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https://github.com/PHIDIAS0303/ExpCluster.git
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@@ -246,9 +246,13 @@ local bonus_data_set = Gui.element("bonus_data_set")
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return bonus_set
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return bonus_set
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end)
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end)
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local function bonus_score_limit_calc(player)
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return math.floor(config.pts.base * (1 + config.pts.increase_percentage_per_role_level * (Roles.get_role_by_name(config.pts.role_name).index - Roles.get_player_highest_role(player).index)))
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end
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--- The main container for the bonus gui
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--- The main container for the bonus gui
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-- @element bonus_container
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-- @element bonus_container
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bonus_container = Gui.element("bonus_container")
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bonus_container = Gui.element("bonus_container")
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:draw(function(def, parent)
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:draw(function(def, parent)
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local player = Gui.get_player(parent)
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local player = Gui.get_player(parent)
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@@ -258,7 +262,7 @@ bonus_container = Gui.element("bonus_container")
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bonus_data_set(container, "bonus_st_2")
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bonus_data_set(container, "bonus_st_2")
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local disp = container["bonus_st_1"].disp.table
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local disp = container["bonus_st_1"].disp.table
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bonus_score_limit = math.floor(config.pts.base * (1 + config.pts.increase_percentage_per_role_level * (Roles.get_role_by_name(config.pts.role_name).index - Roles.get_player_highest_role(player).index)))
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bonus_score_limit = bonus_score_limit_calc(player)
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disp[bonus_gui_control_pts_count.name].caption = bonus_gui_pts_needed(player, container.parent) .. " / " .. bonus_score_limit
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disp[bonus_gui_control_pts_count.name].caption = bonus_gui_pts_needed(player, container.parent) .. " / " .. bonus_score_limit
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return container.parent
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return container.parent
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@@ -292,13 +296,13 @@ end)
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Event.add(Roles.events.on_role_assigned, function(event)
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Event.add(Roles.events.on_role_assigned, function(event)
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local player = game.players[event.player_index]
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local player = game.players[event.player_index]
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bonus_score_limit = math.floor(config.pts.base * (1 + config.pts.increase_percentage_per_role_level * (Roles.get_role_by_name(config.pts.role_name).index - Roles.get_player_highest_role(player).index)))
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bonus_score_limit = bonus_score_limit_calc(player)
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apply_bonus(player)
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apply_bonus(player)
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end)
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end)
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Event.add(Roles.events.on_role_unassigned, function(event)
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Event.add(Roles.events.on_role_unassigned, function(event)
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local player = game.players[event.player_index]
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local player = game.players[event.player_index]
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bonus_score_limit = math.floor(config.pts.base * (1 + config.pts.increase_percentage_per_role_level * (Roles.get_role_by_name(config.pts.role_name).index - Roles.get_player_highest_role(player).index)))
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bonus_score_limit = bonus_score_limit_calc(player)
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apply_bonus(player)
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apply_bonus(player)
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end)
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end)
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@@ -309,6 +313,7 @@ Event.add(defines.events.on_player_respawned, function(event)
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local disp = container.frame["bonus_st_1"].disp.table
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local disp = container.frame["bonus_st_1"].disp.table
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local n = bonus_gui_pts_needed(player)
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local n = bonus_gui_pts_needed(player)
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disp[bonus_gui_control_pts_count.name].caption = n .. " / " .. bonus_score_limit
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disp[bonus_gui_control_pts_count.name].caption = n .. " / " .. bonus_score_limit
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disp[bonus_gui_control_pts_count.name].v
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if n <= bonus_score_limit then
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if n <= bonus_score_limit then
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apply_bonus(player)
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apply_bonus(player)
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@@ -318,7 +323,6 @@ end)
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--- When a player dies allow them to have instant respawn
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--- When a player dies allow them to have instant respawn
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Event.add(defines.events.on_player_died, function(event)
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Event.add(defines.events.on_player_died, function(event)
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local player = game.players[event.player_index]
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local player = game.players[event.player_index]
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if Roles.player_has_flag(player, "instant-respawn") then
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if Roles.player_has_flag(player, "instant-respawn") then
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player.ticks_to_respawn = 120
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player.ticks_to_respawn = 120
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end
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end
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