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luminous class
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@ -286,6 +286,8 @@ 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.\nShamans also passively absorb small amount of energy from the sun.\nSummoned biters last for __1__ mins.
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class_luminous=Luminous
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class_luminous_explanation_advanced=They glow brightly in the dark.
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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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@ -553,7 +555,7 @@ gui_runs_wait_to_join=Wait to join... __1__
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gui_info_main_tooltip=Notes and updates on Pirate Ship.
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gui_crews=Crews
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gui_crews_main_tooltip=View the ongoing crews, and make proposals for new ones.
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gui_crews_main_tooltip=View all the crews on the server, and create new ones.
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gui_minimap_main_tooltip=View the outside world.
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@ -39,6 +39,7 @@ local enum = {
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MEDIC = 'medic',
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DOCTOR = 'doctor',
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SHAMAN = 'shaman',
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LUMINOUS = 'luminous',
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}
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Public.enum = enum
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@ -75,6 +76,7 @@ Public.eng_form = {
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[enum.MEDIC] = 'Medic',
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[enum.DOCTOR] = 'Doctor',
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[enum.SHAMAN] = 'Shaman',
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[enum.LUMINOUS] = 'Luminous',
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}
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function Public.display_form(class)
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@ -162,6 +164,8 @@ function Public.explanation(class, add_is_class_obtainable)
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elseif class == enum.SHAMAN then
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local live_time = Math.ceil(Balance.shaman_summoned_biter_time_to_live / 60)
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full_explanation = {'', {explanation, live_time}}
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elseif class == enum.LUMINOUS then
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full_explanation = {'', {explanation}}
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else
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full_explanation = {'', {explanation}}
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end
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@ -235,6 +239,7 @@ function Public.initial_class_pool()
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enum.SOLDIER,
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enum.MEDIC,
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enum.SHAMAN,
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enum.LUMINOUS,
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}
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end
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@ -662,6 +667,7 @@ function Public.get_class(player_index)
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end
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local event = require 'utils.event'
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event.add(defines.events.on_player_used_capsule, class_on_player_used_capsule)
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@ -218,6 +218,21 @@ function Public.class_renderings(tickinterval)
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draw_on_ground = true,
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}
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}
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elseif class == Classes.enum.LUMINOUS then
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class_renderings[player_index] = {
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rendering = rendering.draw_light({
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surface = player.surface,
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target = player.character,
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color = {r = 1, g = 1, b = 1},
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sprite = 'utility/light_medium',
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scale = 10,
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intensity = 1,
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minimum_darkness = 0,
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oriented = true,
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visible = true,
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only_in_alt_mode = false
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})
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}
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end
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end
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else
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