtype ~= IslandEnum.enum.FIRST then
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if Math.random(1024) == 1 then
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if Math.random(512) == 1 then
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local placed = Ores.try_ore_spawn(entity.surface, entity.position, entity.name, 0, true)
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if placed then
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Common.notify_player_expected(player, {'pirates.ore_discovered'})
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end
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elseif Math.random(2048) == 1 then
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elseif Math.random(1024) == 1 then
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local e = entity.surface.create_entity{name = 'wooden-chest', position = entity.position, force = memory.ancient_friendly_force_name}
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if e and e.valid then
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e.minable = false
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@ -264,41 +264,72 @@ function Public.prune_offline_characters_list(tickinterval)
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for player_index, tick in pairs(memory.temporarily_logged_off_characters) do
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if player_index and game.players[player_index] and game.players[player_index].connected then
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--game.print("deleting already online character from list")
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memory.temporarily_logged_off_characters[player_index] = nil
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if memory.temporarily_logged_off_characters_items[player_index] then
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memory.temporarily_logged_off_characters_items[player_index].destroy()
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end
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memory.temporarily_logged_off_characters_items[player_index] = nil
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else
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if player_index and tick < game.tick - 60 * 60 * Common.logged_off_items_preserved_minutes then
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local player_inv = {}
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player_inv[1] = game.players[player_index].get_inventory(defines.inventory.character_main)
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player_inv[2] = game.players[player_index].get_inventory(defines.inventory.character_armor)
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player_inv[3] = game.players[player_index].get_inventory(defines.inventory.character_ammo)
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player_inv[4] = game.players[player_index].get_inventory(defines.inventory.character_guns)
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player_inv[5] = game.players[player_index].get_inventory(defines.inventory.character_trash)
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local any = false
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for ii = 1, 5, 1 do
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if player_inv[ii] and player_inv[ii].valid then
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for iii = 1, #player_inv[ii], 1 do
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if player_inv[ii][iii] and player_inv[ii][iii].valid and player_inv[ii][iii].valid_for_read then
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-- items[#items + 1] = player_inv[ii][iii]
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Common.give_items_to_crew(player_inv[ii][iii])
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any = true
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end
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local temp_inv = memory.temporarily_logged_off_characters_items[player_index]
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if temp_inv then
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for i = 1, #temp_inv, 1 do
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if temp_inv[i] and temp_inv[i].valid and temp_inv[i].valid_for_read then
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Common.give_items_to_crew(temp_inv[i])
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any = true
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end
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end
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end
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if any then
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Common.notify_force_light(memory.force, {'pirates.recover_offline_player_items'})
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end
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for ii = 1, 5, 1 do
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if player_inv[ii].valid then
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player_inv[ii].clear()
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if any then
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Common.notify_force_light(memory.force, {'pirates.recover_offline_player_items'})
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end
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temp_inv.destroy()
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end
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memory.temporarily_logged_off_characters[player_index] = nil
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memory.temporarily_logged_off_characters_items[player_index] = nil
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end
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end
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end
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-- for player_index, tick in pairs(memory.temporarily_logged_off_characters) do
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-- if player_index and game.players[player_index] and game.players[player_index].connected then
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-- --game.print("deleting already online character from list")
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-- memory.temporarily_logged_off_characters[player_index] = nil
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-- else
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-- if player_index and tick < game.tick - 60 * 60 * Common.logged_off_items_preserved_minutes then
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-- local player_inv = {}
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-- player_inv[1] = game.players[player_index].get_inventory(defines.inventory.character_main)
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-- player_inv[2] = game.players[player_index].get_inventory(defines.inventory.character_armor)
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-- player_inv[3] = game.players[player_index].get_inventory(defines.inventory.character_ammo)
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-- player_inv[4] = game.players[player_index].get_inventory(defines.inventory.character_guns)
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-- player_inv[5] = game.players[player_index].get_inventory(defines.inventory.character_trash)
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-- local any = false
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-- for ii = 1, 5, 1 do
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-- if player_inv[ii] and player_inv[ii].valid then
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-- for iii = 1, #player_inv[ii], 1 do
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-- if player_inv[ii][iii] and player_inv[ii][iii].valid and player_inv[ii][iii].valid_for_read then
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-- -- items[#items + 1] = player_inv[ii][iii]
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-- Common.give_items_to_crew(player_inv[ii][iii])
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-- any = true
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-- end
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-- end
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-- end
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-- end
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-- if any then
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-- Common.notify_force_light(memory.force, {'pirates.recover_offline_player_items'})
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-- end
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-- for ii = 1, 5, 1 do
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-- if player_inv[ii].valid then
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-- player_inv[ii].clear()
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-- end
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-- end
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-- memory.temporarily_logged_off_characters[player_index] = nil
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-- end
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-- end
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-- end
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end
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@ -1630,7 +1661,7 @@ end
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function Public.update_protected_run_lock_timer(tickinterval)
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local memory = Memory.get_crew_memory()
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if memory.run_is_protected then
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if Common.activecrewcount() <= 0 then
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if not Roles.captain_exists() then
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if memory.protected_run_lock_timer > 0 then
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memory.protected_run_lock_timer = memory.protected_run_lock_timer - tickinterval
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@ -82,10 +82,11 @@ Public.doctor_heal_percentage_amount = 0.15
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Public.shaman_energy_required_per_summon = 1000000
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Public.shaman_max_charge = 30000000
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Public.shaman_summoned_biter_time_to_live = 60 * 2 -- in seconds
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Public.shaman_passive_charge = 200000 -- each second
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Public.class_cycle_count = 5 -- How many classes should be purchased to have a chance to buy the same class again
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Public.maximum_fish_allowed_to_catch_at_sea = 30
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Public.maximum_fish_allowed_to_catch_at_sea = 40
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Public.prevent_waves_from_spawning_in_cave_timer_length = 10 -- in seconds
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@ -461,7 +462,8 @@ function Public.quest_market_entry_price_scale()
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-- return (1 + 0.05 * (Common.overworldx()/40 - 1)) * ((1 + Public.crew_scale())^(1/3)) * Math.sloped(Common.difficulty_scale(), 1/2) - 0.4
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return (1 + 0.05 * (Common.overworldx()/40 - 1)) * ((1 + Public.crew_scale())^(1/4)) * Math.sloped(Common.difficulty_scale(), 1/2) - 0.4
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local scale = (1 + 0.05 * (Common.overworldx()/40 - 1)) * ((0.6 + Public.crew_scale())^(1/8)) * Math.sloped(Common.difficulty_scale(), 1/2) - 0.5
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return Math.max(0.1, scale)
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end
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function Public.quest_furnace_entry_price_scale()
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@ -479,7 +481,8 @@ function Public.quest_furnace_entry_price_scale()
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-- x = 1000 (25th island): 1.008
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-- return (1 + 0.03 * (Common.overworldx()/40 - 1)) * ((1 + Public.crew_scale())^(1/3)) * Math.sloped(Common.difficulty_scale(), 1/2) - 0.4
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return (1 + 0.03 * (Common.overworldx()/40 - 1)) * ((1 + Public.crew_scale())^(1/4)) * Math.sloped(Common.difficulty_scale(), 1/2) - 0.4
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local scale = (1 + 0.03 * (Common.overworldx()/40 - 1)) * ((0.6 + Public.crew_scale())^(1/8)) * Math.sloped(Common.difficulty_scale(), 1/2) - 0.5
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return Math.max(0.1, scale)
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end
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-- function Public.apply_crew_buffs_per_league(force, leagues_travelled)
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@ -498,7 +501,7 @@ end
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Public.quest_structures_first_appear_at = 40
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Public.coin_sell_amount = 500
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Public.coin_sell_amount = 300
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Public.starting_fuel = 4000
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@ -44,7 +44,7 @@ Public.structure_ensure_chunk_radius = 2
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Public.allow_barreling_off_ship = true
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Public.coin_tax_percentage = 10
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Public.coin_tax_percentage = 25
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Public.fraction_of_map_loaded_at_sea = 1
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Public.map_loading_ticks_atsea = 68 * 60
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@ -1361,7 +1361,8 @@ function Public.send_important_items_from_player_to_crew(player, all_items)
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if #to_remove > 0 then
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for iii = 1, #to_remove, 1 do
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if to_remove[iii].valid_for_read then
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Public.give_items_to_crew{{name = to_remove[iii].name, count = to_remove[iii].count}}
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-- Public.give_items_to_crew{{name = to_remove[iii].name, count = to_remove[iii].count}}
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Public.give_items_to_crew(to_remove[iii])
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to_remove[iii].clear()
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end
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end
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@ -1373,6 +1374,49 @@ function Public.send_important_items_from_player_to_crew(player, all_items)
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return any
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end
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function Public.temporarily_store_logged_off_character_items(player)
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local memory = Memory.get_crew_memory()
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memory.temporarily_logged_off_characters_items[player.index] = game.create_inventory(150)
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local temp_inv = memory.temporarily_logged_off_characters_items[player.index]
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local player_inv = {}
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player_inv[1] = game.players[player.index].get_inventory(defines.inventory.character_main)
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player_inv[2] = game.players[player.index].get_inventory(defines.inventory.character_armor)
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player_inv[3] = game.players[player.index].get_inventory(defines.inventory.character_guns)
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player_inv[4] = game.players[player.index].get_inventory(defines.inventory.character_ammo)
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player_inv[5] = game.players[player.index].get_inventory(defines.inventory.character_trash)
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for ii = 1, 5, 1 do
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if player_inv[ii].valid then
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for iii = 1, #player_inv[ii], 1 do
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if player_inv[ii] and player_inv[ii][iii].valid and player_inv[ii][iii].valid_for_read then
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temp_inv.insert(player_inv[ii][iii])
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player_inv[ii][iii].clear()
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end
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end
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end
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end
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end
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function Public.give_back_items_to_temporarily_logged_off_player(player)
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local memory = Memory.get_crew_memory()
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if not memory.temporarily_logged_off_characters_items[player.index] then
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return
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end
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local temp_inv = memory.temporarily_logged_off_characters_items[player.index]
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for i = 1, #temp_inv, 1 do
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if temp_inv and temp_inv[i].valid and temp_inv[i].valid_for_read then
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player.insert(temp_inv[i])
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end
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end
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temp_inv.destroy()
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memory.temporarily_logged_off_characters_items[player.index] = nil
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end
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function Public.give_items_to_crew(items)
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local memory = Memory.get_crew_memory()
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@ -1616,6 +1660,9 @@ function Public.get_item_blacklist(tier)
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-- blacklist['land-mine'] = true
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blacklist['wood'] = true -- too easy to acquire
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blacklist['speed-module-2'] = true
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blacklist['speed-module-3'] = true
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return blacklist
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end
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@ -353,7 +353,7 @@ function Public.join_crew(player, crewid, rejoin)
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-- local adventuring = false
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local spectating = false
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if memory.crewstatus and memory.crewstatus == enum.ADVENTURING then
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if memory.crewstatus == enum.ADVENTURING then
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-- for _, playerindex in pairs(memory.crewplayerindices) do
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-- if player.index == playerindex then adventuring = true end
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-- end
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@ -379,9 +379,11 @@ function Public.join_crew(player, crewid, rejoin)
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player.force = memory.force
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player.teleport(surface.find_non_colliding_position('character', memory.spawnpoint, 32, 0.5) or memory.spawnpoint, surface)
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Common.notify_lobby({'pirates.lobby_to_crew_2', player.name, memory.name})
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Common.notify_lobby({'pirates.lobby_to_crew_2', player.name, memory.name})
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end
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Common.give_back_items_to_temporarily_logged_off_player(player)
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Common.notify_force(player.force, {'pirates.lobby_to_crew', player.name})
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-- Server.to_discord_embed_raw(CoreData.comfy_emojis.yum1 .. '[' .. memory.name .. '] ' .. message)
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@ -432,13 +434,34 @@ function Public.leave_crew(player, to_lobby, quiet)
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-- -- Server.to_discord_embed_raw(CoreData.comfy_emojis.feel .. '[' .. memory.name .. '] ' .. message)
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-- end
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-- @TODO: figure out why surface_name can be nil
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-- When player remains in island when ship leaves, prevent him from getting items back
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local save_items = true
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if player.surface and
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player.surface.valid and
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memory.boat and
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memory.boat.surface_name
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then
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local player_surface_type = SurfacesCommon.decode_surface_name(player.surface.name).type
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local boat_surface_type = SurfacesCommon.decode_surface_name(memory.boat.surface_name).type
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if player_surface_type == Surfaces.enum.ISLAND and boat_surface_type == Surfaces.enum.SEA then
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save_items = false
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end
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end
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if to_lobby then
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Common.send_important_items_from_player_to_crew(player, true)
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if save_items then
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Common.send_important_items_from_player_to_crew(player, true)
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end
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char.die(memory.force_name)
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else
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Common.send_important_items_from_player_to_crew(player, true)
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if save_items then
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Common.temporarily_store_logged_off_character_items(player)
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end
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memory.temporarily_logged_off_characters[player.index] = game.tick
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end
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-- else
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-- if not quiet then
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-- -- local message = player.name .. ' left the crew.'
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@ -715,6 +738,7 @@ function Public.initialise_crew(accepted_proposal)
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memory.tempbanned_from_joining_data = {}
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memory.destinations = {}
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memory.temporarily_logged_off_characters = {}
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memory.temporarily_logged_off_characters_items = {}
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memory.class_renderings = {}
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memory.class_auxiliary_data = {}
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@ -919,15 +943,15 @@ function Public.reset_crew_and_enemy_force(id)
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crew_force.technologies['rail-signals'].enabled = false
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-- crew_force.technologies['logistic-system'].enabled = false
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crew_force.technologies['logistic-system'].enabled = false
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-- crew_force.technologies['rocketry'].enabled = false
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crew_force.technologies['rocketry'].enabled = false
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crew_force.technologies['artillery'].enabled = false
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-- crew_force.technologies['destroyer'].enabled = false
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-- crew_force.technologies['spidertron'].enabled = false
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crew_force.technologies['spidertron'].enabled = false
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crew_force.technologies['atomic-bomb'].enabled = false
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-- crew_force.technologies['explosive-rocketry'].enabled = false
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crew_force.technologies['explosive-rocketry'].enabled = false
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-- crew_force.technologies['research-speed-1'].enabled = false
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-- crew_force.technologies['research-speed-2'].enabled = false
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@ -996,7 +1020,7 @@ function Public.reset_crew_and_enemy_force(id)
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-- crew_force.technologies['effectivity-module'].enabled = true
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-- crew_force.technologies['effectivity-module-2'].enabled = false
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-- crew_force.technologies['effectivity-module-3'].enabled = false
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-- crew_force.technologies['automation-3'].enabled = true
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crew_force.technologies['automation-3'].enabled = false
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-- crew_force.technologies['rocket-control-unit'].enabled = false
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-- crew_force.technologies['rocket-silo'].enabled = false
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-- crew_force.technologies['space-scienkce-pack'].enabled = false
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@ -1019,21 +1043,21 @@ function Public.reset_crew_and_enemy_force(id)
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crew_force.technologies['production-science-pack'].enabled = true
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crew_force.technologies['utility-science-pack'].enabled = true
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-- crew_force.technologies['modular-armor'].enabled = false
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-- crew_force.technologies['power-armor'].enabled = false
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-- crew_force.technologies['solar-panel-equipment'].enabled = false
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-- crew_force.technologies['personal-roboport-equipment'].enabled = false
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-- crew_force.technologies['personal-laser-defense-equipment'].enabled = false
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-- crew_force.technologies['night-vision-equipment'].enabled = false
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-- crew_force.technologies['energy-shield-equipment'].enabled = false
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-- crew_force.technologies['belt-immunity-equipment'].enabled = false
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-- crew_force.technologies['exoskeleton-equipment'].enabled = false
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-- crew_force.technologies['battery-equipment'].enabled = false
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-- crew_force.technologies['fusion-reactor-equipment'].enabled = false
|
||||
-- crew_force.technologies['power-armor-mk2'].enabled = false
|
||||
-- crew_force.technologies['energy-shield-mk2-equipment'].enabled = false
|
||||
-- crew_force.technologies['personal-roboport-mk2-equipment'].enabled = false
|
||||
-- crew_force.technologies['battery-mk2-equipment'].enabled = false
|
||||
crew_force.technologies['modular-armor'].enabled = false
|
||||
crew_force.technologies['power-armor'].enabled = false
|
||||
crew_force.technologies['solar-panel-equipment'].enabled = false
|
||||
crew_force.technologies['personal-roboport-equipment'].enabled = false
|
||||
crew_force.technologies['personal-laser-defense-equipment'].enabled = false
|
||||
crew_force.technologies['night-vision-equipment'].enabled = false
|
||||
crew_force.technologies['energy-shield-equipment'].enabled = false
|
||||
crew_force.technologies['belt-immunity-equipment'].enabled = false
|
||||
crew_force.technologies['exoskeleton-equipment'].enabled = false
|
||||
crew_force.technologies['battery-equipment'].enabled = false
|
||||
crew_force.technologies['fusion-reactor-equipment'].enabled = false
|
||||
crew_force.technologies['power-armor-mk2'].enabled = false
|
||||
crew_force.technologies['energy-shield-mk2-equipment'].enabled = false
|
||||
crew_force.technologies['personal-roboport-mk2-equipment'].enabled = false
|
||||
crew_force.technologies['battery-mk2-equipment'].enabled = false
|
||||
crew_force.technologies['discharge-defense-equipment'].enabled = false
|
||||
|
||||
-- crew_force.technologies['distractor'].enabled = false
|
||||
@ -1067,6 +1091,9 @@ function Public.disable_recipes(crew_force)
|
||||
-- crew_force.recipes['hazard-concrete'].enabled = false
|
||||
-- crew_force.recipes['refined-concrete'].enabled = false
|
||||
-- crew_force.recipes['refined-hazard-concrete'].enabled = false
|
||||
|
||||
crew_force.recipes['speed-module-2'].enabled = false
|
||||
crew_force.recipes['speed-module-3'].enabled = false
|
||||
end
|
||||
|
||||
return Public
|
@ -111,7 +111,7 @@ Public.chest_loot_data_raw = {
|
||||
{0.1, 0.3, 1, false, 'nuclear-reactor', 1, 1},
|
||||
{0.2, 0.2, 2, true, 'concrete', 10, 40},
|
||||
|
||||
{50, -1, 0.5, true, 'speed-module', 1, 3},
|
||||
{50, -1, 1, true, 'speed-module', 1, 3},
|
||||
{25, 0, 1.5, true, 'speed-module-2', 1, 2},
|
||||
{12, 0, 2, true, 'speed-module-3', 1, 1},
|
||||
{4, -1, 1, true, 'effectivity-module', 1, 3},
|
||||
|
@ -87,6 +87,7 @@ function Public.initialise_crew_memory(id) --mostly serves as a dev reference of
|
||||
memory.captain_accrued_time_data = nil
|
||||
memory.max_players_recorded = nil
|
||||
memory.temporarily_logged_off_characters = nil
|
||||
memory.temporarily_logged_off_characters_items = nil
|
||||
|
||||
memory.speed_boost_characters = nil
|
||||
|
||||
|
@ -83,9 +83,14 @@ function Public.class_update_auxiliary_data(tickinterval)
|
||||
processed_players[player_index] = true
|
||||
|
||||
if data.shaman_charge < Balance.shaman_max_charge then
|
||||
-- charge from accumulators
|
||||
local power_need = Balance.shaman_max_charge - data.shaman_charge
|
||||
local energy = discharge_accumulators(player.surface, player.position, memory.force, power_need)
|
||||
data.shaman_charge = data.shaman_charge + energy
|
||||
|
||||
-- charge from sun pasively
|
||||
data.shaman_charge = data.shaman_charge + (1 - player.surface.daytime) * Balance.shaman_passive_charge * (tickinterval / 60)
|
||||
data.shaman_charge = Math.min(data.shaman_charge, Balance.shaman_max_charge)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
Loading…
Reference in New Issue
Block a user