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does this look better?
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does this look better?
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[spoiler]
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[spoiler]
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{{{
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{{{
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local function grp(minp, maxp)
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local function grp(minp, maxp)
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local mid = (minp + maxp) / 2
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local mid = (minp + maxp) / 2
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local range = maxp - minp
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local range = maxp - minp
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local perc = mid + math.random() * (range / 2) * (math.random() < 0.5 and -1 or 1)
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local perc = mid + math.random() * (range / 2) * (math.random() < 0.5 and -1 or 1)
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return perc / 100
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return perc / 100
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end
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end
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for name, ud in pairs(UnitDefs) do
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for name, ud in pairs(UnitDefs) do
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if ud.weapondefs then
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if ud.weapondefs then
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for _, wd in pairs(ud.weapondefs) do
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for _, wd in pairs(ud.weapondefs) do
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for key, value in pairs(wd) do
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for key, value in pairs(wd) do
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if type(value) == "number" and value > 1 then
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if type(value) == "number" and value > 1 then
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local minp = 25
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local minp = 25
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local maxp = 400
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local maxp = 400
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local rp = grp(minp, maxp)
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local rp = grp(minp, maxp)
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wd[key] = math.floor(value * rp)
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wd[key] = math.floor(value * rp)
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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}}}
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}}}
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[/spoiler]
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[/spoiler]
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im
going
to
store
things
here
but
i
need
to
go
out
so
when
i
get
back
ill
finish
the
list
and
add
special
case
code
for
colors
so
that
you
can
get
purple
beams
on
mace
=P:
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26 |
im
going
to
store
things
here
but
i
need
to
go
out
so
when
i
get
back
ill
finish
the
list
and
add
special
case
code
for
colors
so
that
you
can
get
purple
beams
on
mace
=P
|
|
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\n
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i had a bit of extra time so i pushed an update to check if a value was over 1.. this should drasticaly reduce crashes until i can finish the whitelist
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\n
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\n
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[spoiler]
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[spoiler]
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\n
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\n
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{{{
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{{{
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fireStarter
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fireStarter
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impulseBoost
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impulseBoost
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impulseFactor
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impulseFactor
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laserFlareSize
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laserFlareSize
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range
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range
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reloadtime
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reloadtime
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thickness
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thickness
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tileLength
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tileLength
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tolerance
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tolerance
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weaponVelocity
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weaponVelocity
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flightTime
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flightTime
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startVelocity
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startVelocity
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turnRate
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turnRate
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areaOfEffect
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areaOfEffect
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craterBoost
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craterBoost
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craterMult
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craterMult
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light_radius
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light_radius
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weaponAcceleration
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weaponAcceleration
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explosionSpeed
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explosionSpeed
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lups_explodelife
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lups_explodelife
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lups_explodespeed
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lups_explodespeed
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timeslow_damagefactor
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timeslow_damagefactor
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timeslow_overslow_frames
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timeslow_overslow_frames
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sightDistance
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sightDistance
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sonarDistance
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sonarDistance
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speed
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speed
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turnRate
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turnRate
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workerTime
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workerTime
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metalCost
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metalCost
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minCloakDistance
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minCloakDistance
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health
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health
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jump_range
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jump_range
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jump_height
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jump_height
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jump_speed
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jump_speed
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jump_reload
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jump_reload
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acceleration
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acceleration
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brakeRate
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brakeRate
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default
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default
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projectiles
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projectiles
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amph_regen
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amph_regen
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myGravity
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myGravity
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size
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size
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sizeDecay
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sizeDecay
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duration
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duration
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accuracy
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accuracy
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timeslow_damagefactor
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timeslow_damagefactor
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area_damage_radius
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area_damage_radius
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area_damage_dps
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area_damage_dps
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area_damage_duration
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area_damage_duration
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area_damage_height_max
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area_damage_height_max
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area_damage_height_int
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area_damage_height_int
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area_damage_height_reduce
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area_damage_height_reduce
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\n
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\n
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edgeEffectiveness 0-1
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edgeEffectiveness 0-1
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area_damage_range_falloff 0-1
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area_damage_range_falloff 0-1
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area_damage_time_falloff 0-1
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area_damage_time_falloff 0-1
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intensity 0-1
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intensity 0-1
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}}}
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}}}
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\n
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\n
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[/spoiler]
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[/spoiler]
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