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more refactor
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@@ -393,7 +393,7 @@ function Public.update_health(player)
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local f = player.gui.screen[main_frame_name]
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local data = Gui.get_data(f)
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if data.health and data.health.valid then
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data.health.caption = (math.round(player.character.health * 10) / 10)
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data.health.caption = (round(player.character.health * 10) / 10)
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end
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local shield_gui = player.character.get_inventory(defines.inventory.character_armor)
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if not shield_gui.is_empty() then
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@@ -497,8 +497,15 @@ function Public.get_melee_modifier(player)
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return (rpg_t.strength - 10) * 0.10
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end
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function Public.get_final_damage_modifier(player)
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local rpg_t = Public.get_value_from_player(player.index)
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local rng = random(10, 35) * 0.01
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return (rpg_t.strength - 10) * rng
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end
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function Public.get_final_damage(player, entity, original_damage_amount)
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local damage = original_damage_amount + original_damage_amount * Public.get_melee_modifier(player)
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local modifier = Public.get_final_damage_modifier(player)
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local damage = original_damage_amount + original_damage_amount * modifier
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if entity.prototype.resistances then
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if entity.prototype.resistances.physical then
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damage = damage - entity.prototype.resistances.physical.decrease
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@@ -570,7 +577,7 @@ function Public.get_one_punch_chance(player)
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if rpg_t.strength < 100 then
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return 0
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end
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local chance = math.round(rpg_t.strength * 0.01, 1)
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local chance = round(rpg_t.strength * 0.012, 1)
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if chance > 100 then
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chance = 100
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end
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@@ -580,7 +587,7 @@ end
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function Public.get_extra_following_robots(player)
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local rpg_t = Public.get_value_from_player(player.index)
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local strength = rpg_t.strength
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local count = math.round(strength / 2 * 0.03, 3)
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local count = round(strength / 2 * 0.03, 3)
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return count
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end
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@@ -750,7 +757,7 @@ function Public.gain_xp(player, amount, added_to_pool, text)
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Public.debug_log('RPG - ' .. player.name .. ' got org xp: ' .. amount)
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local fee = amount - add_to_global_pool(amount, true)
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Public.debug_log('RPG - ' .. player.name .. ' got fee: ' .. fee)
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amount = math.round(amount, 3) - fee
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amount = round(amount, 3) - fee
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if rpg_extra.difficulty then
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amount = amount + rpg_extra.difficulty
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end
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@@ -759,7 +766,7 @@ function Public.gain_xp(player, amount, added_to_pool, text)
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Public.debug_log('RPG - ' .. player.name .. ' got org xp: ' .. amount)
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end
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rpg_t.xp = math.round(rpg_t.xp + amount, 3)
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rpg_t.xp = round(rpg_t.xp + amount, 3)
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rpg_t.xp_since_last_floaty_text = rpg_t.xp_since_last_floaty_text + amount
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if not experience_levels[rpg_t.level + 1] then
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