Perks handling
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@@ -6,9 +6,6 @@ local StaticData = require("TOC_StaticData")
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-- LIST OF STUFF THAT THIS CLASS NEEDS TO DO
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-- Main thing, should contain the other handlers when needed
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-- Handling Items (as in amputations spawns)
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-- Update current player status (infection checks)
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-- handle stats increase\decrease
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@@ -77,7 +74,7 @@ function PlayerHandler.CheckInfection(character)
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for i=1, #StaticData.IGNORED_PARTS_STRINGS do
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local bodyPartType = BodyPartType[StaticData.IGNORED_PARTS_STRINGS[i]]
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local bodyPart = bd:getBodyPart(bodyPartType)
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if bodyPart and bodyPart:bitten() or bodyPart:IsInfected() then
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if bodyPart and (bodyPart:bitten() or bodyPart:IsInfected()) then
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PlayerHandler.modDataHandler:setIsIgnoredPartInfected(true)
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end
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end
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@@ -86,4 +83,21 @@ end
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Events.OnPlayerGetDamage.Add(PlayerHandler.CheckInfection)
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---comment
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---@param player IsoPlayer
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function PlayerHandler.UpdatePerks(player)
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-- TODO If player has an amputated limb, they're gonna level up them while doing normal stuff, getting better at it dynamically
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-- TODO We should have a way to check if the player has done any amputation at all instead of having to check manually each time
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-- TODO Should be run when player is doing stuff like picking up objects, not randomly
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for side, _ in pairs(StaticData.SIDES_STRINGS) do
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local limbName = "Hand_" .. side
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if ModDataHandler.GetInstance():getIsCut(limbName) then
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player:getXp():AddXP(Perks[limbName], 0.1)
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end
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end
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end
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Events.OnPlayerUpdate.Add(PlayerHandler.UpdatePerks)
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return PlayerHandler
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@@ -9,7 +9,6 @@ local AmputationHandler = require("Handlers/TOC_AmputationHandler")
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TestFramework.registerTestModule("Functionality", "PlayerHandler", function()
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local Tests = {}
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function Tests.InitializePlayer()
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-- TODO This breaks the Test Framework mod for some reason.
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local pl = getPlayer()
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PlayerHandler.InitializePlayer(_, pl, true)
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end
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9
media/lua/shared/Translate/EN/IG_UI_EN.txt
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9
media/lua/shared/Translate/EN/IG_UI_EN.txt
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@@ -0,0 +1,9 @@
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IG_UI_EN = {
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IGUI_perks_Amputations = "Amputations",
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IGUI_perks_Hand_R = "Right Hand",
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IGUI_perks_Hand_L = "Left Hand",
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IGUI_perks_Prosthesis = "Prosthesis",
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IGUI_perks_ProstFamiliarity= "Familiarity",
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}
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@@ -1,5 +1,57 @@
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VERSION = 1,
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perk Amputations
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{
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parent = None,
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translation = Amputations,
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passive = false,
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xp1 = 0,
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xp2 = 0,
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xp3 = 0,
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xp4 = 0,
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xp5 = 0,
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xp6 = 0,
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xp7 = 0,
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xp8 = 0,
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xp9 = 0,
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xp10 = 0,
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}
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perk Hand_L
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{
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parent = Amputations,
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name = Hand_L,
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translation = Hand_L,
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passive = false,
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xp1 = 50,
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xp2 = 100,
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xp3 = 200,
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xp4 = 500,
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xp5 = 1000,
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xp6 = 2500,
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xp7 = 4000,
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xp8 = 5000,
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xp9 = 7000,
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xp10 = 9000,
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}
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perk Hand_R
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{
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parent = Amputations,
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name = Hand_R,
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translation = Hand_R,
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passive = false,
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xp1 = 50,
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xp2 = 100,
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xp3 = 200,
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xp4 = 500,
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xp5 = 1000,
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xp6 = 2500,
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xp7 = 4000,
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xp8 = 6000,
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xp9 = 7000,
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xp10 = 9000,
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}
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perk Prosthesis
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{
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parent = None,
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@@ -16,30 +68,11 @@ perk Prosthesis
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xp9 = 0,
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xp10 = 0,
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}
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perk Left_Hand
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perk ProstFamiliarity
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{
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parent = Prosthesis,
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name = Left_Hand,
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translation = Left_Hand,
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passive = false,
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xp1 = 50,
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xp2 = 100,
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xp3 = 200,
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xp4 = 500,
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xp5 = 1000,
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xp6 = 2500,
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xp7 = 4000,
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xp8 = 5000,
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xp9 = 7000,
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xp10 = 9000,
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}
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perk Right_Hand
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{
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parent = Prosthesis,
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name = Right_Hand,
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translation = Right_Hand,
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name = ProstFamiliarity,
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translation = ProstFamiliarity,
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passive = false,
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xp1 = 50,
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xp2 = 100,
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