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129
gamemodes/ixhl2rp/plugins/fatigue_system/sh_overrides.lua
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129
gamemodes/ixhl2rp/plugins/fatigue_system/sh_overrides.lua
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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|
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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local PLUGIN = PLUGIN
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function ix.storage.Open(client, inventory, info) -- libs/sh_storage.lua
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assert(IsValid(client) and client:IsPlayer(), "expected valid player")
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assert(type(inventory) == "table" and inventory:IsInstanceOf(ix.meta.inventory), "expected valid inventory")
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if (!inventory.storageInfo) then
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info = info or {}
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-- I, perosnally, dislike storage context system at all, because it's not designed for flexible multiple users interaction, but editing is another task completely, so yeah...
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if (isnumber(info.searchTime) and info.searchTime != 0) then
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local character = client:GetCharacter()
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info.searchTime = character:GetActionTimeInfluencedByEnergyLevel(info.searchTime)
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end
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ix.storage.CreateContext(inventory, info)
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end
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local storageInfo = inventory.storageInfo
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if (storageInfo.bMultipleUsers or !ix.storage.InUse(inventory)) then
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ix.storage.AddReceiver(client, inventory, true)
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else
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client:NotifyLocalized("storageInUse")
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return
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end
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if (storageInfo.searchTime > 0) then
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client:SetAction(storageInfo.searchText, storageInfo.searchTime)
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client:DoStaredAction(storageInfo.entity, function()
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if (IsValid(client) and IsValid(storageInfo.entity) and inventory.storageInfo) then
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ix.storage.Sync(client, inventory)
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end
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end, storageInfo.searchTime, function()
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if (IsValid(client)) then
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ix.storage.RemoveReceiver(client, inventory)
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client:SetAction()
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end
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end)
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else
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ix.storage.Sync(client, inventory)
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end
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end
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function PLUGIN:InitializedPlugins2() -- plugins/willard_skills/meta/sh_character.lua
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local charMeta = ix.meta.character
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function charMeta:GetSkillBoostLevels(skillID)
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local skill = ix.skill:Find(skillID)
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if (!skill) then return end
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local boostExp
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local energyBoost
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local energyBoostAmount = 0
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local energyBuffs = PLUGIN.energySkillShifts.buffs
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if (self:IsAffectedByFatigue() and energyBuffs[skillID]) then
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local energy = self:GetEnergy()
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local energyLevelToApplyBuffs = ix.config.Get("energyLevelToApplyBuffs", 50)
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if (energy > energyLevelToApplyBuffs) then
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energyBoost = true
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energyBoostAmount = math.floor(energyBuffs[skillID] * (energy / 100))
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boostExp = energyBoostAmount
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else
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boostExp = 0
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end
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else
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boostExp = 0
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end
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for _, attr in ipairs(skill.attributes) do
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boostExp = boostExp + self:GetAttrBoostLevels(attr, skill)
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end
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return boostExp, energyBoost, energyBoostAmount
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end
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if (self.InitializedPlugins3) then
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self:InitializedPlugins3()
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end
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end
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do
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local charMeta = ix.meta.character
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-- plugins/stamina_enhanced.lua
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function charMeta:GetMaxStamina()
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local client = self:GetPlayer()
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local hunger, thirst, health, maxHealth = self:GetHunger(), self:GetThirst(), client:Health(), client:GetMaxHealth()
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local stamina = 100
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if (self:IsAffectedByFatigue()) then
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local energy = self:GetEnergy()
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local energyLevelToApplyBuffs = ix.config.Get("energyLevelToApplyBuffs", 50)
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if (energy > energyLevelToApplyBuffs) then
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stamina = stamina * (1 + PLUGIN.energyMaxStaminaOffsetBuff * (energy / 100))
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end
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end
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if (hunger > 50) then
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stamina = stamina * (1 - 0.4 * (math.min(hunger - 50, 50) / 50))
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end
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if (thirst > 50) then
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stamina = stamina * (1 - 0.4 * (math.min(thirst - 50, 50) / 50))
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end
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local halfMaxHealth = math.floor(maxHealth * 0.5)
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if (health < halfMaxHealth) then
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stamina = stamina * (1 - 0.4 * (1 - health / halfMaxHealth))
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end
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return stamina
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end
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end
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