require 'engine' require 'shared' require 'arena' require 'mainmenu' require 'buy_screen' require 'objects' require 'player' require 'enemies' require 'media' function init() shared_init() input:bind('move_left', {'a', 'left', 'dpleft', 'm1'}) input:bind('move_right', {'d', 'e', 's', 'right', 'dpright', 'm2'}) --[[ input:bind('move_up', {'w', 'up', 'dpup'}) input:bind('move_down', {'s', 'down', 'dpdown'}) ]]-- input:bind('enter', {'space', 'return', 'fleft', 'fdown', 'fright'}) local s = {tags = {sfx}} artificer1 = Sound('458586__inspectorj__ui-mechanical-notification-01-fx.ogg', s) explosion1 = Sound('Explosion Grenade_04.ogg', s) mine1 = Sound('Weapon Swap 2.ogg', s) level_up1 = Sound('Buff 4.ogg', s) unlock1 = Sound('Unlock 3.ogg', s) gambler1 = Sound('Collect 5.ogg', s) usurer1 = Sound('Shadow Punch 2.ogg', s) orb1 = Sound('Collect 2.ogg', s) gold1 = Sound('Collect 5.ogg', s) gold2 = Sound('Coins - Gears - Slot.ogg', s) psychic1 = Sound('Magical Impact 13.ogg', s) fire1 = Sound('Fire bolt 3.ogg', s) fire2 = Sound('Fire bolt 5.ogg', s) fire3 = Sound('Fire bolt 10.ogg', s) earth1 = Sound('Earth Bolt 1.ogg', s) earth2 = Sound('Earth Bolt 14.ogg', s) earth3 = Sound('Earth Bolt 20.ogg', s) illusion1 = Sound('Buff 5.ogg', s) thunder1 = Sound('399656__bajko__sfx-thunder-blast.ogg', s) flagellant1 = Sound('Whipping Horse 3.ogg', s) bard2 = Sound('376532__womb-affliction__flute-trill.ogg', s) arcane2 = Sound('Magical Impact 12.ogg', s) frost1 = Sound('Frost Bolt 20.ogg', s) arcane1 = Sound('Magical Impact 26.ogg', s) pyro1 = Sound('Fire bolt 5.ogg', s) pyro2 = Sound('Explosion Fireworks_01.ogg', s) dot1 = Sound('Magical Swoosh 18.ogg', s) gun_kata1 = Sound('Pistol Shot_07.ogg', s) gun_kata2 = Sound('Pistol Shot_08.ogg', s) dual_gunner1 = Sound('Revolver Shot_07.ogg', s) dual_gunner2 = Sound('Revolver Shot_08.ogg', s) ui_hover1 = Sound('bamboo_hit_by_lord.ogg', s) ui_switch1 = Sound('Switch.ogg', s) ui_switch2 = Sound('Switch 3.ogg', s) ui_transition1 = Sound('Wind Bolt 8.ogg', s) ui_transition2 = Sound('Wind Bolt 12.ogg', s) headbutt1 = Sound('Wind Bolt 14.ogg', s) critter1 = Sound('Critters eating 2.ogg', s) critter2 = Sound('Crickets Chirping 4.ogg', s) critter3 = Sound('Popping bloody Sac 1.ogg', s) force1 = Sound('Magical Impact 18.ogg', s) error1 = Sound('Error 2.ogg', s) coins1 = Sound('Coins 7.ogg', s) coins2 = Sound('Coins 8.ogg', s) coins3 = Sound('Coins 9.ogg', s) shoot1 = Sound('Shooting Projectile (Classic) 11.ogg', s) archer1 = Sound('Releasing Bow String 1.ogg', s) wizard1 = Sound('Wind Bolt 20.ogg', s) swordsman1 = Sound('Heavy sword woosh 1.ogg', s) swordsman2 = Sound('Heavy sword woosh 19.ogg', s) scout1 = Sound('Throwing Knife (Thrown) 3.ogg', s) scout2 = Sound('Throwing Knife (Thrown) 4.ogg', s) arrow_hit_wall1 = Sound('Arrow Impact wood 3.ogg', s) arrow_hit_wall2 = Sound('Arrow Impact wood 1.ogg', s) hit1 = Sound('Player Takes Damage 17.ogg', s) hit2 = Sound('Body Head (Headshot) 1.ogg', s) hit3 = Sound('Kick 16_1.ogg', s) hit4 = Sound('Kick 16_2.ogg', s) proj_hit_wall1 = Sound('Player Takes Damage 2.ogg', s) enemy_die1 = Sound('Bloody punches 7.ogg', s) enemy_die2 = Sound('Bloody punches 10.ogg', s) magic_area1 = Sound('Fire bolt 10.ogg', s) magic_hit1 = Sound('Shadow Punch 1.ogg', s) magic_die1 = Sound('Magical Impact 27.ogg', s) knife_hit_wall1 = Sound('Shield Impacts Sword 1.ogg', s) blade_hit1 = Sound('Sword impact (Flesh) 2.ogg', s) player_hit1 = Sound('Body Fall 2.ogg', s) player_hit2 = Sound('Body Fall 18.ogg', s) player_hit_wall1 = Sound('Wood Heavy 5.ogg', s) pop1 = Sound('Pop sounds 10.ogg', s) pop2 = Sound('467951__benzix2__ui-button-click.ogg', s) pop3 = Sound('258269__jcallison__mouth-pop.ogg', s) confirm1 = Sound('80921__justinbw__buttonchime02up.ogg', s) heal1 = Sound('Buff 3.ogg', s) spawn1 = Sound('Buff 13.ogg', s) buff1 = Sound('Buff 14.ogg', s) spawn_mark1 = Sound('Bonus 2.ogg', s) spawn_mark2 = Sound('Bonus.ogg', s) alert1 = Sound('Click.ogg', s) elementor1 = Sound('Wind Bolt 18.ogg', s) saboteur_hit1 = Sound('Explosion Flesh_01.ogg', s) saboteur_hit2 = Sound('Explosion Flesh_02.ogg', s) saboteur1 = Sound('Male Jump 1.ogg', s) saboteur2 = Sound('Male Jump 2.ogg', s) saboteur3 = Sound('Male Jump 3.ogg', s) spark1 = Sound('Spark 1.ogg', s) spark2 = Sound('Spark 2.ogg', s) spark3 = Sound('Spark 3.ogg', s) stormweaver1 = Sound('Buff 8.ogg', s) cannoneer1 = Sound('Cannon shots 1.ogg', s) cannoneer2 = Sound('Cannon shots 7.ogg', s) cannon_hit_wall1 = Sound('Cannon impact sounds (Hitting ship) 4.ogg', s) pet1 = Sound('Wolf barks 5.ogg', s) turret1 = Sound('Sci Fi Machine Gun 7.ogg', s) turret2 = Sound('Sniper Shot_09.ogg', s) turret_hit_wall1 = Sound('Concrete 6.ogg', s) turret_hit_wall2 = Sound('Concrete 7.ogg', s) turret_deploy = Sound('321215__hybrid-v__sci-fi-weapons-deploy.ogg', s) rogue_crit1 = Sound('Dagger Stab (Flesh) 4.ogg', s) rogue_crit2 = Sound('Sword hits another sword 6.ogg', s) song1 = Sound('Kubbi - Ember - 01 Pathfinder.ogg', {tags = {music}}) song2 = Sound('Kubbi - Ember - 02 Ember.ogg', {tags = {music}}) song3 = Sound('Kubbi - Ember - 03 Firelight.ogg', {tags = {music}}) song4 = Sound('Kubbi - Ember - 04 Cascade.ogg', {tags = {music}}) song5 = Sound('Kubbi - Ember - 05 Compass.ogg', {tags = {music}}) death_song = Sound('Kubbi - Ember - 09 Formed by Glaciers.ogg', {tags = {music}}) lock_image = Image('lock') speed_booster_elite = Image('speed_booster_elite') exploder_elite = Image('exploder_elite') swarmer_elite = Image('swarmer_elite') forcer_elite = Image('forcer_elite') cluster_elite = Image('cluster_elite') warrior = Image('warrior') ranger = Image('ranger') healer = Image('healer') mage = Image('mage') rogue = Image('rogue') nuker = Image('nuker') conjurer = Image('conjurer') enchanter = Image('enchanter') psyker = Image('psyker') curser = Image('curser') forcer = Image('forcer') swarmer = Image('swarmer') voider = Image('voider') sorcerer = Image('sorcerer') mercenary = Image('mercenary') explorer = Image('explorer') star = Image('star') arrow = Image('arrow') centipede = Image('centipede') ouroboros_technique_r = Image('ouroboros_technique_r') ouroboros_technique_l = Image('ouroboros_technique_l') amplify = Image('amplify') resonance = Image('resonance') ballista = Image('ballista') call_of_the_void = Image('call_of_the_void') crucio = Image('crucio') speed_3 = Image('speed_3') damage_4 = Image('damage_4') shoot_5 = Image('shoot_5') death_6 = Image('death_6') lasting_7 = Image('lasting_7') defensive_stance = Image('defensive_stance') offensive_stance = Image('offensive_stance') kinetic_bomb = Image('kinetic_bomb') porcupine_technique = Image('porcupine_technique') last_stand = Image('last_stand') seeping = Image('seeping') deceleration = Image('deceleration') annihilation = Image('annihilation') malediction = Image('malediction') hextouch = Image('hextouch') whispers_of_doom = Image('whispers_of_doom') tremor = Image('tremor') heavy_impact = Image('heavy_impact') fracture = Image('fracture') meat_shield = Image('meat_shield') hive = Image('hive') baneling_burst = Image('baneling_burst') blunt_arrow = Image('blunt_arrow') explosive_arrow = Image('explosive_arrow') divine_machine_arrow = Image('divine_machine_arrow') chronomancy = Image('chronomancy') awakening = Image('awakening') divine_punishment = Image('divine_punishment') assassination = Image('assassination') flying_daggers = Image('flying_daggers') ultimatum = Image('ultimatum') magnify = Image('magnify') echo_barrage = Image('echo_barrage') unleash = Image('unleash') reinforce = Image('reinforce') payback = Image('payback') enchanted = Image('enchanted') freezing_field = Image('freezing_field') burning_field = Image('burning_field') gravity_field = Image('gravity_field') magnetism = Image('magnetism') insurance = Image('insurance') dividends = Image('dividends') berserking = Image('berserking') unwavering_stance = Image('unwavering_stance') unrelenting_stance = Image('unrelenting_stance') blessing = Image('blessing') haste = Image('haste') divine_barrage = Image('divine_barrage') orbitism = Image('orbitism') psyker_orbs = Image('psyker_orbs') psychosense = Image('psychosense') psychosink = Image('psychosink') rearm = Image('rearm') taunt = Image('taunt') construct_instability = Image('construct_instability') intimidation = Image('intimidation') vulnerability = Image('vulnerability') temporal_chains = Image('temporal_chains') ceremonial_dagger = Image('ceremonial_dagger') homing_barrage = Image('homing_barrage') critical_strike = Image('critical_strike') noxious_strike = Image('noxious_strike') infesting_strike = Image('infesting_strike') kinetic_strike = Image('kinetic_strike') burning_strike = Image('burning_strike') lucky_strike = Image('lucky_strike') healing_strike = Image('healing_strike') stunning_strike = Image('stunning_strike') silencing_strike = Image('silencing_strike') warping_shots = Image('warping_shots') culling_strike = Image('culling_strike') lightning_strike = Image('lightning_strike') psycholeak = Image('psycholeak') divine_blessing = Image('divine_blessing') hardening = Image('hardening') class_colors = { ['warrior'] = yellow[0], ['ranger'] = green[0], ['healer'] = green[0], ['conjurer'] = orange[0], ['mage'] = blue[0], ['nuker'] = red[0], ['rogue'] = red[0], ['enchanter'] = blue[0], ['psyker'] = fg[0], ['curser'] = purple[0], ['forcer'] = yellow[0], ['swarmer'] = orange[0], ['voider'] = purple[0], ['sorcerer'] = blue2[0], ['mercenary'] = yellow2[0], ['explorer'] = fg[0], } class_color_strings = { ['warrior'] = 'yellow', ['ranger'] = 'green', ['healer'] = 'green', ['conjurer'] = 'orange', ['mage'] = 'blue', ['nuker'] = 'red', ['rogue'] = 'red', ['enchanter'] = 'blue', ['psyker'] = 'fg', ['curser'] = 'purple', ['forcer'] = 'yellow', ['swarmer'] = 'orange', ['voider'] = 'purple', ['sorcerer'] = 'blue2', ['mercenary'] = 'yellow2', ['explorer'] = 'fg', } character_names = { ['vagrant'] = 'Vagrant', ['swordsman'] = 'Swordsman', ['wizard'] = 'Wizard', ['magician'] = 'Magician', ['archer'] = 'Archer', ['scout'] = 'Scout', ['cleric'] = 'Cleric', ['outlaw'] = 'Outlaw', ['blade'] = 'Blade', ['elementor'] = 'Elementor', ['saboteur'] = 'Saboteur', ['bomber'] = 'Bomber', ['stormweaver'] = 'Stormweaver', ['sage'] = 'Sage', ['squire'] = 'Squire', ['cannoneer'] = 'Cannoneer', ['dual_gunner'] = 'Dual Gunner', ['hunter'] = 'Hunter', ['sentry'] = 'Sentry', ['chronomancer'] = 'Chronomancer', ['spellblade'] = 'Spellblade', ['psykeeper'] = 'Psykeeper', ['engineer'] = 'Engineer', ['plague_doctor'] = 'Plague Doctor', ['barbarian'] = 'Barbarian', ['juggernaut'] = 'Juggernaut', ['lich'] = 'Lich', ['cryomancer'] = 'Cryomancer', ['pyromancer'] = 'Pyromancer', ['corruptor'] = 'Corruptor', ['beastmaster'] = 'Beastmaster', ['launcher'] = 'Launcher', ['jester'] = 'Jester', ['assassin'] = 'Assassin', ['host'] = 'Host', ['carver'] = 'Carver', ['bane'] = 'Bane', ['psykino'] = 'Psykino', ['barrager'] = 'Barrager', ['highlander'] = 'Highlander', ['fairy'] = 'Fairy', ['priest'] = 'Priest', ['infestor'] = 'Infestor', ['flagellant'] = 'Flagellant', ['arcanist'] = 'Arcanist', ['illusionist'] = 'Illusionist', ['artificer'] = 'Artificer', ['witch'] = 'Witch', ['silencer'] = 'Silencer', ['vulcanist'] = 'Vulcanist', ['warden'] = 'Warden', ['psychic'] = 'Psychic', ['miner'] = 'Miner', ['merchant'] = 'Merchant', ['usurer'] = 'Usurer', ['gambler'] = 'Gambler', ['thief'] = 'Thief', } character_colors = { ['vagrant'] = fg[0], ['swordsman'] = yellow[0], ['wizard'] = blue[0], ['magician'] = blue[0], ['archer'] = green[0], ['scout'] = red[0], ['cleric'] = green[0], ['outlaw'] = red[0], ['blade'] = yellow[0], ['elementor'] = blue[0], ['saboteur'] = orange[0], ['bomber'] = orange[0], ['stormweaver'] = blue[0], ['sage'] = purple[0], ['squire'] = yellow[0], ['cannoneer'] = orange[0], ['dual_gunner'] = green[0], ['hunter'] = green[0], ['sentry'] = green[0], ['chronomancer'] = blue[0], ['spellblade'] = blue[0], ['psykeeper'] = fg[0], ['engineer'] = orange[0], ['plague_doctor'] = purple[0], ['barbarian'] = yellow[0], ['juggernaut'] = yellow[0], ['lich'] = blue[0], ['cryomancer'] = blue[0], ['pyromancer'] = red[0], ['corruptor'] = orange[0], ['beastmaster'] = red[0], ['launcher'] = yellow[0], ['jester'] = red[0], ['assassin'] = purple[0], ['host'] = orange[0], ['carver'] = green[0], ['bane'] = purple[0], ['psykino'] = fg[0], ['barrager'] = green[0], ['highlander'] = yellow[0], ['fairy'] = green[0], ['priest'] = green[0], ['infestor'] = orange[0], ['flagellant'] = fg[0], ['arcanist'] = blue2[0], ['illusionist'] = blue2[0], ['artificer'] = blue2[0], ['witch'] = purple[0], ['silencer'] = blue2[0], ['vulcanist'] = red[0], ['warden'] = yellow[0], ['psychic'] = fg[0], ['miner'] = yellow2[0], ['merchant'] = yellow2[0], ['usurer'] = purple[0], ['gambler'] = yellow2[0], ['thief'] = red[0], } character_color_strings = { ['vagrant'] = 'fg', ['swordsman'] = 'yellow', ['wizard'] = 'blue', ['magician'] = 'blue', ['archer'] = 'green', ['scout'] = 'red', ['cleric'] = 'green', ['outlaw'] = 'red', ['blade'] = 'yellow', ['elementor'] = 'blue', ['saboteur'] = 'orange', ['bomber'] = 'orange', ['stormweaver'] = 'blue', ['sage'] = 'purple', ['squire'] = 'yellow', ['cannoneer'] = 'orange', ['dual_gunner'] = 'green', ['hunter'] = 'green', ['sentry'] = 'green', ['chronomancer'] = 'blue', ['spellblade'] = 'blue', ['psykeeper'] = 'fg', ['engineer'] = 'orange', ['plague_doctor'] = 'purple', ['barbarian'] = 'yellow', ['juggernaut'] = 'yellow', ['lich'] = 'blue', ['cryomancer'] = 'blue', ['pyromancer'] = 'red', ['corruptor'] = 'orange', ['beastmaster'] = 'red', ['launcher'] = 'yellow', ['jester'] = 'red', ['assassin'] = 'purple', ['host'] = 'orange', ['carver'] = 'green', ['bane'] = 'purple', ['psykino'] = 'fg', ['barrager'] = 'green', ['highlander'] = 'yellow', ['fairy'] = 'green', ['priest'] = 'green', ['infestor'] = 'orange', ['flagellant'] = 'fg', ['arcanist'] = 'blue2', ['illusionist'] = 'blue2', ['artificer'] = 'blue2', ['witch'] = 'purple', ['silencer'] = 'blue2', ['vulcanist'] = 'red', ['warden'] = 'yellow', ['psychic'] = 'fg', ['miner'] = 'yellow2', ['merchant'] = 'yellow2', ['usurer'] = 'purple', ['gambler'] = 'yellow2', ['thief'] = 'red', } character_classes = { ['vagrant'] = {'explorer', 'psyker'}, ['swordsman'] = {'warrior'}, ['wizard'] = {'mage', 'nuker'}, ['magician'] = {'mage'}, ['archer'] = {'ranger'}, ['scout'] = {'rogue'}, ['cleric'] = {'healer'}, ['outlaw'] = {'warrior', 'rogue'}, ['blade'] = {'warrior', 'nuker'}, ['elementor'] = {'mage', 'nuker'}, -- ['saboteur'] = {'rogue', 'conjurer', 'nuker'}, ['bomber'] = {'nuker', 'conjurer'}, ['stormweaver'] = {'enchanter'}, ['sage'] = {'nuker', 'forcer'}, ['squire'] = {'warrior', 'enchanter'}, ['cannoneer'] = {'ranger', 'nuker'}, ['dual_gunner'] = {'ranger', 'rogue'}, -- ['hunter'] = {'ranger', 'conjurer', 'forcer'}, ['sentry'] = {'ranger', 'conjurer'}, ['chronomancer'] = {'mage', 'enchanter'}, ['spellblade'] = {'mage', 'rogue'}, ['psykeeper'] = {'healer', 'psyker'}, ['engineer'] = {'conjurer'}, ['plague_doctor'] = {'nuker', 'voider'}, ['barbarian'] = {'curser', 'warrior'}, ['juggernaut'] = {'forcer', 'warrior'}, ['lich'] = {'mage'}, ['cryomancer'] = {'mage', 'voider'}, ['pyromancer'] = {'mage', 'nuker', 'voider'}, ['corruptor'] = {'ranger', 'swarmer'}, ['beastmaster'] = {'rogue', 'swarmer'}, ['launcher'] = {'curser', 'forcer'}, ['jester'] = {'curser', 'rogue'}, ['assassin'] = {'rogue', 'voider'}, ['host'] = {'swarmer'}, ['carver'] = {'conjurer', 'healer'}, ['bane'] = {'curser', 'voider'}, ['psykino'] = {'mage', 'psyker', 'forcer'}, ['barrager'] = {'ranger', 'forcer'}, ['highlander'] = {'warrior'}, ['fairy'] = {'enchanter', 'healer'}, ['priest'] = {'healer'}, ['infestor'] = {'curser', 'swarmer'}, ['flagellant'] = {'psyker', 'enchanter'}, ['arcanist'] = {'sorcerer'}, -- ['illusionist'] = {'sorcerer', 'conjurer'}, ['artificer'] = {'sorcerer', 'conjurer'}, ['witch'] = {'sorcerer', 'voider'}, ['silencer'] = {'sorcerer', 'curser'}, ['vulcanist'] = {'sorcerer', 'nuker'}, ['warden'] = {'sorcerer', 'forcer'}, ['psychic'] = {'sorcerer', 'psyker'}, ['miner'] = {'mercenary'}, ['merchant'] = {'mercenary'}, ['usurer'] = {'curser', 'mercenary', 'voider'}, ['gambler'] = {'mercenary', 'sorcerer'}, ['thief'] = {'rogue', 'mercenary'}, } character_class_strings = { ['vagrant'] = '[fg]Explorer, Psyker', ['swordsman'] = '[yellow]Warrior', ['wizard'] = '[blue]Mage, [red]Nuker', ['magician'] = '[blue]Mage', ['archer'] = '[green]Ranger', ['scout'] = '[red]Rogue', ['cleric'] = '[green]Healer', ['outlaw'] = '[yellow]Warrior, [red]Rogue', ['blade'] = '[yellow]Warrior, [red]Nuker', ['elementor'] = '[blue]Mage, [red]Nuker', -- ['saboteur'] = '[red]Rogue, [orange]Conjurer, [red]Nuker', ['bomber'] = '[red]Nuker, [orange]Builder', ['stormweaver'] = '[blue]Enchanter', ['sage'] = '[red]Nuker, [yellow]Forcer', ['squire'] = '[yellow]Warrior, [blue]Enchanter', ['cannoneer'] = '[green]Ranger, [red]Nuker', ['dual_gunner'] = '[green]Ranger, [red]Rogue', -- ['hunter'] = '[green]Ranger, [orange]Conjurer, [yellow]Forcer', ['sentry'] = '[green]Ranger, [orange]Builder', ['chronomancer'] = '[blue]Mage, Enchanter', ['spellblade'] = '[blue]Mage, [red]Rogue', ['psykeeper'] = '[green]Healer, [fg]Psyker', ['engineer'] = '[orange]Builder', ['plague_doctor'] = '[red]Nuker, [purple]Voider', ['barbarian'] = '[purple]Curser, [yellow]Warrior', ['juggernaut'] = '[yellow]Forcer, Warrior', ['lich'] = '[blue]Mage', ['cryomancer'] = '[blue]Mage, [purple]Voider', ['pyromancer'] = '[blue]Mage, [red]Nuker, [purple]Voider', ['corruptor'] = '[green]Ranger, [orange]Swarmer', ['beastmaster'] = '[red]Rogue, [orange]Swarmer', ['launcher'] = '[yellow]Forcer, [purple]Curser', ['jester'] = '[purple]Curser, [red]Rogue', ['assassin'] = '[red]Rogue, [purple]Voider', ['host'] = '[orange]Swarmer', ['carver'] = '[orange]Builder, [green]Healer', ['bane'] = '[purple]Curser, Voider', ['psykino'] = '[blue]Mage, [fg]Psyker, [yellow]Forcer', ['barrager'] = '[green]Ranger, [yellow]Forcer', ['highlander'] = '[yellow]Warrior', ['fairy'] = '[blue]Enchanter, [green]Healer', ['priest'] = '[green]Healer', ['infestor'] = '[purple]Curser, [orange]Swarmer', ['flagellant'] = '[fg]Psyker, [blue]Enchanter', ['arcanist'] = '[blue2]Sorcerer', -- ['illusionist'] = '[blue2]Sorcerer, [orange]Conjurer', ['artificer'] = '[blue2]Sorcerer, [orange]Builder', ['witch'] = '[blue2]Sorcerer, [purple]Voider', ['silencer'] = '[blue2]Sorcerer, [purple]Curser', ['vulcanist'] = '[blue2]Sorcerer, [red]Nuker', ['warden'] = '[blue2]Sorcerer, [yellow]Forcer', ['psychic'] = '[blue2]Sorcerer, [fg]Psyker', ['miner'] = '[yellow2]Mercenary', ['merchant'] = '[yellow2]Mercenary', ['usurer'] = '[purple]Curser, [yellow2]Mercenary, [purple]Voider', ['gambler'] = '[yellow2]Mercenary, [blue2]Sorcerer', ['thief'] = '[red]Rogue, [yellow2]Mercenary', } get_character_stat_string = function(character, level) local group = Group():set_as_physics_world(32, 0, 0, {'player', 'enemy', 'projectile', 'enemy_projectile'}) local player = Player{group = group, leader = true, character = character, level = level, follower_index = 1} player:update(0) return '[red]HP: [red]' .. player.max_hp .. '[fg], [red]DMG: [red]' .. player.dmg .. '[fg], [green]ASPD: [green]' .. math.round(player.aspd_m, 2) .. 'x[fg], [blue]AREA: [blue]' .. math.round(player.area_dmg_m*player.area_size_m, 2) .. 'x[fg], [yellow]DEF: [yellow]' .. math.round(player.def, 2) .. '[fg], [green]MVSPD: [green]' .. math.round(player.v, 2) .. '[fg]' end get_character_stat = function(character, level, stat) local group = Group():set_as_physics_world(32, 0, 0, {'player', 'enemy', 'projectile', 'enemy_projectile'}) local player = Player{group = group, leader = true, character = character, level = level, follower_index = 1} player:update(0) return math.round(player[stat], 2) end character_descriptions = { ['vagrant'] = function(lvl) return '[fg]shoots a projectile that deals [yellow]' .. get_character_stat('vagrant', lvl, 'dmg') .. '[fg] damage' end, ['swordsman'] = function(lvl) return '[fg]deals [yellow]' .. get_character_stat('swordsman', lvl, 'dmg') .. '[fg] damage in an area, deals extra [yellow]' .. math.round(get_character_stat('swordsman', lvl, 'dmg')*0.15, 2) .. '[fg] damage per unit hit' end, ['wizard'] = function(lvl) return '[fg]shoots a projectile that deals [yellow]' .. get_character_stat('wizard', lvl, 'dmg') .. ' AoE[fg] damage' end, ['magician'] = function(lvl) return '[fg]creates a small area that deals [yellow]' .. get_character_stat('magician', lvl, 'dmg') .. ' AoE[fg] damage' end, ['archer'] = function(lvl) return '[fg]shoots an arrow that deals [yellow]' .. get_character_stat('archer', lvl, 'dmg') .. '[fg] damage and pierces' end, ['scout'] = function(lvl) return '[fg]throws a knife that deals [yellow]' .. get_character_stat('scout', lvl, 'dmg') .. '[fg] damage and chains [yellow]3[fg] times' end, ['cleric'] = function(lvl) return '[fg]creates [yellow]1[fg] healing orb every [yellow]8[fg] seconds' end, ['outlaw'] = function(lvl) return '[fg]throws a fan of [yellow]5[fg] knives, each dealing [yellow]' .. get_character_stat('outlaw', lvl, 'dmg') .. '[fg] damage' end, ['blade'] = function(lvl) return '[fg]throws multiple blades that deal [yellow]' .. get_character_stat('blade', lvl, 'dmg') .. ' AoE[fg] damage' end, ['elementor'] = function(lvl) return '[fg]deals [yellow]' .. get_character_stat('elementor', lvl, 'dmg') .. ' AoE[fg] damage in a large area centered on a random target' end, ['saboteur'] = function(lvl) return '[fg]calls [yellow]2[fg] saboteurs to seek targets and deal [yellow]' .. get_character_stat('saboteur', lvl, 'dmg') .. ' AoE[fg] damage' end, ['bomber'] = function(lvl) return '[fg]plants a bomb, when it explodes it deals [yellow]' .. 2*get_character_stat('bomber', lvl, 'dmg') .. ' AoE[fg] damage' end, ['stormweaver'] = function(lvl) return '[fg]infuses projectiles with chain lightning that deals [yellow]20%[fg] damage to [yellow]2[fg] enemies' end, ['sage'] = function(lvl) return '[fg]shoots a slow projectile that draws enemies in' end, ['squire'] = function(lvl) return '[yellow]+20%[fg] damage and defense to all allies' end, ['cannoneer'] = function(lvl) return '[fg]shoots a projectile that deals [yellow]' .. 2*get_character_stat('cannoneer', lvl, 'dmg') .. ' AoE[fg] damage' end, ['dual_gunner'] = function(lvl) return '[fg]shoots two parallel projectiles, each dealing [yellow]' .. get_character_stat('dual_gunner', lvl, 'dmg') .. '[fg] damage' end, ['hunter'] = function(lvl) return '[fg]shoots an arrow that deals [yellow]' .. get_character_stat('hunter', lvl, 'dmg') .. '[fg] damage and has a [yellow]20%[fg] chance to summon a pet' end, ['sentry'] = function(lvl) return '[fg]spawns a rotating turret that shoots [yellow]4[fg] projectiles, each dealing [yellow]' .. get_character_stat('sentry', lvl, 'dmg') .. '[fg] damage' end, ['chronomancer'] = function(lvl) return '[yellow]+20%[fg] attack speed to all allies' end, ['spellblade'] = function(lvl) return '[fg]throws knives that deal [yellow]' .. get_character_stat('spellblade', lvl, 'dmg') .. '[fg] damage, pierce and spiral outwards' end, ['psykeeper'] = function(lvl) return '[fg]creates [yellow]3[fg] healing orbs every time the psykeeper takes [yellow]25%[fg] of its max HP in damage' end, ['engineer'] = function(lvl) return '[fg]drops sentries that shoot bursts of projectiles, each dealing [yellow]' .. get_character_stat('engineer', lvl, 'dmg') .. '[fg] damage' end, ['plague_doctor'] = function(lvl) return '[fg]creates an area that deals [yellow]' .. get_character_stat('plague_doctor', lvl, 'dmg') .. '[fg] damage per second' end, ['barbarian'] = function(lvl) return '[fg]deals [yellow]' .. get_character_stat('barbarian', lvl, 'dmg') .. '[fg] AoE damage and stuns enemies hit for [yellow]4[fg] seconds' end, ['juggernaut'] = function(lvl) return '[fg]deals [yellow]' .. get_character_stat('juggernaut', lvl, 'dmg') .. '[fg] AoE damage and pushes enemies away with a strong force' end, ['lich'] = function(lvl) return '[fg]launches a slow projectile that jumps [yellow]7[fg] times, dealing [yellow]' .. 2*get_character_stat('lich', lvl, 'dmg') .. '[fg] damage per hit' end, ['cryomancer'] = function(lvl) return '[fg]nearby enemies take [yellow]' .. get_character_stat('cryomancer', lvl, 'dmg') .. '[fg] damage per second' end, ['pyromancer'] = function(lvl) return '[fg]nearby enemies take [yellow]' .. get_character_stat('pyromancer', lvl, 'dmg') .. '[fg] damage per second' end, ['corruptor'] = function(lvl) return '[fg]shoots an arrow that deals [yellow]' .. get_character_stat('corruptor', lvl, 'dmg') .. '[fg] damage, spawn [yellow]3[fg] critters if it kills' end, ['beastmaster'] = function(lvl) return '[fg]throws a knife that deals [yellow]' .. get_character_stat('beastmaster', lvl, 'dmg') .. '[fg] damage, spawn [yellow]2[fg] critters if it crits' end, ['launcher'] = function(lvl) return '[fg]all nearby enemies are pushed after [yellow]4[fg] seconds, taking [yellow]' .. 2*get_character_stat('launcher', lvl, 'dmg') .. '[fg] damage on wall hit' end, ['jester'] = function(lvl) return "[fg]curses [yellow]6[fg] nearby enemies for [yellow]6[fg] seconds, they will explode into [yellow]4[fg] knives on death" end, ['assassin'] = function(lvl) return '[fg]throws a piercing knife that deals [yellow]' .. get_character_stat('assassin', lvl, 'dmg') .. '[fg] damage + [yellow]' .. get_character_stat('assassin', lvl, 'dmg')/2 .. '[fg] damage per second' end, ['host'] = function(lvl) return '[fg]periodically spawn [yellow]1[fg] small critter' end, ['carver'] = function(lvl) return '[fg]carves a statue that creates [yellow]1[fg] healing orb every [yellow]6[fg] seconds' end, ['bane'] = function(lvl) return '[fg]curses [yellow]6[fg] nearby enemies for [yellow]6[fg] seconds, they will create small void rifts on death' end, ['psykino'] = function(lvl) return '[fg]pulls enemies together for [yellow]2[fg] seconds' end, ['barrager'] = function(lvl) return '[fg]shoots a barrage of [yellow]3[fg] arrows, each dealing [yellow]' .. get_character_stat('barrager', lvl, 'dmg') .. '[fg] damage and pushing enemies' end, ['highlander'] = function(lvl) return '[fg]deals [yellow]' .. 5*get_character_stat('highlander', lvl, 'dmg') .. '[fg] AoE damage' end, ['fairy'] = function(lvl) return '[fg]creates [yellow]1[fg] healing orb and grants [yellow]1[fg] unit [yellow]+100%[fg] attack speed for [yellow]6[fg] seconds' end, ['priest'] = function(lvl) return '[fg]creates [yellow]3[fg] healing orbs every [yellow]12[fg] seconds' end, ['infestor'] = function(lvl) return '[fg]curses [yellow]8[fg] nearby enemies for [yellow]6[fg] seconds, they will release [yellow]2[fg] critters on death' end, ['flagellant'] = function(lvl) return '[fg]deals [yellow]' .. 2*get_character_stat('flagellant', lvl, 'dmg') .. '[fg] damage to self and grants [yellow]+4%[fg] damage to all allies per cast' end, ['arcanist'] = function(lvl) return '[fg]launches a slow moving orb that launches projectiles, each dealing [yellow]' .. get_character_stat('arcanist', lvl, 'dmg') .. '[fg] damage' end, ['illusionist'] = function(lvl) return '[fg]launches a projectile that deals [yellow]' .. get_character_stat('illusionist', lvl, 'dmg') .. '[fg] damage and creates copies that do the same' end, ['artificer'] = function(lvl) return '[fg]spawns an automaton that shoots a projectile that deals [yellow]' .. get_character_stat('artificer', lvl, 'dmg') .. '[fg] damage' end, ['witch'] = function(lvl) return '[fg]creates an area that ricochets and deals [yellow]' .. get_character_stat('witch', lvl, 'dmg') .. '[fg] damage per second' end, ['silencer'] = function(lvl) return '[fg]curses [yellow]5[fg] nearby enemies for [yellow]6[fg] seconds, preventing them from using special attacks' end, ['vulcanist'] = function(lvl) return '[fg]creates a volcano that explodes the nearby area [yellow]4[fg] times, dealing [yellow]' .. get_character_stat('vulcanist', lvl, 'dmg') .. ' AoE [fg]damage' end, ['warden'] = function(lvl) return '[fg]creates a force field around a random unit that prevents enemies from entering' end, ['psychic'] = function(lvl) return '[fg]creates a small area that deals [yellow]' .. get_character_stat('psychic', lvl, 'dmg') .. ' AoE[fg] damage' end, ['miner'] = function(lvl) return '[fg]picking up gold releases [yellow]4[fg] homing projectiles that each deal [yellow]' .. get_character_stat('miner', lvl, 'dmg') .. ' [fg]damage' end, ['merchant'] = function(lvl) return '[fg]gain [yellow]+1[fg] interest for every [yellow]10[fg] gold, up to a max of [yellow]+10[fg] from the merchant' end, ['usurer'] = function(lvl) return '[fg]curses [yellow]3[fg] nearby enemies indefinitely with debt, dealing [yellow]' .. get_character_stat('usurer', lvl, 'dmg') .. '[fg] damage per second' end, ['gambler'] = function(lvl) return '[fg]deal [yellow]2X[fg] damage to a single random enemy where X is how much gold you have' end, ['thief'] = function(lvl) return '[fg]throws a knife that deals [yellow]' .. 2*get_character_stat('thief', lvl, 'dmg') .. '[fg] damage and chains [yellow]5[fg] times' end, } character_effect_names = { ['vagrant'] = '[fg]Experience', ['swordsman'] = '[yellow]Cleave', ['wizard'] = '[blue]Magic Missile', ['magician'] = '[blue]Ethereal Form', ['archer'] = '[green]Bounce Shot', ['scout'] = '[red]Dagger Resonance', ['cleric'] = '[green]Mass Heal', ['outlaw'] = '[red]Flying Daggers', ['blade'] = '[yellow]Blade Resonance', ['elementor'] = '[blue]Windfield', ['saboteur'] = '[orange]Demoman', ['bomber'] = '[orange]Demoman', ['stormweaver'] = '[blue]Wide Lightning', ['sage'] = '[purple]Dimension Compression', ['squire'] = '[yellow]Shiny Gear', ['cannoneer'] = '[orange]Cannon Barrage', ['dual_gunner'] = '[green]Gun Kata', ['hunter'] = '[green]Feral Pack', ['sentry'] = '[green]Sentry Barrage', ['chronomancer'] = '[blue]Quicken', ['spellblade'] = '[blue]Spiralism', ['psykeeper'] = '[fg]Crucio', ['engineer'] = '[orange]Upgrade!!!', ['plague_doctor'] = '[purple]Black Death Steam', ['barbarian'] = '[yellow]Seism', ['juggernaut'] = '[yellow]Brutal Impact', ['lich'] = '[blue]Chain Frost', ['cryomancer'] = '[blue]Frostbite', ['pyromancer'] = '[red]Ignite', ['corruptor'] = '[orange]Corruption', ['beastmaster'] = '[red]Call of the Wild', ['launcher'] = '[orange]Kineticism', ['jester'] = "[red]Pandemonium", ['assassin'] = '[purple]Toxic Delivery', ['host'] = '[orange]Invasion', ['carver'] = '[green]World Tree', ['bane'] = '[purple]Nightmare', ['psykino'] = '[fg]Magnetic Force', ['barrager'] = '[green]Barrage', ['highlander'] = '[yellow]Moulinet', ['fairy'] = '[green]Whimsy', ['priest'] = '[green]Divine Intervention', ['infestor'] = '[orange]Infestation', ['flagellant'] = '[red]Zealotry', ['arcanist'] = '[blue2]Arcane Orb', ['illusionist'] = '[blue2]Mirror Image', ['artificer'] = '[blue2]Spell Formula Efficiency', ['witch'] = '[purple]Death Pool', ['silencer'] = '[blue2]Arcane Curse', ['vulcanist'] = '[red]Lava Burst', ['warden'] = '[yellow]Magnetic Field', ['psychic'] = '[fg]Mental Strike', ['miner'] = '[yellow2]Golden Bolts', ['merchant'] = '[yellow2]Item Shop', ['usurer'] = '[purple]Bankruptcy', ['gambler'] = '[yellow2]Multicast', ['thief'] = '[red]Ultrakill', } character_effect_names_gray = { ['vagrant'] = '[light_bg]Experience', ['swordsman'] = '[light_bg]Cleave', ['wizard'] = '[light_bg]Magic Missile', ['magician'] = '[light_bg]Ethereal Form', ['archer'] = '[light_bg]Bounce Shot', ['scout'] = '[light_bg]Dagger Resonance', ['cleric'] = '[light_bg]Mass Heal ', ['outlaw'] = '[light_bg]Flying Daggers', ['blade'] = '[light_bg]Blade Resonance', ['elementor'] = '[light_bg]Windfield', ['saboteur'] = '[light_bg]Demoman', ['bomber'] = '[light_bg]Demoman', ['stormweaver'] = '[light_bg]Wide Lightning', ['sage'] = '[light_bg]Dimension Compression', ['squire'] = '[light_bg]Shiny Gear', ['cannoneer'] = '[light_bg]Cannon Barrage', ['dual_gunner'] = '[light_bg]Gun Kata', ['hunter'] = '[light_bg]Feral Pack', ['sentry'] = '[light_bg]Sentry Barrage', ['chronomancer'] = '[light_bg]Quicken', ['spellblade'] = '[light_bg]Spiralism', ['psykeeper'] = '[light_bg]Crucio', ['engineer'] = '[light_bg]Upgrade!!!', ['plague_doctor'] = '[light_bg]Black Death Steam', ['barbarian'] = '[light_bg]Seism', ['juggernaut'] = '[light_bg]Brutal Impact', ['lich'] = '[light_bg]Chain Frost', ['cryomancer'] = '[light_bg]Frostbite', ['pyromancer'] = '[light_bg]Ignite', ['corruptor'] = '[light_bg]Corruption', ['beastmaster'] = '[light_bg]Call of the Wild', ['launcher'] = '[light_bg]Kineticism', ['jester'] = "[light_bg]Pandemonium", ['assassin'] = '[light_bg]Toxic Delivery', ['host'] = '[light_bg]Invasion', ['carver'] = '[light_bg]World Tree', ['bane'] = '[light_bg]Nightmare', ['psykino'] = '[light_bg]Magnetic Force', ['barrager'] = '[light_bg]Barrage', ['highlander'] = '[light_bg]Moulinet', ['fairy'] = '[light_bg]Whimsy', ['priest'] = '[light_bg]Divine Intervention', ['infestor'] = '[light_bg]Infestation', ['flagellant'] = '[light_bg]Zealotry', ['arcanist'] = '[light_bg]Arcane Orb', ['illusionist'] = '[light_bg]Mirror Image', ['artificer'] = '[light_bg]Spell Formula Efficiency', ['witch'] = '[light_bg]Death Pool', ['silencer'] = '[light_bg]Arcane Curse', ['vulcanist'] = '[light_bg]Lava Burst', ['warden'] = '[light_bg]Magnetic Field', ['psychic'] = '[light_bg]Mental Strike', ['miner'] = '[light_bg]Golden Bolts', ['merchant'] = '[light_bg]Item Shop', ['usurer'] = '[light_bg]Bankruptcy', ['gambler'] = '[light_bg]Multicast', ['thief'] = '[light_bg]Ultrakill', } character_effect_descriptions = { ['vagrant'] = function() return '[yellow]+15%[fg] attack speed and damage per active class' end, ['swordsman'] = function() return "[fg]the swordsman's damage is [yellow]doubled" end, ['wizard'] = function() return '[fg]the projectile chains [yellow]2[fg] times' end, ['magician'] = function() return '[fg]the magician becomes invulnerable for [yellow]6[fg] seconds but also cannot attack' end, ['archer'] = function() return '[fg]the arrow ricochets off walls [yellow]3[fg] times' end, ['scout'] = function() return '[yellow]+25%[fg] damage per chain and [yellow]+3[fg] chains' end, ['cleric'] = function() return '[fg]creates [yellow]4[fg] healing orbs every [yellow]8[fg] seconds' end, ['outlaw'] = function() return "[yellow]+50%[fg] outlaw attack speed and his knives seek enemies" end, ['blade'] = function() return '[fg]deal additional [yellow]' .. math.round(get_character_stat('blade', 3, 'dmg')/3, 2) .. '[fg] damage per enemy hit' end, ['elementor'] = function() return '[fg]slows enemies by [yellow]60%[fg] for [yellow]6[fg] seconds on hit' end, ['saboteur'] = function() return '[fg]the explosion has [yellow]50%[fg] chance to crit, increasing in size and dealing [yellow]2x[fg] damage' end, ['bomber'] = function() return '[yellow]+100%[fg] bomb area and damage' end, ['stormweaver'] = function() return "[fg]chain lightning's trigger area of effect and number of units hit is [yellow]doubled" end, ['sage'] = function() return '[fg]when the projectile expires deal [yellow]' .. 3*get_character_stat('sage', 3, 'dmg') .. '[fg] damage to all enemies under its influence' end, ['squire'] = function() return '[yellow]+30%[fg] damage, attack speed, movement speed and defense to all allies' end, ['cannoneer'] = function() return '[fg]showers the hit area in [yellow]7[fg] additional cannon shots that deal [yellow]' .. get_character_stat('cannoneer', 3, 'dmg')/2 .. '[fg] AoE damage' end, ['dual_gunner'] = function() return '[fg]every 5th attack shoot in rapid succession for [yellow]2[fg] seconds' end, ['hunter'] = function() return '[fg]summons [yellow]3[fg] pets and the pets ricochet off walls once' end, ['sentry'] = function() return '[yellow]+50%[fg] sentry attack speed and the projectiles ricochet [yellow]twice[fg]' end, ['chronomancer'] = function() return '[fg]enemies take damage over time [yellow]50%[fg] faster' end, ['spellblade'] = function() return '[fg]faster projectile speed and tighter turns' end, ['psykeeper'] = function() return '[fg]deal [yellow]double[fg] the damage taken by the psykeeper to all enemies' end, ['engineer'] = function() return '[fg]drops [yellow]2[fg] additional turrets and grants all turrets [yellow]+50%[fg] damage and attack speed' end, ['plague_doctor'] = function() return '[fg]nearby enemies take an additional [yellow]' .. get_character_stat('plague_doctor', 3, 'dmg') .. '[fg] damage per second' end, ['barbarian'] = function() return '[fg]stunned enemies also take [yellow]100%[fg] increased damage' end, ['juggernaut'] = function() return '[fg]enemies pushed by the juggernaut take [yellow]' .. 4*get_character_stat('juggernaut', 3, 'dmg') .. '[fg] damage if they hit a wall' end, ['lich'] = function() return '[fg]chain frost slows enemies hit by [yellow]80%[fg] for [yellow]2[fg] seconds and chains [yellow]+7[fg] times' end, ['cryomancer'] = function() return '[fg]enemies are also slowed by [yellow]60%[fg] while in the area' end, ['pyromancer'] = function() return '[fg]enemies killed by the pyromancer explode, dealing [yellow]' .. get_character_stat('pyromancer', 3, 'dmg') .. '[fg] AoE damage' end, ['corruptor'] = function() return '[fg]spawn [yellow]2[fg] small critters if the corruptor hits an enemy' end, ['beastmaster'] = function() return '[fg]spawn [yellow]4[fg] small critters if the beastmaster gets hit' end, ['launcher'] = function() return '[fg]enemies launched take [yellow]300%[fg] more damage when they hit walls' end, ['jester'] = function() return '[fg]all knives seek enemies and pierce [yellow]2[fg] times' end, ['assassin'] = function() return '[fg]poison inflicted from crits deals [yellow]8x[fg] damage' end, ['host'] = function() return '[fg][yellow]+100%[fg] critter spawn rate and spawn [yellow]2[fg] critters instead' end, ['carver'] = function() return '[fg]carves a tree that creates healing orbs [yellow]twice[fg] as fast' end, ['bane'] = function() return "[yellow]100%[fg] increased area for bane's void rifts" end, ['psykino'] = function() return '[fg]enemies take [yellow]' .. 4*get_character_stat('psykino', 3, 'dmg') .. '[fg] damage and are pushed away when the area expires' end, ['barrager'] = function() return '[fg]every 3rd attack the barrage shoots [yellow]15[fg] projectiles and they push harder' end, ['highlander'] = function() return '[fg]quickly repeats the attack [yellow]3[fg] times' end, ['fairy'] = function() return '[fg]creates [yellow]2[fg] healing orbs and grants [yellow]2[fg] units [yellow]+100%[fg] attack speed' end, ['priest'] = function() return '[fg]picks [yellow]3[fg] units at random and grants them a buff that prevents death once' end, ['infestor'] = function() return '[fg][yellow]triples[fg] the number of critters released' end, ['flagellant'] = function() return '[yellow]2X[fg] flagellant max HP and grants [yellow]+12%[fg] damage to all allies per cast instead' end, ['arcanist'] = function() return '[yellow]+50%[fg] attack speed for the orb and [yellow]2[fg] projectiles are released per cast' end, ['illusionist'] = function() return '[yellow]doubles[fg] the number of copies created and they release [yellow]12[fg] projectiles on death' end, ['artificer'] = function() return '[fg]automatons shoot and move 50% faster and release [yellow]12[fg] projectiles on death' end, ['witch'] = function() return '[fg]the area releases projectiles, each dealing [yellow]' .. get_character_stat('witch', 3, 'dmg') .. '[fg] damage and chaining once' end, ['silencer'] = function() return '[fg]the curse also deals [yellow]' .. get_character_stat('silencer', 3, 'dmg') .. '[fg] damage per second' end, ['vulcanist'] = function() return '[fg]the number and speed of explosions is [yellow]doubled[fg]' end, ['warden'] = function() return '[fg]creates the force field around [yellow]2[fg] units' end, ['psychic'] = function() return '[fg]the attack can happen from any distance and repeats once' end, ['miner'] = function() return '[fg]release [yellow]8[fg] homing projectiles instead and they pierce twice' end, ['merchant'] = function() return '[fg]your first item reroll is always free' end, ['usurer'] = function() return '[fg]if the same enemy is cursed [yellow]3[fg] times it takes [yellow]' .. 10*get_character_stat('usurer', 3, 'dmg') .. '[fg] damage' end, ['gambler'] = function() return '[yellow]60/40/20%[fg] chance to cast the attack [yellow]2/3/4[fg] times' end, ['thief'] = function() return '[fg]if the knife crits it deals [yellow]' .. 10*get_character_stat('thief', 3, 'dmg') .. '[fg] damage, chains [yellow]10[fg] times and grants [yellow]1[fg] gold' end, } character_effect_descriptions_gray = { ['vagrant'] = function() return '[light_bg]+15% attack speed and damage per active class' end, ['swordsman'] = function() return "[light_bg]the swordsman's damage is doubled" end, ['wizard'] = function() return '[light_bg]the projectile chains 3 times' end, ['magician'] = function() return '[light_bg]the magician becomes invulnerable for 6 seconds but also cannot attack' end, ['archer'] = function() return '[light_bg]the arrow ricochets off walls 3 times' end, ['scout'] = function() return '[light_bg]+25% damage per chain and +3 chains' end, ['cleric'] = function() return '[light_bg]creates 4 healing orbs' end, ['outlaw'] = function() return "[light_bg]+50% outlaw attack speed and his knives seek enemies" end, ['blade'] = function() return '[light_bg]deal additional ' .. math.round(get_character_stat('blade', 3, 'dmg')/2, 2) .. ' damage per enemy hit' end, ['elementor'] = function() return '[light_bg]slows enemies by 60% for 6 seconds on hit' end, ['saboteur'] = function() return '[light_bg]the explosion has 50% chance to crit, increasing in size and dealing 2x damage' end, ['bomber'] = function() return '[light_bg]+100% bomb area and damage' end, ['stormweaver'] = function() return "[light_bg]chain lightning's trigger area of effect and number of units hit is doubled" end, ['sage'] = function() return '[light_bg]when the projectile expires deal ' .. 3*get_character_stat('sage', 3, 'dmg') .. ' damage to all enemies under its influence' end, ['squire'] = function() return '[light_bg]+30% damage, attack speed, movement speed and defense to all allies' end, ['cannoneer'] = function() return '[light_bg]showers the hit area in 7 additional cannon shots that deal ' .. get_character_stat('cannoneer', 3, 'dmg')/2 .. ' AoE damage' end, ['dual_gunner'] = function() return '[light_bg]every 5th attack shoot in rapid succession for 2 seconds' end, ['hunter'] = function() return '[light_bg]summons 3 pets and the pets ricochet off walls once' end, ['sentry'] = function() return '[light_bg]+50% attack speed and the projectiles ricochet twice' end, ['chronomancer'] = function() return '[light_bg]enemies take damage over time 50% faster' end, ['spellblade'] = function() return '[light_bg]faster projectile speed and tighter turns' end, ['psykeeper'] = function() return '[light_bg]deal double the damage taken by the psykeeper to all enemies' end, ['engineer'] = function() return '[light_bg]drops 2 additional turrets and grants all turrets +50% damage and attack speed' end, ['plague_doctor'] = function() return '[light_bg]nearby enemies take an additional ' .. get_character_stat('plague_doctor', 3, 'dmg') .. ' damage per second' end, ['barbarian'] = function() return '[light_bg]stunned enemies also take 100% increased damage' end, ['juggernaut'] = function() return '[light_bg]enemies pushed by the juggernaut take ' .. 4*get_character_stat('juggernaut', 3, 'dmg') .. ' damage if they hit a wall' end, ['lich'] = function() return '[light_bg]chain frost slows enemies hit by 80% for 2 seconds and chains +7 times' end, ['cryomancer'] = function() return '[light_bg]enemies are also slowed by 60% while in the area' end, ['pyromancer'] = function() return '[light_bg]enemies killed by the pyromancer explode, dealing ' .. get_character_stat('pyromancer', 3, 'dmg') .. ' AoE damage' end, ['corruptor'] = function() return '[light_bg]spawn 2 small critters if the corruptor hits an enemy' end, ['beastmaster'] = function() return '[light_bg]spawn 4 small critters if the beastmaster gets hit' end, ['launcher'] = function() return '[light_bg]enemies launched take 300% more damage when they hit walls' end, ['jester'] = function() return '[light_bg]curses 6 enemies and all knives seek enemies and pierce 2 times' end, ['assassin'] = function() return '[light_bg]poison inflicted from crits deals 8x damage' end, ['host'] = function() return '[light_bg]+100% critter spawn rate and spawn 2 critters instead' end, ['carver'] = function() return '[light_bg]carves a tree that creates healing orbs twice as fast' end, ['bane'] = function() return "[light_bg]100% increased area for bane's void rifts" end, ['psykino'] = function() return '[light_bg]enemies take ' .. 4*get_character_stat('psykino', 3, 'dmg') .. ' damage and are pushed away when the area expires' end, ['barrager'] = function() return '[light_bg]every 3rd attack the barrage shoots 15 projectiles and they push harder' end, ['highlander'] = function() return '[light_bg]quickly repeats the attack 3 times' end, ['fairy'] = function() return '[light_bg]creates 2 healing orbs and grants 2 units +100% attack speed' end, ['priest'] = function() return '[light_bg]picks 3 units at random and grants them a buff that prevents death once' end, ['infestor'] = function() return '[light_bg]triples the number of critters released' end, ['flagellant'] = function() return '[light_bg]2X flagellant max HP and grants +12% damage to all allies per cast instead' end, ['arcanist'] = function() return '[light_bg]+50% attack speed for the orb and 2 projectiles are released per cast' end, ['illusionist'] = function() return '[light_bg]doubles the number of copies created and they release 12 projectiles on death' end, ['artificer'] = function() return '[light_bg]automatons shoot and move 50% faster and release 12 projectiles on death' end, ['witch'] = function() return '[light_bg]the area periodically releases projectiles, each dealing ' .. get_character_stat('witch', 3, 'dmg') .. ' damage and chaining once' end, ['silencer'] = function() return '[light_bg]the curse also deals ' .. get_character_stat('silencer', 3, 'dmg') .. ' damage per second' end, ['vulcanist'] = function() return '[light_bg]the number and speed of explosions is doubled' end, ['warden'] = function() return '[light_bg]creates the force field around 2 units' end, ['psychic'] = function() return '[light_bg]the attack can happen from any distance and repeats once' end, ['miner'] = function() return '[light_bg]release 8 homing projectiles instead and they pierce twice' end, ['merchant'] = function() return '[light_bg]your first item reroll is always free' end, ['usurer'] = function() return '[light_bg]if the same enemy is cursed 3 times it takes ' .. 10*get_character_stat('usurer', 3, 'dmg') .. ' damage' end, ['gambler'] = function() return '[light_bg]60/40/20% chance to cast the attack 2/3/4 times' end, ['thief'] = function() return '[light_bg]if the knife crits it deals ' .. 10*get_character_stat('thief', 3, 'dmg') .. ' damage, chains 10 times and grants 1 gold' end, } character_stats = { ['vagrant'] = function(lvl) return get_character_stat_string('vagrant', lvl) end, ['swordsman'] = function(lvl) return get_character_stat_string('swordsman', lvl) end, ['wizard'] = function(lvl) return get_character_stat_string('wizard', lvl) end, ['magician'] = function(lvl) return get_character_stat_string('magician', lvl) end, ['archer'] = function(lvl) return get_character_stat_string('archer', lvl) end, ['scout'] = function(lvl) return get_character_stat_string('scout', lvl) end, ['cleric'] = function(lvl) return get_character_stat_string('cleric', lvl) end, ['outlaw'] = function(lvl) return get_character_stat_string('outlaw', lvl) end, ['blade'] = function(lvl) return get_character_stat_string('blade', lvl) end, ['elementor'] = function(lvl) return get_character_stat_string('elementor', lvl) end, ['saboteur'] = function(lvl) return get_character_stat_string('saboteur', lvl) end, ['bomber'] = function(lvl) return get_character_stat_string('bomber', lvl) end, ['stormweaver'] = function(lvl) return get_character_stat_string('stormweaver', lvl) end, ['sage'] = function(lvl) return get_character_stat_string('sage', lvl) end, ['squire'] = function(lvl) return get_character_stat_string('squire', lvl) end, ['cannoneer'] = function(lvl) return get_character_stat_string('cannoneer', lvl) end, ['dual_gunner'] = function(lvl) return get_character_stat_string('dual_gunner', lvl) end, ['hunter'] = function(lvl) return get_character_stat_string('hunter', lvl) end, ['sentry'] = function(lvl) return get_character_stat_string('sentry', lvl) end, ['chronomancer'] = function(lvl) return get_character_stat_string('chronomancer', lvl) end, ['spellblade'] = function(lvl) return get_character_stat_string('spellblade', lvl) end, ['psykeeper'] = function(lvl) return get_character_stat_string('psykeeper', lvl) end, ['engineer'] = function(lvl) return get_character_stat_string('engineer', lvl) end, ['plague_doctor'] = function(lvl) return get_character_stat_string('plague_doctor', lvl) end, ['barbarian'] = function(lvl) return get_character_stat_string('barbarian', lvl) end, ['juggernaut'] = function(lvl) return get_character_stat_string('juggernaut', lvl) end, ['lich'] = function(lvl) return get_character_stat_string('lich', lvl) end, ['cryomancer'] = function(lvl) return get_character_stat_string('cryomancer', lvl) end, ['pyromancer'] = function(lvl) return get_character_stat_string('pyromancer', lvl) end, ['corruptor'] = function(lvl) return get_character_stat_string('corruptor', lvl) end, ['beastmaster'] = function(lvl) return get_character_stat_string('beastmaster', lvl) end, ['launcher'] = function(lvl) return get_character_stat_string('launcher', lvl) end, ['jester'] = function(lvl) return get_character_stat_string('jester', lvl) end, ['assassin'] = function(lvl) return get_character_stat_string('assassin', lvl) end, ['host'] = function(lvl) return get_character_stat_string('host', lvl) end, ['carver'] = function(lvl) return get_character_stat_string('carver', lvl) end, ['bane'] = function(lvl) return get_character_stat_string('bane', lvl) end, ['psykino'] = function(lvl) return get_character_stat_string('psykino', lvl) end, ['barrager'] = function(lvl) return get_character_stat_string('barrager', lvl) end, ['highlander'] = function(lvl) return get_character_stat_string('highlander', lvl) end, ['fairy'] = function(lvl) return get_character_stat_string('fairy', lvl) end, ['priest'] = function(lvl) return get_character_stat_string('priest', lvl) end, ['infestor'] = function(lvl) return get_character_stat_string('infestor', lvl) end, ['flagellant'] = function(lvl) return get_character_stat_string('flagellant', lvl) end, ['arcanist'] = function(lvl) return get_character_stat_string('arcanist', lvl) end, ['illusionist'] = function(lvl) return get_character_stat_string('illusionist', lvl) end, ['artificer'] = function(lvl) return get_character_stat_string('artificer', lvl) end, ['witch'] = function(lvl) return get_character_stat_string('witch', lvl) end, ['silencer'] = function(lvl) return get_character_stat_string('silencer', lvl) end, ['vulcanist'] = function(lvl) return get_character_stat_string('vulcanist', lvl) end, ['warden'] = function(lvl) return get_character_stat_string('warden', lvl) end, ['psychic'] = function(lvl) return get_character_stat_string('psychic', lvl) end, ['miner'] = function(lvl) return get_character_stat_string('miner', lvl) end, ['merchant'] = function(lvl) return get_character_stat_string('merchant', lvl) end, ['usurer'] = function(lvl) return get_character_stat_string('usurer', lvl) end, ['gambler'] = function(lvl) return get_character_stat_string('gambler', lvl) end, ['thief'] = function(lvl) return get_character_stat_string('thief', lvl) end, } class_stat_multipliers = { ['ranger'] = {hp = 1, dmg = 1.2, aspd = 1.5, area_dmg = 1, area_size = 1, def = 0.9, mvspd = 1.2}, ['warrior'] = {hp = 1.4, dmg = 1.1, aspd = 0.9, area_dmg = 1, area_size = 1, def = 1.25, mvspd = 0.9}, ['mage'] = {hp = 0.6, dmg = 1.4, aspd = 1, area_dmg = 1.25, area_size = 1.2, def = 0.75, mvspd = 1}, ['rogue'] = {hp = 0.8, dmg = 1.3, aspd = 1.1, area_dmg = 0.6, area_size = 0.6, def = 0.8, mvspd = 1.4}, ['healer'] = {hp = 1.2, dmg = 1, aspd = 0.5, area_dmg = 1, area_size = 1, def = 1.2, mvspd = 1}, ['enchanter'] = {hp = 1.2, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 1.2, mvspd = 1.2}, ['nuker'] = {hp = 0.9, dmg = 1, aspd = 0.75, area_dmg = 1.5, area_size = 1.5, def = 1, mvspd = 1}, ['conjurer'] = {hp = 1, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 1, mvspd = 1}, ['psyker'] = {hp = 1.5, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 0.5, mvspd = 1}, ['curser'] = {hp = 1, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 0.75, mvspd = 1}, ['forcer'] = {hp = 1.25, dmg = 1.1, aspd = 0.9, area_dmg = 0.75, area_size = 0.75, def = 1.2, mvspd = 1}, ['swarmer'] = {hp = 1.2, dmg = 1, aspd = 1.25, area_dmg = 1, area_size = 1, def = 0.75, mvspd = 0.75}, ['voider'] = {hp = 0.75, dmg = 1.3, aspd = 1, area_dmg = 0.8, area_size = 0.75, def = 0.6, mvspd = 0.8}, ['sorcerer'] = {hp = 0.8, dmg = 1.3, aspd = 1, area_dmg = 1.2, area_size = 1, def = 0.8, mvspd = 1}, ['mercenary'] = {hp = 1, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 1, mvspd = 1}, ['explorer'] = {hp = 1, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 1, mvspd = 1.25}, ['seeker'] = {hp = 0.5, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 1, mvspd = 0.3}, ['mini_boss'] = {hp = 1, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 1, mvspd = 0.3}, ['enemy_critter'] = {hp = 1, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 1, mvspd = 0.5}, ['saboteur'] = {hp = 1, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 1, mvspd = 1.4}, } local ylb1 = function(lvl) if lvl == 3 then return 'light_bg' elseif lvl == 2 then return 'light_bg' elseif lvl == 1 then return 'yellow' else return 'light_bg' end end local ylb2 = function(lvl) if lvl == 3 then return 'light_bg' elseif lvl == 2 then return 'yellow' else return 'light_bg' end end local ylb3 = function(lvl) if lvl == 3 then return 'yellow' else return 'light_bg' end end class_descriptions = { ['ranger'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[light_bg]/[' .. ylb2(lvl) .. ']6 [fg]- [' .. ylb1(lvl) .. ']8%[light_bg]/[' .. ylb2(lvl) .. ']16% [fg]chance to release a barrage on attack to allied rangers' end, ['warrior'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[light_bg]/[' .. ylb2(lvl) .. ']6 [fg]- [' .. ylb1(lvl) .. ']+25[light_bg]/[' .. ylb2(lvl) .. ']+50 [fg]defense to allied warriors' end, ['mage'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[light_bg]/[' .. ylb2(lvl) .. ']6 [fg]- [' .. ylb1(lvl) .. ']-15[light_bg]/[' .. ylb2(lvl) .. ']-30 [fg]enemy defense' end, ['rogue'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[light_bg]/[' .. ylb2(lvl) .. ']6 [fg]- [' .. ylb1(lvl) .. ']15%[light_bg]/[' .. ylb2(lvl) .. ']30% [fg]chance to crit to allied rogues, dealing [yellow]4x[] damage' end, ['healer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+15%[light_bg]/[' .. ylb2(lvl) .. ']+30% [fg] chance to create [yellow]+1[fg] healing orb on healing orb creation' end, ['enchanter'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+15%[light_bg]/[' .. ylb2(lvl) .. ']+25% [fg]damage to all allies' end, ['nuker'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[light_bg]/[' .. ylb2(lvl) .. ']6 [fg]- [' .. ylb1(lvl) .. ']+15%[light_bg]/[' .. ylb2(lvl) .. ']+25% [fg]area damage and size to allied nukers' end, ['conjurer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+25%[light_bg]/[' .. ylb2(lvl) .. ']+50% [fg]construct damage and duration' end, ['psyker'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+2[light_bg]/[' .. ylb2(lvl) .. ']+4 [fg]total psyker orbs and [yellow]+1[fg] orb for each psyker' end, ['curser'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+1[light_bg]/[' .. ylb2(lvl) .. ']+3 [fg]max curse targets to allied cursers' end, ['forcer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+25%[light_bg]/[' .. ylb2(lvl) .. ']+50% [fg]knockback force to all allies' end, ['swarmer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+1[light_bg]/[' .. ylb2(lvl) .. ']+3 [fg]hits to critters' end, ['voider'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+20%[light_bg]/[' .. ylb2(lvl) .. ']+40% [fg]damage over time to allied voiders' end, ['sorcerer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4[light_bg]/[' .. ylb3(lvl) .. ']6 [fg]- sorcerers repeat their attacks once every [' .. ylb1(lvl) .. ']4[light_bg]/[' .. ylb2(lvl) .. ']3[light_bg]/[' .. ylb3(lvl) .. ']2[fg] attacks' end, ['mercenary'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+8%[light_bg]/[' .. ylb2(lvl) .. ']+16% [fg]chance for enemies to drop gold on death' end, ['explorer'] = function(lvl) return '[yellow]+15%[fg] attack speed and damage per active class to allied explorers' end, } tier_to_characters = { [1] = {'vagrant', 'swordsman', 'magician', 'archer', 'scout', 'cleric', 'arcanist', 'merchant'}, [2] = {'wizard', 'bomber', 'sage', 'squire', 'dual_gunner', 'sentry', 'chronomancer', 'barbarian', 'cryomancer', 'beastmaster', 'jester', 'carver', 'psychic', 'witch', 'silencer', 'outlaw', 'miner'}, [3] = {'elementor', 'stormweaver', 'spellblade', 'psykeeper', 'engineer', 'juggernaut', 'pyromancer', 'host', 'assassin', 'bane', 'barrager', 'infestor', 'flagellant', 'artificer', 'usurer', 'gambler'}, [4] = {'priest', 'highlander', 'psykino', 'fairy', 'blade', 'plague_doctor', 'cannoneer', 'vulcanist', 'warden', 'corruptor', 'thief'}, } non_attacking_characters = {'cleric', 'stormweaver', 'squire', 'chronomancer', 'sage', 'psykeeper', 'bane', 'carver', 'fairy', 'priest', 'flagellant', 'merchant', 'miner'} non_cooldown_characters = {'squire', 'chronomancer', 'psykeeper', 'merchant', 'miner'} character_tiers = { ['vagrant'] = 1, ['swordsman'] = 1, ['magician'] = 1, ['archer'] = 1, ['scout'] = 1, ['cleric'] = 1, ['outlaw'] = 2, ['blade'] = 4, ['elementor'] = 3, -- ['saboteur'] = 2, ['bomber'] = 2, ['wizard'] = 2, ['stormweaver'] = 3, ['sage'] = 2, ['squire'] = 2, ['cannoneer'] = 4, ['dual_gunner'] = 2, -- ['hunter'] = 2, ['sentry'] = 2, ['chronomancer'] = 2, ['spellblade'] = 3, ['psykeeper'] = 3, ['engineer'] = 3, ['plague_doctor'] = 4, ['barbarian'] = 2, ['juggernaut'] = 3, -- ['lich'] = 4, ['cryomancer'] = 2, ['pyromancer'] = 3, ['corruptor'] = 4, ['beastmaster'] = 2, -- ['launcher'] = 2, ['jester'] = 2, ['assassin'] = 3, ['host'] = 3, ['carver'] = 2, ['bane'] = 3, ['psykino'] = 4, ['barrager'] = 3, ['highlander'] = 4, ['fairy'] = 4, ['priest'] = 4, ['infestor'] = 3, ['flagellant'] = 3, ['arcanist'] = 1, -- ['illusionist'] = 3, ['artificer'] = 3, ['witch'] = 2, ['silencer'] = 2, ['vulcanist'] = 4, ['warden'] = 4, ['psychic'] = 2, ['miner'] = 2, ['merchant'] = 1, ['usurer'] = 3, ['gambler'] = 3, ['thief'] = 4, } launches_projectiles = function(character) local classes = {'vagrant', 'archer', 'scout', 'outlaw', 'blade', 'wizard', 'cannoneer', 'dual_gunner', 'hunter', 'spellblade', 'engineer', 'corruptor', 'beastmaster', 'jester', 'assassin', 'barrager', 'arcanist', 'illusionist', 'artificer', 'miner', 'thief', 'sentry'} return table.any(classes, function(v) return v == character end) end get_number_of_units_per_class = function(units) local rangers = 0 local warriors = 0 local healers = 0 local mages = 0 local nukers = 0 local conjurers = 0 local rogues = 0 local enchanters = 0 local psykers = 0 local cursers = 0 local forcers = 0 local swarmers = 0 local voiders = 0 local sorcerers = 0 local mercenaries = 0 local explorers = 0 for _, unit in ipairs(units) do for _, unit_class in ipairs(character_classes[unit.character]) do if unit_class == 'ranger' then rangers = rangers + 1 end if unit_class == 'warrior' then warriors = warriors + 1 end if unit_class == 'healer' then healers = healers + 1 end if unit_class == 'mage' then mages = mages + 1 end if unit_class == 'nuker' then nukers = nukers + 1 end if unit_class == 'conjurer' then conjurers = conjurers + 1 end if unit_class == 'rogue' then rogues = rogues + 1 end if unit_class == 'enchanter' then enchanters = enchanters + 1 end if unit_class == 'psyker' then psykers = psykers + 1 end if unit_class == 'curser' then cursers = cursers + 1 end if unit_class == 'forcer' then forcers = forcers + 1 end if unit_class == 'swarmer' then swarmers = swarmers + 1 end if unit_class == 'voider' then voiders = voiders + 1 end if unit_class == 'sorcerer' then sorcerers = sorcerers + 1 end if unit_class == 'mercenary' then mercenaries = mercenaries + 1 end if unit_class == 'explorer' then explorers = explorers + 1 end end end return {ranger = rangers, warrior = warriors, healer = healers, mage = mages, nuker = nukers, conjurer = conjurers, rogue = rogues, enchanter = enchanters, psyker = psykers, curser = cursers, forcer = forcers, swarmer = swarmers, voider = voiders, sorcerer = sorcerers, mercenary = mercenaries, explorer = explorers} end get_class_levels = function(units) local units_per_class = get_number_of_units_per_class(units) local units_to_class_level = function(number_of_units, class) if class == 'ranger' or class == 'warrior' or class == 'mage' or class == 'nuker' or class == 'rogue' then if number_of_units >= 6 then return 2 elseif number_of_units >= 3 then return 1 else return 0 end elseif class == 'healer' or class == 'conjurer' or class == 'enchanter' or class == 'curser' or class == 'forcer' or class == 'swarmer' or class == 'voider' or class == 'mercenary' or class == 'psyker' then if number_of_units >= 4 then return 2 elseif number_of_units >= 2 then return 1 else return 0 end elseif class == 'sorcerer' then if number_of_units >= 6 then return 3 elseif number_of_units >= 4 then return 2 elseif number_of_units >= 2 then return 1 else return 0 end elseif class == 'explorer' then if number_of_units >= 1 then return 1 else return 0 end end end return { ranger = units_to_class_level(units_per_class.ranger, 'ranger'), warrior = units_to_class_level(units_per_class.warrior, 'warrior'), mage = units_to_class_level(units_per_class.mage, 'mage'), nuker = units_to_class_level(units_per_class.nuker, 'nuker'), rogue = units_to_class_level(units_per_class.rogue, 'rogue'), healer = units_to_class_level(units_per_class.healer, 'healer'), conjurer = units_to_class_level(units_per_class.conjurer, 'conjurer'), enchanter = units_to_class_level(units_per_class.enchanter, 'enchanter'), psyker = units_to_class_level(units_per_class.psyker, 'psyker'), curser = units_to_class_level(units_per_class.curser, 'curser'), forcer = units_to_class_level(units_per_class.forcer, 'forcer'), swarmer = units_to_class_level(units_per_class.swarmer, 'swarmer'), voider = units_to_class_level(units_per_class.voider, 'voider'), sorcerer = units_to_class_level(units_per_class.sorcerer, 'sorcerer'), mercenary = units_to_class_level(units_per_class.mercenary, 'mercenary'), explorer = units_to_class_level(units_per_class.explorer, 'explorer'), } end get_classes = function(units) local classes = {} for _, unit in ipairs(units) do table.insert(classes, table.copy(character_classes[unit.character])) end return table.unify(table.flatten(classes)) end class_set_numbers = { ['ranger'] = function(units) return 3, 6, nil, get_number_of_units_per_class(units).ranger end, ['warrior'] = function(units) return 3, 6, nil, get_number_of_units_per_class(units).warrior end, ['mage'] = function(units) return 3, 6, nil, get_number_of_units_per_class(units).mage end, ['nuker'] = function(units) return 3, 6, nil, get_number_of_units_per_class(units).nuker end, ['rogue'] = function(units) return 3, 6, nil, get_number_of_units_per_class(units).rogue end, ['healer'] = function(units) return 2, 4, nil, get_number_of_units_per_class(units).healer end, ['conjurer'] = function(units) return 2, 4, nil, get_number_of_units_per_class(units).conjurer end, ['enchanter'] = function(units) return 2, 4, nil, get_number_of_units_per_class(units).enchanter end, ['psyker'] = function(units) return 2, 4, nil, get_number_of_units_per_class(units).psyker end, ['curser'] = function(units) return 2, 4, nil, get_number_of_units_per_class(units).curser end, ['forcer'] = function(units) return 2, 4, nil, get_number_of_units_per_class(units).forcer end, ['swarmer'] = function(units) return 2, 4, nil, get_number_of_units_per_class(units).swarmer end, ['voider'] = function(units) return 2, 4, nil, get_number_of_units_per_class(units).voider end, ['sorcerer'] = function(units) return 2, 4, 6, get_number_of_units_per_class(units).sorcerer end, ['mercenary'] = function(units) return 2, 4, nil, get_number_of_units_per_class(units).mercenary end, ['explorer'] = function(units) return 1, 1, nil, get_number_of_units_per_class(units).explorer end, } passive_names = { ['centipede'] = 'Centipede', ['ouroboros_technique_r'] = 'Ouroboros Technique R', ['ouroboros_technique_l'] = 'Ouroboros Technique L', ['amplify'] = 'Amplify', ['resonance'] = 'Resonance', ['ballista'] = 'Ballista', ['call_of_the_void'] = 'Call of the Void', ['crucio'] = 'Crucio', ['speed_3'] = 'Speed 3', ['damage_4'] = 'Damage 4', ['shoot_5'] = 'Shoot 5', ['death_6'] = 'Death 6', ['lasting_7'] = 'Lasting 7', ['defensive_stance'] = 'Defensive Stance', ['offensive_stance'] = 'Offensive Stance', ['kinetic_bomb'] = 'Kinetic Bomb', ['porcupine_technique'] = 'Porcupine Technique', ['last_stand'] = 'Last Stand', ['seeping'] = 'Seeping', ['deceleration'] = 'Deceleration', ['annihilation'] = 'Annihilation', ['malediction'] = 'Malediction', ['hextouch'] = 'Hextouch', ['whispers_of_doom'] = 'Whispers of Doom', ['tremor'] = 'Tremor', ['heavy_impact'] = 'Heavy Impact', ['fracture'] = 'Fracture', ['meat_shield'] = 'Meat Shield', ['hive'] = 'Hive', ['baneling_burst'] = 'Baneling Burst', ['blunt_arrow'] = 'Blunt Arrow', ['explosive_arrow'] = 'Explosive Arrow', ['divine_machine_arrow'] = 'Divine Machine Arrow', ['chronomancy'] = 'Chronomancy', ['awakening'] = 'Awakening', ['divine_punishment'] = 'Divine Punishment', ['assassination'] = 'Assassination', ['flying_daggers'] = 'Flying Daggers', ['ultimatum'] = 'Ultimatum', ['magnify'] = 'Magnify', ['echo_barrage'] = 'Echo Barrage', ['unleash'] = 'Unleash', ['reinforce'] = 'Reinforce', ['payback'] = 'Payback', ['enchanted'] = 'Enchanted', ['freezing_field'] = 'Freezing Field', ['burning_field'] = 'Burning Field', ['gravity_field'] = 'Gravity Field', ['magnetism'] = 'Magnetism', ['insurance'] = 'Insurance', ['dividends'] = 'Dividends', ['berserking'] = 'Berserking', ['unwavering_stance'] = 'Unwavering Stance', ['unrelenting_stance'] = 'Unrelenting Stance', ['blessing'] = 'Blessing', ['haste'] = 'Haste', ['divine_barrage'] = 'Divine Barrage', ['orbitism'] = 'Orbitism', ['psyker_orbs'] = 'Psyker Orbs', ['psychosense'] = 'Psychosense', ['psychosink'] = 'Psychosink', ['rearm'] = 'Rearm', ['taunt'] = 'Taunt', ['construct_instability'] = 'Construct Instability', ['intimidation'] = 'Intimidation', ['vulnerability'] = 'Vulnerability', ['temporal_chains'] = 'Temporal Chains', ['ceremonial_dagger'] = 'Ceremonial Dagger', ['homing_barrage'] = 'Homing Barrage', ['critical_strike'] = 'Critical Strike', ['noxious_strike'] = 'Noxious Strike', ['infesting_strike'] = 'Infesting Strike', ['kinetic_strike'] = 'Kinetic Strike', ['burning_strike'] = 'Burning Strike', ['lucky_strike'] = 'Lucky Strike', ['healing_strike'] = 'Healing Strike', ['stunning_strike'] = 'Stunning Strike', ['silencing_strike'] = 'Silencing Strike', ['warping_shots'] = 'Warping Shots', ['culling_strike'] = 'Culling Strike', ['lightning_strike'] = 'Lightning Strike', ['psycholeak'] = 'Psycholeak', ['divine_blessing'] = 'Divine Blessing', ['hardening'] = 'Hardening', } passive_descriptions = { ['centipede'] = '[yellow]+10/20/30%[fg] movement speed', ['ouroboros_technique_r'] = '[fg]rotating around yourself to the right releases [yellow]2/3/4[fg] projectiles per second', ['ouroboros_technique_l'] = '[fg]rotating around yourself to the left grants [yellow]+15/25/35%[fg] defense to all units', ['amplify'] = '[yellow]+20/35/50%[fg] AoE damage', ['resonance'] = '[fg]all AoE attacks deal [yellow]+3/5/7%[fg] damage per unit hit', ['ballista'] = '[yellow]+20/35/50%[fg] projectile damage', ['call_of_the_void'] = '[yellow]+30/60/90%[fg] DoT damage', ['crucio'] = '[fg]taking damage also shares that across all enemies at [yellow]20/30/40%[fg] its value', ['speed_3'] = '[fg]position [yellow]3[fg] has [yellow]+50%[fg] attack speed', ['damage_4'] = '[fg]position [yellow]4[fg] has [yellow]+30%[fg] damage', ['shoot_5'] = '[fg]position [yellow]5[fg] shoots [yellow]3[fg] projectiles per second', ['death_6'] = '[fg]position [yellow]6[fg] takes [yellow]10%[fg] of its health as damage every [yellow]3[fg] seconds', ['lasting_7'] = '[fg]position [yellow]7[fg] will stay alive for [yellow]10[fg] seconds after dying', ['defensive_stance'] = '[fg]first and last positions have [yellow]+10/20/30%[fg] defense', ['offensive_stance'] = '[fg]first and last positions have [yellow]+10/20/30%[fg] damage', ['kinetic_bomb'] = '[fg]when an ally dies it explodes, launching enemies away', ['porcupine_technique'] = '[fg]when an ally dies it explodes, releasing piercing and ricocheting projectiles', ['last_stand'] = '[fg]the last unit alive is fully healed and receives a [yellow]+20%[fg] bonus to all stats', ['seeping'] = '[fg]enemies taking DoT damage have [yellow]-15/25/35%[fg] defense', ['deceleration'] = '[fg]enemies taking DoT damage have [yellow]-15/25/35%[fg] movement speed', ['annihilation'] = '[fg]when a voider dies deal its DoT damage to all enemies for [yellow]3[fg] seconds', ['malediction'] = '[yellow]+1/3/5[fg] max curse targets to all allied cursers', ['hextouch'] = '[fg]enemies take [yellow]10/15/20[fg] damage per second for [yellow]3[fg] seconds when cursed', ['whispers_of_doom'] = '[fg]curses apply doom, deal [yellow]100/150/200[fg] damage every [yellow]4/3/2[fg] doom instances', ['tremor'] = '[fg]when enemies hit walls they create an area based on the knockback force', ['heavy_impact'] = '[fg]when enemies hit walls they take damage based on the knockback force', ['fracture'] = '[fg]when enemies hit walls they explode into projectiles', ['meat_shield'] = '[fg]critters [yellow]block[fg] enemy projectiles', ['hive'] = '[fg]critters have [yellow]+1/2/3[fg] HP', ['baneling_burst'] = '[fg]critters die immediately on contact but also deal [yellow]50/100/150[fg] AoE damage', ['blunt_arrow'] = '[fg]ranger arrows have [yellow]+10/20/30%[fg] chance to knockback', ['explosive_arrow'] = '[fg]ranger arrows have [yellow]+10/20/30%[fg] chance to deal [yellow]10/20/30%[fg] AoE damage', ['divine_machine_arrow'] = '[fg]ranger arrows have a [yellow]10/20/30%[fg] chance to seek and pierce [yellow]1/2/3[fg] times', ['chronomancy'] = '[fg]mages cast their spells [yellow]15/25/35%[fg] faster', ['awakening'] = '[yellow]+50/75/100%[fg] attack speed and damage to [yellow]1[fg] mage every round for that round', ['divine_punishment'] = '[fg]deal damage to all enemies based on how many mages you have', ['assassination'] = '[fg]crits from rogues deal [yellow]8/10/12x[fg] damage but normal attacks deal [yellow]half[fg] damage', ['flying_daggers'] = '[fg]all projectiles thrown by rogues chain [yellow]+2/3/4[fg] times', ['ultimatum'] = '[fg]projectiles that chain gain [yellow]+10/20/30%[fg] damage with each chain', ['magnify'] = '[yellow]+20/35/50%[fg] area size', ['echo_barrage'] = '[yellow]10/20/30%[fg] chance to create [yellow]1/2/3[fg] secondary AoEs on AoE hit', ['unleash'] = '[fg]all nukers gain [yellow]+1%[fg] area size and damage every second', ['reinforce'] = '[yellow]+10/20/30%[fg] global damage, defense and aspd if you have one or more enchanters', ['payback'] = '[yellow]+2/5/8%[fg] damage to all allies whenever an enchanter is hit', ['enchanted'] = '[yellow]+33/66/99%[fg] attack speed to a random unit if you have two or more enchanters', ['freezing_field'] = '[fg]creates an area that slows enemies by [yellow]50%[fg] for [yellow]2[fg] seconds on sorcerer spell repeat', ['burning_field'] = '[fg]creates an area that deals [yellow]30[fg] dps for [yellow]2[fg] seconds on sorcerer spell repeat', ['gravity_field'] = '[fg]creates an area that pulls enemies in for [yellow]1[fg] seconds on sorcerer spell repeat', ['magnetism'] = '[fg]gold coins and healing orbs are attracted to the snake from a longer range', ['insurance'] = "[fg]heroes have [yellow]4[fg] times the chance of mercenary's bonus to drop [yellow]2[fg] gold on death", ['dividends'] = '[fg]mercenaries deal [yellow]+X%[fg] damage, where X is how much gold you have', ['berserking'] = '[fg]all warriors have up to [yellow]+50/75/100%[fg] attack speed based on missing HP', ['unwavering_stance'] = '[fg]all warriors gain [yellow]+4/8/12%[fg] defense every [yellow]5[fg] seconds', ['unrelenting_stance'] = '[yellow]+2/5/8%[fg] defense to all allies whenever a warrior is hit', ['blessing'] = '[yellow]+10/20/30%[fg] healing effectiveness', ['haste'] = '[yellow]+50%[fg] movement speed that decays over [yellow]4[fg] seconds on healing orb pick up', ['divine_barrage'] = '[yellow]20/40/60%[fg] chance to release a ricocheting barrage on healing orb pick up', ['orbitism'] = '[yellow]+25/50/75%[fg] psyker orb movement speed', ['psyker_orbs'] = '[yellow]+1/2/4[fg] total psyker orbs', ['psychosense'] = '[yellow]+33/66/99%[fg] orb range', ['psychosink'] = '[fg]psyker orbs deal [yellow]+40/80/120%[fg] damage', ['rearm'] = '[fg]constructs repeat their attacks once', ['taunt'] = '[yellow]10/20/30%[fg] chance for constructs to taunt nearby enemies on attack', ['construct_instability'] = '[fg]constructs explode when disappearing, dealing [yellow]100/150/200%[fg] damage', ['intimidation'] = '[fg]enemies spawn with [yellow]-10/20/30%[fg] max HP', ['vulnerability'] = '[fg]enemies take [yellow]+10/20/30%[fg] damage', ['temporal_chains'] = '[fg]enemies are [yellow]10/20/30%[fg] slower', ['ceremonial_dagger'] = '[fg]killing an enemy fires a homing dagger', ['homing_barrage'] = '[yellow]8/16/24%[fg] chance to release a homing barrage on enemy kill', ['critical_strike'] = '[yellow]5/10/15%[fg] chance for attacks to critically strike, dealing [yellow]2x[fg] damage', ['noxious_strike'] = '[yellow]8/16/24%[fg] chance for attacks to poison, dealing [yellow]20%[fg] dps for [yellow]3[fg] seconds', ['infesting_strike'] = '[yellow]10/20/30%[fg] chance for attacks to spawn [yellow]2[fg] critters on kill', ['kinetic_strike'] = '[yellow]10/20/30%[fg] chance for attacks to push enemies away with high force', ['burning_strike'] = '[yellow]15%[fg] chance for attacks to burn, dealing [yellow]20%[fg] dps for [yellow]3[fg] seconds', ['lucky_strike'] = '[yellow]8%[fg] chance for attacks to cause enemies to drop gold on death', ['healing_strike'] = '[yellow]8%[fg] chance for attacks to spawn a healing orb on kill', ['stunning_strike'] = '[yellow]8/16/24%[fg] chance for attacks to stun for [yellow]2[fg] seconds', ['silencing_strike'] = '[yellow]8/16/24%[fg] chance for attacks to silence for [yellow]2[fg] seconds on hit', ['warping_shots'] = 'projectiles ignore wall collisions and warp around the screen [yellow]1/2/3[fg] times', ['culling_strike'] = '[fg]instantly kill elites below [yellow]10/20/30%[fg] max HP', ['lightning_strike'] = '[yellow]5/10/15%[fg] chance for projectiles to create chain lightning, dealing [yellow]60/80/100%[fg] damage', ['psycholeak'] = '[fg]position [yellow]1[fg] generates [yellow]1[fg] psyker orb every [yellow]10[fg] seconds', ['divine_blessing'] = '[fg]generate [yellow]1[fg] healing orb every [yellow]8[fg] seconds', ['hardening'] = '[yellow]+150%[fg] defense to all allies for [yellow]3[fg] seconds after an ally dies', } local ts = function(lvl, a, b, c) return '[' .. ylb1(lvl) .. ']' .. tostring(a) .. '[light_bg]/[' .. ylb2(lvl) .. ']' .. tostring(b) .. '[light_bg]/[' .. ylb3(lvl) .. ']' .. tostring(c) .. '[fg]' end passive_descriptions_level = { ['centipede'] = function(lvl) return ts(lvl, '+10%', '20%', '30%') .. ' movement speed' end, ['ouroboros_technique_r'] = function(lvl) return '[fg]rotating around yourself to the right releases ' .. ts(lvl, '2', '3', '4') .. ' projectiles per second' end, ['ouroboros_technique_l'] = function(lvl) return '[fg]rotating around yourself to the left grants ' .. ts(lvl, '+15%', '25%', '35%') .. ' defense to all units' end, ['amplify'] = function(lvl) return ts(lvl, '+20%', '35%', '50%') .. ' AoE damage' end, ['resonance'] = function(lvl) return '[fg]all AoE attacks deal ' .. ts(lvl, '+3%', '5%', '7%') .. ' damage per unit hit' end, ['ballista'] = function(lvl) return ts(lvl, '+20%', '35%', '50%') .. ' projectile damage' end, ['call_of_the_void'] = function(lvl) return ts(lvl, '+30%', '60%', '90%') .. ' DoT damage' end, ['crucio'] = function(lvl) return '[fg]taking damage also shares that across all enemies at ' .. ts(lvl, '20%', '30%', '40%') .. ' its value' end, ['speed_3'] = function(lvl) return '[fg]position [yellow]3[fg] has [yellow]+50%[fg] attack speed' end, ['damage_4'] = function(lvl) return '[fg]position [yellow]4[fg] has [yellow]+30%[fg] damage' end, ['shoot_5'] = function(lvl) return '[fg]position [yellow]5[fg] shoots [yellow]3[fg] projectiles per second' end, ['death_6'] = function(lvl) return '[fg]position [yellow]6[fg] takes [yellow]10%[fg] of its health as damage every [yellow]3[fg] seconds' end, ['lasting_7'] = function(lvl) return '[fg]position [yellow]7[fg] will stay alive for [yellow]10[fg] seconds after dying' end, ['defensive_stance'] = function(lvl) return '[fg]first and last positions have ' .. ts(lvl, '+10%', '20%', '30%') .. ' defense' end, ['offensive_stance'] = function(lvl) return '[fg]first and last positions have ' .. ts(lvl, '+10%', '20%', '30%') .. ' damage' end, ['kinetic_bomb'] = function(lvl) return '[fg]when an ally dies it explodes, launching enemies away' end, ['porcupine_technique'] = function(lvl) return '[fg]when an ally dies it explodes, releasing piercing projectiles' end, ['last_stand'] = function(lvl) return '[fg]the last unit alive is fully healed and receives a [yellow]+20%[fg] bonus to all stats' end, ['seeping'] = function(lvl) return '[fg]enemies taking DoT damage have ' .. ts(lvl, '-15%', '25%', '35%') .. ' defense' end, ['deceleration'] = function(lvl) return '[fg]enemies taking DoT damage have ' .. ts(lvl, '-15%', '25%', '35%') .. ' movement speed' end, ['annihilation'] = function(lvl) return '[fg]when a voider dies deal its DoT damage to all enemies for [yellow]3[fg] seconds' end, ['malediction'] = function(lvl) return ts(lvl, '+1', '3', '5') .. ' max curse targets to all allied cursers' end, ['hextouch'] = function(lvl) return '[fg]enemies take ' .. ts(lvl, '10', '15', '20') .. 'damage per second for [yellow]3[fg] seconds when cursed' end, ['whispers_of_doom'] = function(lvl) return '[fg]curses apply doom, deal ' .. ts(lvl, '100', '150', '200') .. ' every ' .. ts(lvl, '4', '3', '2') .. ' doom instances' end, ['tremor'] = function(lvl) return '[fg]when enemies hit walls they create an area based to the knockback force' end, ['heavy_impact'] = function(lvl) return '[fg]when enemies hit walls they take damage based on the knockback force' end, ['fracture'] = function(lvl) return '[fg]when enemies hit walls they explode into projectiles' end, ['meat_shield'] = function(lvl) return '[fg]critters [yellow]block[fg] enemy projectiles' end, ['hive'] = function(lvl) return '[fg]critters have ' .. ts(lvl, '+1', '2', '3') .. ' HP' end, ['baneling_burst'] = function(lvl) return '[fg]critters die immediately on contact but also deal ' .. ts(lvl, '50', '100', '150') .. ' AoE damage' end, ['blunt_arrow'] = function(lvl) return '[fg]ranger arrows have ' .. ts(lvl, '+10%', '20%', '30%') .. ' chance to knockback' end, ['explosive_arrow'] = function(lvl) return '[fg]ranger arrows have ' .. ts(lvl, '+10%', '20%', '30%') .. ' chance to deal ' .. ts(lvl, '10%', '20%', '30%') .. ' AoE damage' end, ['divine_machine_arrow'] = function(lvl) return '[fg]ranger arrows have a ' .. ts(lvl, '10%', '20%', '30%') .. ' chance to seek and pierce ' .. ts(lvl, '1', '2', '3') .. ' times' end, ['chronomancy'] = function(lvl) return '[fg]mages cast their spells ' .. ts(lvl, '15%', '25%', '35%') .. ' faster' end, ['awakening'] = function(lvl) return ts(lvl, '+50%', '75%', '100%') .. ' attack speed and damage to [yellow]1[fg] mage every round for that round' end, ['divine_punishment'] = function(lvl) return '[fg]deal damage to all enemies based on how many mages you have' end, ['assassination'] = function(lvl) return '[fg]crits from rogues deal ' .. ts(lvl, '8x', '10x', '12x') .. ' damage but normal attacks deal [yellow]half[fg] damage' end, ['flying_daggers'] = function(lvl) return '[fg]all projectiles thrown by rogues chain ' .. ts(lvl, '+2', '3', '4') .. ' times' end, ['ultimatum'] = function(lvl) return '[fg]projectiles that chain gain ' .. ts(lvl, '+10%', '20%', '30%') .. ' damage with each chain' end, ['magnify'] = function(lvl) return ts(lvl, '+20%', '35%', '50%') .. ' area size' end, ['echo_barrage'] = function(lvl) return ts(lvl, '10%', '20%', '30%') .. ' chance to create ' .. ts(lvl, '1', '2', '3') .. ' secondary AoEs on AoE hit' end, ['unleash'] = function(lvl) return '[fg]all nukers gain [yellow]+1%[fg] area size and damage every second' end, ['reinforce'] = function(lvl) return ts(lvl, '+10%', '20%', '30%') .. ' global damage, defense and aspd if you have one or more enchanters' end, ['payback'] = function(lvl) return ts(lvl, '+2%', '5%', '8%') .. ' damage to all allies whenever an enchanter is hit' end, ['enchanted'] = function(lvl) return ts(lvl, '+33%', '66%', '99%') .. ' attack speed to a random unit if you have two or more enchanters' end, ['freezing_field'] = function(lvl) return '[fg]creates an area that slows enemies by [yellow]50%[fg] for [yellow]2[fg] seconds on sorcerer spell repeat' end, ['burning_field'] = function(lvl) return '[fg]creates an area that deals [yellow]30[fg] dps for [yellow]2[fg] seconds on sorcerer spell repeat' end, ['gravity_field'] = function(lvl) return '[fg]creates an area that pulls enemies in for [yellow]1[fg] seconds on sorcerer spell repeat' end, ['magnetism'] = function(lvl) return '[fg]gold coins and healing orbs are attracted to the snake from a longer range' end, ['insurance'] = function(lvl) return "[fg]heroes have [yellow]4[fg] times the chance of mercenary's bonus to drop [yellow]2[fg] gold on death" end, ['dividends'] = function(lvl) return '[fg]mercenaries deal [yellow]+X%[fg] damage, where X is how much gold you have' end, ['berserking'] = function(lvl) return '[fg]all warriors have up to ' .. ts(lvl, '+50%', '75%', '100%') .. ' attack speed based on missing HP' end, ['unwavering_stance'] = function(lvl) return '[fg]all warriors gain ' .. ts(lvl, '+4%', '8%', '12%') .. ' defense every [yellow]5[fg] seconds' end, ['unrelenting_stance'] = function(lvl) return ts(lvl, '+2%', '5%', '8%') .. ' defense to all allies whenever a warrior is hit' end, ['blessing'] = function(lvl) return ts(lvl, '+10%', '20%', '30%') .. ' healing effectiveness' end, ['haste'] = function(lvl) return '[yellow]+50%[fg] movement speed that decays over [yellow]4[fg] seconds on healing orb pick up' end, ['divine_barrage'] = function(lvl) return ts(lvl, '20%', '40%', '60%') .. ' chance to release a ricocheting barrage on healing orb pick up' end, ['orbitism'] = function(lvl) return ts(lvl, '+25%', '50%', '75%') .. ' psyker orb movement speed' end, ['psyker_orbs'] = function(lvl) return ts(lvl, '+1', '2', '4') .. ' psyker orbs' end, ['psychosense'] = function(lvl) return ts(lvl, '+33%', '66%', '99%') .. ' orb range' end, ['psychosink'] = function(lvl) return '[fg]psyker orbs deal ' .. ts(lvl, '+40%', '80%', '120%') .. ' damage' end, ['rearm'] = function(lvl) return '[fg]constructs repeat their attacks once' end, ['taunt'] = function(lvl) return ts(lvl, '10%', '20%', '30%') .. ' chance for constructs to taunt nearby enemies on attack' end, ['construct_instability'] = function(lvl) return '[fg]constructs explode when disappearing, dealing ' .. ts(lvl, '100', '150', '200%') .. ' damage' end, ['intimidation'] = function(lvl) return '[fg]enemies spawn with ' .. ts(lvl, '-10', '20', '30%') .. ' max HP' end, ['vulnerability'] = function(lvl) return '[fg]enemies take ' .. ts(lvl, '+10', '20', '30%').. ' damage' end, ['temporal_chains'] = function(lvl) return '[fg]enemies are ' .. ts(lvl, '10', '20', '30%').. ' slower' end, ['ceremonial_dagger'] = function(lvl) return '[fg]killing an enemy fires a homing dagger' end, ['homing_barrage'] = function(lvl) return ts(lvl, '8', '16', '24%') .. ' chance to release a homing barrage on enemy kill' end, ['critical_strike'] = function(lvl) return ts(lvl, '5', '10', '15%') .. ' chance for attacks to critically strike, dealing [yellow]2x[fg] damage' end, ['noxious_strike'] = function(lvl) return ts(lvl, '8', '16', '24%') .. ' chance for attacks to poison, dealing [yellow]20%[fg] dps for [yellow]3[fg] seconds' end, ['infesting_strike'] = function(lvl) return ts(lvl, '10', '20', '30%') .. ' chance for attacks to spawn [yellow]2[fg] critters on kill' end, ['kinetic_strike'] = function(lvl) return ts(lvl, '10', '20', '30%') .. ' chance for attacks to push enemies away with high force' end, ['burning_strike'] = function(lvl) return '[yellow]15%[fg] chance for attacks to burn, dealing [yellow]20%[fg] dps for [yellow]3[fg] seconds' end, ['lucky_strike'] = function(lvl) return '[yellow]8%[fg] chance for attacks to cause enemies to drop gold on death' end, ['healing_strike'] = function(lvl) return '[yellow]8%[fg] chance for attacks to spawn a healing orb on kill' end, ['stunning_strike'] = function(lvl) return ts(lvl, '8', '16', '24%') .. ' chance for attacks to stun for [yellow]2[fg] seconds' end, ['silencing_strike'] = function(lvl) return ts(lvl, '8', '16', '24%') .. ' chance for attacks to silence for [yellow]2[fg] seconds on hit' end, ['warping_shots'] = function(lvl) return 'projectiles ignore wall collisions and warp around the screen ' .. ts(lvl, '1', '2', '3') .. ' times' end, ['culling_strike'] = function(lvl) return '[fg]instantly kill elites below ' .. ts(lvl, '10', '20', '30%') .. ' max HP' end, ['lightning_strike'] = function(lvl) return ts(lvl, '5', '10', '15%') .. ' chance for projectiles to create chain lightning, dealing ' .. ts(lvl, '60', '80', '100%') .. ' damage' end, ['psycholeak'] = function(lvl) return '[fg]position [yellow]1[fg] generates [yellow]1[fg] psyker orb every [yellow]10[fg] seconds' end, ['divine_blessing'] = function(lvl) return '[fg]generate [yellow]1[fg] healing orb every [yellow]8[fg] seconds' end, ['hardening'] = function(lvl) return '[yellow]+150%[fg] defense to all allies for [yellow]3[fg] seconds after an ally dies' end, } level_to_tier_weights = { [1] = {90, 10, 0, 0}, [2] = {80, 15, 5, 0}, [3] = {75, 20, 5, 0}, [4] = {70, 20, 10, 0}, [5] = {70, 20, 10, 0}, [6] = {65, 25, 10, 0}, [7] = {60, 25, 15, 0}, [8] = {55, 25, 15, 5}, [9] = {50, 30, 15, 5}, [10] = {50, 30, 15, 5}, [11] = {45, 30, 20, 5}, [12] = {40, 30, 20, 10}, [13] = {35, 30, 25, 10}, [14] = {30, 30, 25, 15}, [15] = {25, 30, 30, 15}, [16] = {25, 25, 30, 20}, [17] = {20, 25, 35, 20}, [18] = {15, 25, 35, 25}, [19] = {10, 25, 40, 25}, [20] = {5, 25, 40, 30}, [21] = {0, 25, 40, 35}, [22] = {0, 20, 40, 40}, [23] = {0, 20, 35, 45}, [24] = {0, 10, 30, 60}, [25] = {0, 0, 0, 100}, } level_to_gold_gained = { [1] = {3, 3}, [2] = {3, 3}, [3] = {5, 6}, [4] = {4, 5}, [5] = {5, 8}, [6] = {8, 10}, [7] = {8, 10}, [8] = {12, 14}, [9] = {14, 18}, [10] = {10, 13}, [11] = {12, 15}, [12] = {18, 20}, [13] = {10, 14}, [14] = {12, 16}, [15] = {14, 18}, [16] = {12, 12}, [17] = {12, 12}, [18] = {20, 24}, [19] = {8, 12}, [20] = {10, 14}, [21] = {20, 28}, [22] = {32, 32}, [23] = {36, 36}, [24] = {48, 48}, [25] = {100, 100}, } local k = 1 for i = 26, 5000 do local n = i % 25 if n == 0 then n = 25 k = k + 1 end level_to_gold_gained[i] = {level_to_gold_gained[n][1]*k, level_to_gold_gained[n][2]*k} end level_to_elite_spawn_weights = { [1] = {0}, [2] = {4, 2}, [3] = {10}, [4] = {4, 4}, [5] = {4, 3, 2}, [6] = {12}, [7] = {5, 3, 2}, [8] = {6, 3, 3, 3}, [9] = {14}, [10] = {8, 4}, [11] = {8, 6, 2}, [12] = {16}, [13] = {8, 8}, [14] = {12, 6}, [15] = {18}, [16] = {10, 6, 4}, [17] = {6, 5, 4, 3}, [18] = {18}, [19] = {10, 6}, [20] = {8, 6, 2}, [21] = {22}, [22] = {10, 8, 4}, [23] = {20, 5, 5}, [24] = {30}, [25] = {5, 5, 5, 5, 5, 5}, } local k = 1 local l = 0.2 for i = 26, 5000 do local n = i % 25 if n == 0 then n = 25 k = k + 1 l = l*2 end local a, b, c, d, e, f = unpack(level_to_elite_spawn_weights[n]) a = (a or 0) + (a or 0)*l b = (b or 0) + (b or 0)*l c = (c or 0) + (c or 0)*l d = (d or 0) + (d or 0)*l e = (e or 0) + (e or 0)*l f = (f or 0) + (f or 0)*l level_to_elite_spawn_weights[i] = {a, b, c, d, e, f} end level_to_boss = { [6] = 'speed_booster', [12] = 'exploder', [18] = 'swarmer', [24] = 'forcer', [25] = 'randomizer', } local bosses = {'speed_booster', 'exploder', 'swarmer', 'forcer', 'randomizer'} level_to_boss[31] = 'speed_booster' level_to_boss[37] = 'exploder' level_to_boss[43] = 'swarmer' level_to_boss[49] = 'forcer' level_to_boss[50] = 'randomizer' local i = 31 local k = 1 while i < 5000 do level_to_boss[i] = bosses[k] k = k + 1 if k == 5 then i = i + 1 else i = i + 6 end if k == 6 then k = 1 end end level_to_elite_spawn_types = { [1] = {'speed_booster'}, [2] = {'speed_booster', 'shooter'}, [3] = {'speed_booster'}, [4] = {'speed_booster', 'exploder'}, [5] = {'speed_booster', 'exploder', 'shooter'}, [6] = {'speed_booster'}, [7] = {'speed_booster', 'exploder', 'headbutter'}, [8] = {'speed_booster', 'exploder', 'headbutter', 'shooter'}, [9] = {'shooter'}, [10] = {'exploder', 'headbutter'}, [11] = {'exploder', 'headbutter', 'tank'}, [12] = {'exploder'}, [13] = {'speed_booster', 'shooter'}, [14] = {'speed_booster', 'spawner'}, [15] = {'shooter'}, [16] = {'speed_booster', 'exploder', 'spawner'}, [17] = {'speed_booster', 'exploder', 'spawner', 'shooter'}, [18] = {'spawner'}, [19] = {'headbutter', 'tank'}, [20] = {'speed_booster', 'tank', 'spawner'}, [21] = {'headbutter'}, [22] = {'speed_booster', 'headbutter', 'tank'}, [23] = {'headbutter', 'tank', 'shooter'}, [24] = {'tank'}, [25] = {'speed_booster', 'exploder', 'headbutter', 'tank', 'shooter', 'spawner'}, } for i = 26, 5000 do local n = i % 25 if n == 0 then n = 25 end level_to_elite_spawn_types[i] = level_to_elite_spawn_types[n] end level_to_shop_odds = { [1] = {70, 20, 10, 0}, [2] = {50, 30, 15, 5}, [3] = {25, 45, 20, 10}, [4] = {10, 25, 45, 20}, [5] = {5, 15, 30, 50}, } get_shop_odds = function(lvl, tier) if lvl == 1 then if tier == 1 then return 70 elseif tier == 2 then return 20 elseif tier == 3 then return 10 elseif tier == 4 then return 0 end elseif lvl == 2 then if tier == 1 then return 50 elseif tier == 2 then return 30 elseif tier == 3 then return 15 elseif tier == 4 then return 5 end elseif lvl == 3 then if tier == 1 then return 25 elseif tier == 2 then return 45 elseif tier == 3 then return 20 elseif tier == 4 then return 10 end elseif lvl == 4 then if tier == 1 then return 10 elseif tier == 2 then return 25 elseif tier == 3 then return 45 elseif tier == 4 then return 20 end elseif lvl == 5 then if tier == 1 then return 5 elseif tier == 2 then return 15 elseif tier == 3 then return 30 elseif tier == 4 then return 50 end end end unlevellable_items = { 'speed_3', 'damage_4', 'shoot_5', 'death_6', 'lasting_7', 'kinetic_bomb', 'porcupine_technique', 'last_stand', 'annihilation', 'tremor', 'heavy_impact', 'fracture', 'meat_shield', 'divine_punishment', 'unleash', 'freezing_field', 'burning_field', 'gravity_field', 'magnetism', 'insurance', 'dividends', 'haste', 'rearm', 'ceremonial_dagger', 'burning_strike', 'lucky_strike', 'healing_strike', 'psycholeak', 'divine_blessing', 'hardening', } steam.userStats.requestCurrentStats() new_game_plus = state.new_game_plus or 0 if not state.new_game_plus then state.new_game_plus = new_game_plus end current_new_game_plus = state.current_new_game_plus or new_game_plus if not state.current_new_game_plus then state.current_new_game_plus = current_new_game_plus end max_units = math.clamp(7 + current_new_game_plus, 7, 12) main_song_instance = _G[random:table{'song1', 'song2', 'song3', 'song4', 'song5'}]:play{volume = 0.5} main = Main() main:add(MainMenu'mainmenu') main:go_to('mainmenu') --[[ main:add(BuyScreen'buy_screen') main:go_to('buy_screen', run.level or 1, run.units or {}, passives, run.shop_level or 1, run.shop_xp or 0) -- main:go_to('buy_screen', 7, run.units or {}, {'unleash'}) ]]-- --[[ gold = 10 run_passive_pool = { 'centipede', 'ouroboros_technique_r', 'ouroboros_technique_l', 'amplify', 'resonance', 'ballista', 'call_of_the_void', 'crucio', 'speed_3', 'damage_4', 'shoot_5', 'death_6', 'lasting_7', 'defensive_stance', 'offensive_stance', 'kinetic_bomb', 'porcupine_technique', 'last_stand', 'seeping', 'deceleration', 'annihilation', 'malediction', 'hextouch', 'whispers_of_doom', 'tremor', 'heavy_impact', 'fracture', 'meat_shield', 'hive', 'baneling_burst', 'blunt_arrow', 'explosive_arrow', 'divine_machine_arrow', 'chronomancy', 'awakening', 'divine_punishment', 'assassination', 'flying_daggers', 'ultimatum', 'magnify', 'echo_barrage', 'unleash', 'reinforce', 'payback', 'enchanted', 'freezing_field', 'burning_field', 'gravity_field', 'magnetism', 'insurance', 'dividends', 'berserking', 'unwavering_stance', 'unrelenting_stance', 'blessing', 'haste', 'divine_barrage', 'orbitism', 'psyker_orbs', 'psychosink', 'rearm', 'taunt', 'construct_instability', 'intimidation', 'vulnerability', 'temporal_chains', 'ceremonial_dagger', 'homing_barrage', 'critical_strike', 'noxious_strike', 'infesting_strike', 'burning_strike', 'lucky_strike', 'healing_strike', 'stunning_strike', 'silencing_strike', 'culling_strike', 'lightning_strike', 'psycholeak', 'divine_blessing', 'hardening', 'kinetic_strike', } main:add(Arena'arena') main:go_to('arena', 7, 0, { {character = 'arcanist', level = 1}, {character = 'artificer', level = 1}, {character = 'witch', level = 1}, {character = 'warden', level = 3}, {character = 'psychic', level = 1}, {character = 'vulcanist', level = 1}, }, { {passive = 'magnify', level = 3}, }) ]]-- --[[ main:add(Media'media') main:go_to('media') ]]-- trigger:every(2, function() if debugging_memory then for k, v in pairs(system.type_count()) do print(k, v) end print("-- " .. math.round(tonumber(collectgarbage("count"))/1024, 3) .. "MB --") print() end end) --[[ print(table.tostring(love.graphics.getSupported())) print(love.graphics.getRendererInfo()) local formats = love.graphics.getImageFormats() for f, s in pairs(formats) do print(f, tostring(s)) end local canvasformats = love.graphics.getCanvasFormats() for f, s in pairs(canvasformats) do print(f, tostring(s)) end print(table.tostring(love.graphics.getSystemLimits())) print(table.tostring(love.graphics.getStats())) ]]-- end function update(dt) main:update(dt) --[[ if input.b.pressed then -- debugging_memory = not debugging_memory for k, v in pairs(system.type_count()) do print(k, v) end print("-- " .. math.round(tonumber(collectgarbage("count"))/1024, 3) .. "MB --") print() end ]]-- --[[ if input.n.pressed then if main.current.sfx_button then main.current.sfx_button:action() main.current.sfx_button.selected = false else if sfx.volume == 0.5 then sfx.volume = 0 state.volume_muted = true elseif sfx.volume == 0 then sfx.volume = 0.5 state.volume_muted = false end end end if input.m.pressed then if main.current.music_button then main.current.music_button:action() main.current.music_button.selected = false else if music.volume == 0.5 then state.music_muted = true music.volume = 0 elseif music.volume == 0 then music.volume = 0.5 state.music_muted = false end end end ]]-- if input.k.pressed then if sx > 1 and sy > 1 then sx, sy = sx - 0.5, sy - 0.5 love.window.setMode(480*sx, 270*sy) state.sx, state.sy = sx, sy state.fullscreen = false end end if input.l.pressed then sx, sy = sx + 0.5, sy + 0.5 love.window.setMode(480*sx, 270*sy) state.sx, state.sy = sx, sy state.fullscreen = false end --[[ if input.f11.pressed then steam.userStats.resetAllStats(true) steam.userStats.storeStats() end ]]-- end function draw() shared_draw(function() main:draw() end) end function open_options(self) input:set_mouse_visible(true) trigger:tween(0.25, _G, {slow_amount = 0}, math.linear, function() slow_amount = 0 self.paused = true if self:is(Arena) then self.paused_t1 = Text2{group = self.ui, x = gw/2, y = gh/2 - 108, sx = 0.6, sy = 0.6, lines = {{text = '[bg10]<-, a or m1 ->, d or m2', font = fat_font, alignment = 'center'}}} self.paused_t2 = Text2{group = self.ui, x = gw/2, y = gh/2 - 92, lines = {{text = '[bg10]turn left turn right', font = pixul_font, alignment = 'center'}}} end if self:is(MainMenu) then self.ng_t = Text2{group = self.ui, x = gw/2 + 63, y = gh - 50, lines = {{text = '[bg10]current: ' .. current_new_game_plus, font = pixul_font, alignment = 'center'}}} end self.resume_button = Button{group = self.ui, x = gw/2, y = gh - 225, force_update = true, button_text = self:is(MainMenu) and 'main menu (esc)' or 'resume game (esc)', fg_color = 'bg10', bg_color = 'bg', action = function(b) trigger:tween(0.25, _G, {slow_amount = 1}, math.linear, function() slow_amount = 1 self.paused = false if self.paused_t1 then self.paused_t1.dead = true; self.paused_t1 = nil end if self.paused_t2 then self.paused_t2.dead = true; self.paused_t2 = nil end if self.ng_t then self.ng_t.dead = true; self.ng_t = nil end if self.resume_button then self.resume_button.dead = true; self.resume_button = nil end if self.restart_button then self.restart_button.dead = true; self.restart_button = nil end if self.mouse_button then self.mouse_button.dead = true; self.mouse_button = nil end if self.dark_transition_button then self.dark_transition_button.dead = true; self.dark_transition_button = nil end if self.run_timer_button then self.run_timer_button.dead = true; self.run_timer_button = nil end if self.sfx_button then self.sfx_button.dead = true; self.sfx_button = nil end if self.music_button then self.music_button.dead = true; self.music_button = nil end if self.video_button_1 then self.video_button_1.dead = true; self.video_button_1 = nil end if self.video_button_2 then self.video_button_2.dead = true; self.video_button_2 = nil end if self.video_button_3 then self.video_button_3.dead = true; self.video_button_3 = nil end if self.video_button_4 then self.video_button_4.dead = true; self.video_button_4 = nil end if self.quit_button then self.quit_button.dead = true; self.quit_button = nil end if self.screen_shake_button then self.screen_shake_button.dead = true; self.screen_shake_button = nil end if self.screen_movement_button then self.screen_movement_button.dead = true; self.screen_movement_button = nil end if self.cooldown_snake_button then self.cooldown_snake_button.dead = true; self.cooldown_snake_button = nil end if self.arrow_snake_button then self.arrow_snake_button.dead = true; self.arrow_snake_button = nil end if self.ng_plus_plus_button then self.ng_plus_plus_button.dead = true; self.ng_plus_plus_button = nil end if self.ng_plus_minus_button then self.ng_plus_minus_button.dead = true; self.ng_plus_minus_button = nil end if self.main_menu_button then self.main_menu_button.dead = true; self.main_menu_button = nil end system.save_state() if self:is(MainMenu) or self:is(BuyScreen) then input:set_mouse_visible(true) elseif self:is(Arena) then input:set_mouse_visible(state.mouse_control or false) end end, 'pause') end} if not self:is(MainMenu) then self.restart_button = Button{group = self.ui, x = gw/2, y = gh - 200, force_update = true, button_text = 'restart run (r)', fg_color = 'bg10', bg_color = 'bg', action = function(b) self.transitioning = true ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5} ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5} ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} TransitionEffect{group = main.transitions, x = gw/2, y = gh/2, color = state.dark_transitions and bg[-2] or fg[0], transition_action = function() slow_amount = 1 music_slow_amount = 1 run_time = 0 gold = 3 passives = {} main_song_instance:stop() run_passive_pool = { 'centipede', 'ouroboros_technique_r', 'ouroboros_technique_l', 'amplify', 'resonance', 'ballista', 'call_of_the_void', 'crucio', 'speed_3', 'damage_4', 'shoot_5', 'death_6', 'lasting_7', 'defensive_stance', 'offensive_stance', 'kinetic_bomb', 'porcupine_technique', 'last_stand', 'seeping', 'deceleration', 'annihilation', 'malediction', 'hextouch', 'whispers_of_doom', 'tremor', 'heavy_impact', 'fracture', 'meat_shield', 'hive', 'baneling_burst', 'blunt_arrow', 'explosive_arrow', 'divine_machine_arrow', 'chronomancy', 'awakening', 'divine_punishment', 'assassination', 'flying_daggers', 'ultimatum', 'magnify', 'echo_barrage', 'unleash', 'reinforce', 'payback', 'enchanted', 'freezing_field', 'burning_field', 'gravity_field', 'magnetism', 'insurance', 'dividends', 'berserking', 'unwavering_stance', 'unrelenting_stance', 'blessing', 'haste', 'divine_barrage', 'orbitism', 'psyker_orbs', 'psychosink', 'rearm', 'taunt', 'construct_instability', 'intimidation', 'vulnerability', 'temporal_chains', 'ceremonial_dagger', 'homing_barrage', 'critical_strike', 'noxious_strike', 'infesting_strike', 'burning_strike', 'lucky_strike', 'healing_strike', 'stunning_strike', 'silencing_strike', 'culling_strike', 'lightning_strike', 'psycholeak', 'divine_blessing', 'hardening', 'kinetic_strike', } max_units = math.clamp(7 + current_new_game_plus, 7, 12) main:add(BuyScreen'buy_screen') locked_state = nil system.save_run() main:go_to('buy_screen', 1, 0, {}, passives, 1, 0) end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)} end} end self.mouse_button = Button{group = self.ui, x = gw/2 - 113, y = gh - 150, force_update = true, button_text = 'mouse control: ' .. tostring(state.mouse_control and 'yes' or 'no'), fg_color = 'bg10', bg_color = 'bg', action = function(b) ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} state.mouse_control = not state.mouse_control b:set_text('mouse control: ' .. tostring(state.mouse_control and 'yes' or 'no')) end} self.dark_transition_button = Button{group = self.ui, x = gw/2 + 13, y = gh - 150, force_update = true, button_text = 'dark transitions: ' .. tostring(state.dark_transitions and 'yes' or 'no'), fg_color = 'bg10', bg_color = 'bg', action = function(b) ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} state.dark_transitions = not state.dark_transitions b:set_text('dark transitions: ' .. tostring(state.dark_transitions and 'yes' or 'no')) end} self.run_timer_button = Button{group = self.ui, x = gw/2 + 121, y = gh - 150, force_update = true, button_text = 'run timer: ' .. tostring(state.run_timer and 'yes' or 'no'), fg_color = 'bg10', bg_color = 'bg', action = function(b) ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} state.run_timer = not state.run_timer b:set_text('run timer: ' .. tostring(state.run_timer and 'yes' or 'no')) end} self.sfx_button = Button{group = self.ui, x = gw/2 - 46, y = gh - 175, force_update = true, button_text = 'sfx volume: ' .. tostring((state.sfx_volume or 0.5)*10), fg_color = 'bg10', bg_color = 'bg', action = function(b) ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5} b.spring:pull(0.2, 200, 10) b.selected = true ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} sfx.volume = sfx.volume + 0.1 if sfx.volume > 1 then sfx.volume = 0 end state.sfx_volume = sfx.volume b:set_text('sfx volume: ' .. tostring((state.sfx_volume or 0.5)*10)) end, action_2 = function(b) ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5} b.spring:pull(0.2, 200, 10) b.selected = true ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} sfx.volume = sfx.volume - 0.1 if math.abs(sfx.volume) < 0.001 and sfx.volume > 0 then sfx.volume = 0 end if sfx.volume < 0 then sfx.volume = 1 end state.sfx_volume = sfx.volume b:set_text('sfx volume: ' .. tostring((state.sfx_volume or 0.5)*10)) end} self.music_button = Button{group = self.ui, x = gw/2 + 48, y = gh - 175, force_update = true, button_text = 'music volume: ' .. tostring((state.music_volume or 0.5)*10), fg_color = 'bg10', bg_color = 'bg', action = function(b) ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5} b.spring:pull(0.2, 200, 10) b.selected = true ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} music.volume = music.volume + 0.1 if music.volume > 1 then music.volume = 0 end state.music_volume = music.volume b:set_text('music volume: ' .. tostring((state.music_volume or 0.5)*10)) end, action_2 = function(b) ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5} b.spring:pull(0.2, 200, 10) b.selected = true ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} music.volume = music.volume - 0.1 if math.abs(music.volume) < 0.001 and music.volume > 0 then music.volume = 0 end if music.volume < 0 then music.volume = 1 end state.music_volume = music.volume b:set_text('music volume: ' .. tostring((state.music_volume or 0.5)*10)) end} self.video_button_1 = Button{group = self.ui, x = gw/2 - 136, y = gh - 125, force_update = true, button_text = 'window size-', fg_color = 'bg10', bg_color = 'bg', action = function() if sx > 1 and sy > 1 then ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} sx, sy = sx - 0.5, sy - 0.5 love.window.setMode(480*sx, 270*sy) state.sx, state.sy = sx, sy state.fullscreen = false end end} self.video_button_2 = Button{group = self.ui, x = gw/2 - 50, y = gh - 125, force_update = true, button_text = 'window size+', fg_color = 'bg10', bg_color = 'bg', action = function() ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} sx, sy = sx + 0.5, sy + 0.5 love.window.setMode(480*sx, 270*sy) state.sx, state.sy = sx, sy state.fullscreen = false end} self.video_button_3 = Button{group = self.ui, x = gw/2 + 29, y = gh - 125, force_update = true, button_text = 'fullscreen', fg_color = 'bg10', bg_color = 'bg', action = function() ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} local _, _, flags = love.window.getMode() local window_width, window_height = love.window.getDesktopDimensions(flags.display) sx, sy = window_width/480, window_height/270 state.sx, state.sy = sx, sy ww, wh = window_width, window_height love.window.setMode(window_width, window_height) end} self.video_button_4 = Button{group = self.ui, x = gw/2 + 129, y = gh - 125, force_update = true, button_text = 'reset video settings', fg_color = 'bg10', bg_color = 'bg', action = function() local _, _, flags = love.window.getMode() local window_width, window_height = love.window.getDesktopDimensions(flags.display) sx, sy = window_width/480, window_height/270 ww, wh = window_width, window_height state.sx, state.sy = sx, sy state.fullscreen = false ww, wh = window_width, window_height love.window.setMode(window_width, window_height) end} self.screen_shake_button = Button{group = self.ui, x = gw/2 - 57, y = gh - 100, w = 110, force_update = true, button_text = '[bg10]screen shake: ' .. tostring(state.no_screen_shake and 'no' or 'yes'), fg_color = 'bg10', bg_color = 'bg', action = function(b) ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} state.no_screen_shake = not state.no_screen_shake b:set_text('screen shake: ' .. tostring(state.no_screen_shake and 'no' or 'yes')) end} self.cooldown_snake_button = Button{group = self.ui, x = gw/2 + 75, y = gh - 100, w = 145, force_update = true, button_text = '[bg10]cooldowns on snake: ' .. tostring(state.cooldown_snake and 'yes' or 'no'), fg_color = 'bg10', bg_color = 'bg', action = function(b) ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} state.cooldown_snake = not state.cooldown_snake b:set_text('cooldowns on snake: ' .. tostring(state.cooldown_snake and 'yes' or 'no')) end} self.arrow_snake_button = Button{group = self.ui, x = gw/2 + 65, y = gh - 75, w = 125, force_update = true, button_text = '[bg10]arrow on snake: ' .. tostring(state.arrow_snake and 'yes' or 'no'), fg_color = 'bg10', bg_color = 'bg', action = function(b) ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} state.arrow_snake = not state.arrow_snake b:set_text('arrow on snake: ' .. tostring(state.arrow_snake and 'yes' or 'no')) end} self.screen_movement_button = Button{group = self.ui, x = gw/2 - 69, y = gh - 75, w = 135, force_update = true, button_text = '[bg10]screen movement: ' .. tostring(state.no_screen_movement and 'no' or 'yes'), fg_color = 'bg10', bg_color = 'bg', action = function(b) ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} state.no_screen_movement = not state.no_screen_movement if state.no_screen_movement then camera.x, camera.y = gw/2, gh/2 camera.r = 0 end b:set_text('screen movement: ' .. tostring(state.no_screen_movement and 'no' or 'yes')) end} if self:is(MainMenu) then self.ng_plus_minus_button = Button{group = self.ui, x = gw/2 - 58, y = gh - 50, force_update = true, button_text = 'NG+ down', fg_color = 'bg10', bg_color = 'bg', action = function(b) ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} b.spring:pull(0.2, 200, 10) b.selected = true current_new_game_plus = math.clamp(current_new_game_plus - 1, 0, 5) state.current_new_game_plus = current_new_game_plus self.ng_t.text:set_text({{text = '[bg10]current: ' .. current_new_game_plus, font = pixul_font, alignment = 'center'}}) max_units = 7 + current_new_game_plus system.save_run() end} self.ng_plus_plus_button = Button{group = self.ui, x = gw/2 + 5, y = gh - 50, force_update = true, button_text = 'NG+ up', fg_color = 'bg10', bg_color = 'bg', action = function(b) ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} b.spring:pull(0.2, 200, 10) b.selected = true current_new_game_plus = math.clamp(current_new_game_plus + 1, 0, new_game_plus) state.current_new_game_plus = current_new_game_plus self.ng_t.text:set_text({{text = '[bg10]current: ' .. current_new_game_plus, font = pixul_font, alignment = 'center'}}) max_units = 7 + current_new_game_plus system.save_run() end} end if not self:is(MainMenu) then self.main_menu_button = Button{group = self.ui, x = gw/2, y = gh - 50, force_update = true, button_text = 'main menu', fg_color = 'bg10', bg_color = 'bg', action = function(b) self.transitioning = true ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5} ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5} ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5} TransitionEffect{group = main.transitions, x = gw/2, y = gh/2, color = state.dark_transitions and bg[-2] or fg[0], transition_action = function() main:add(MainMenu'main_menu') main:go_to('main_menu') end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']..', font = pixul_font, alignment = 'center'}}, global_text_tags)} end} end self.quit_button = Button{group = self.ui, x = gw/2, y = gh - 25, force_update = true, button_text = 'quit', fg_color = 'bg10', bg_color = 'bg', action = function() system.save_state() steam.shutdown() love.event.quit() end} end, 'pause') end function close_options(self) trigger:tween(0.25, _G, {slow_amount = 1}, math.linear, function() slow_amount = 1 self.paused = false if self.paused_t1 then self.paused_t1.dead = true; self.paused_t1 = nil end if self.paused_t2 then self.paused_t2.dead = true; self.paused_t2 = nil end if self.ng_t then self.ng_t.dead = true; self.ng_t = nil end if self.resume_button then self.resume_button.dead = true; self.resume_button = nil end if self.restart_button then self.restart_button.dead = true; self.restart_button = nil end if self.mouse_button then self.mouse_button.dead = true; self.mouse_button = nil end if self.dark_transition_button then self.dark_transition_button.dead = true; self.dark_transition_button = nil end if self.run_timer_button then self.run_timer_button.dead = true; self.run_timer_button = nil end if self.sfx_button then self.sfx_button.dead = true; self.sfx_button = nil end if self.music_button then self.music_button.dead = true; self.music_button = nil end if self.video_button_1 then self.video_button_1.dead = true; self.video_button_1 = nil end if self.video_button_2 then self.video_button_2.dead = true; self.video_button_2 = nil end if self.video_button_3 then self.video_button_3.dead = true; self.video_button_3 = nil end if self.video_button_4 then self.video_button_4.dead = true; self.video_button_4 = nil end if self.screen_shake_button then self.screen_shake_button.dead = true; self.screen_shake_button = nil end if self.screen_movement_button then self.screen_movement_button.dead = true; self.screen_movement_button = nil end if self.cooldown_snake_button then self.cooldown_snake_button.dead = true; self.cooldown_snake_button = nil end if self.arrow_snake_button then self.arrow_snake_button.dead = true; self.arrow_snake_button = nil end if self.quit_button then self.quit_button.dead = true; self.quit_button = nil end if self.ng_plus_plus_button then self.ng_plus_plus_button.dead = true; self.ng_plus_plus_button = nil end if self.ng_plus_minus_button then self.ng_plus_minus_button.dead = true; self.ng_plus_minus_button = nil end if self.main_menu_button then self.main_menu_button.dead = true; self.main_menu_button = nil end system.save_state() if self:is(MainMenu) or self:is(BuyScreen) then input:set_mouse_visible(true) elseif self:is(Arena) then input:set_mouse_visible(state.mouse_control or false) end end, 'pause') end function love.run() return engine_run({ game_name = 'SNKRX', window_width = 'max', window_height = 'max', }) end