mirror of
https://github.com/GreenComfyTea/MHR-Overlay.git
synced 2026-01-24 04:18:11 -08:00
Update ru-ru.json to v2.6 + Add Buff Include Name
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@@ -106,64 +106,6 @@ this.keys = {
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"power_sheathe"
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}
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},
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-- Long Sword
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{
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key = "long_sword",
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skill_keys = {
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"harvest_moon",
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"spirit_gauge",
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"spirit_gauge_autofill", -- Soaring Kick, Iai Slash
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}
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},
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-- Sword & Shield
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{
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key = "sword_and_shield",
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skill_keys = {
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"destroyer_oil"
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}
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},
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-- Dual Blades
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{
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key = "dual_blades",
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skill_keys = {
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"archdemon_mode",
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"ironshine_silk",
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}
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},
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-- Lance
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{
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key = "lance",
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skill_keys = {
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"anchor_rage",
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"spiral_thrust",
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"twin_wine"
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}
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},
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-- Gunlance
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{
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key = "gunlance",
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skill_keys = {
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"erupting_cannon",
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"ground_splitter",
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}
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},
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-- Hammer
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{
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key = "hammer",
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skill_keys = {
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"impact_burst"
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}
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},
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-- Hunting Horn
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{
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key = "hunting_horn",
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skill_keys = {
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"bead_of_resonance",
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"silkbind_shockwave",
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"sonic_bloom"
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}
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},
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-- Switch Axe
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{
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key = "switch_axe",
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@@ -173,22 +115,13 @@ this.keys = {
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"switch_charger",
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}
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},
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-- Charge Blade
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-- Long Sword
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{
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key = "charge_blade",
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key = "long_sword",
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skill_keys = {
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"element_boost",
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"sword_boost_mode"
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}
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},
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-- Insect Glaive
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{
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key = "insect_glaive",
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skill_keys = {
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"red_extract",
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"white_extract",
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"orange_extract",
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"all_extracts_mix"
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"harvest_moon",
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"spirit_gauge",
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"spirit_gauge_autofill", -- Soaring Kick, Iai Slash
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}
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},
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-- Light Bowgun
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@@ -210,6 +143,73 @@ this.keys = {
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"wyvernsnipe_reload"
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}
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},
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-- Hammer
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{
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key = "hammer",
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skill_keys = {
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"impact_burst"
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}
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},
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-- Gunlance
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{
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key = "gunlance",
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skill_keys = {
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"erupting_cannon",
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"ground_splitter",
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}
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},
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-- Lance
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{
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key = "lance",
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skill_keys = {
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"anchor_rage",
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"spiral_thrust",
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"twin_wine"
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}
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},
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-- Sword & Shield
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{
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key = "sword_and_shield",
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skill_keys = {
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"destroyer_oil"
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}
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},
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-- Dual Blades
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{
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key = "dual_blades",
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skill_keys = {
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"archdemon_mode",
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"ironshine_silk",
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}
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},
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-- Hunting Horn
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{
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key = "hunting_horn",
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skill_keys = {
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"bead_of_resonance",
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"silkbind_shockwave",
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"sonic_bloom"
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}
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},
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-- Charge Blade
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{
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key = "charge_blade",
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skill_keys = {
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"element_boost",
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"sword_boost_mode"
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}
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},
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-- Insect Glaive
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{
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key = "insect_glaive",
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skill_keys = {
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"red_extract",
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"white_extract",
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"orange_extract",
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"all_extracts_mix"
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}
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},
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-- Bow
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{
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key = "bow",
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@@ -305,6 +305,7 @@ local insect_glaive_type_name = "insect_glaive";
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local bow_type_name = "bow";
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local previous_weapon_type = -1;
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local previous_weapon_key = "great_sword";
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local spirit_gauge_breakpoints = {3, 2};
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@@ -502,6 +503,7 @@ function this.update(player, player_data, weapon_type)
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end
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previous_weapon_type = weapon_type;
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previous_weapon_key = this.keys[previous_weapon_type].key;
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if weapon_type == 0 then
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this.update_great_sword_skills(player);
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@@ -1061,7 +1063,7 @@ function this.get_weapon_skill_name(weapon_skill_key)
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local weapon_skill_id = weapon_skill_ids[weapon_skill_key];
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if weapon_skill_id == nil then
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local weapon_skill_name = language.current_language.weapon_skills[weapon_skill_key];
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local weapon_skill_name = language.current_language.weapon_skills[previous_weapon_key][weapon_skill_key];
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if weapon_skill_name == nil then
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return weapon_skill_key;
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end
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@@ -7757,7 +7757,8 @@ function this.init_default()
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text_formatting = "%s",
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include = {
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skill_level = true
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name = true,
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effect_level = true
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},
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offset = {
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@@ -7850,7 +7851,8 @@ function this.init_default()
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text_formatting = "%s",
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include = {
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skill_level = true
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name = true,
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effect_level = true
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},
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offset = {
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@@ -7943,7 +7945,8 @@ function this.init_default()
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text_formatting = "%s",
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include = {
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skill_level = true
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name = true,
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effect_level = true
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},
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offset = {
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@@ -8036,7 +8039,8 @@ function this.init_default()
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text_formatting = "%s",
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include = {
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skill_level = true
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name = true,
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effect_level = true
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},
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offset = {
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@@ -8129,7 +8133,8 @@ function this.init_default()
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text_formatting = "%s",
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include = {
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skill_level = true
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name = true,
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effect_level = true
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},
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offset = {
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@@ -8222,7 +8227,8 @@ function this.init_default()
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text_formatting = "%s",
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include = {
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skill_level = true
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name = true,
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effect_level = true
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},
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offset = {
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@@ -8315,7 +8321,8 @@ function this.init_default()
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text_formatting = "%s",
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include = {
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skill_level = true
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name = true,
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effect_level = true
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},
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offset = {
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@@ -8408,7 +8415,8 @@ function this.init_default()
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text_formatting = "%s",
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include = {
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skill_level = true
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name = true,
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effect_level = true
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},
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offset = {
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@@ -8501,7 +8509,8 @@ function this.init_default()
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text_formatting = "%s",
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include = {
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skill_level = true
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name = true,
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effect_level = true
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},
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offset = {
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@@ -8594,7 +8603,8 @@ function this.init_default()
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text_formatting = "%s",
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include = {
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skill_level = true
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name = true,
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effect_level = true
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},
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offset = {
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@@ -272,7 +272,7 @@ this.default_language = {
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divine_protection = "Divine Protection",
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health_recovery_s = "Health Recovery (S)",
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health_recovery_l = "Health Recovery (L)",
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health_recovery_s_antidote = "Health Recovery (S) + (Antidote)",
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health_recovery_s_antidote = "Health Recovery (S) + Antidote",
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health_regeneration = "Health Regeneration",
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stamina_use_reduced = "Stamina Use Reduced",
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stamina_recovery_up = "Stamina Recovery Up",
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@@ -310,7 +310,7 @@ this.default_language = {
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agitator = "Agitator",
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berserk = "Berserk",
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bladescale_hone = "Bladescale Hone",
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blood_awakening = "Blood Awakened",
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blood_awakening = "Blood Awakening",
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bloodlust = "Bloodlust",
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burst = "Burst",
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coalescence = "Coalescence",
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@@ -903,7 +903,7 @@ this.default_language = {
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infinite_buffs_location = "Infinite Buffs Location",
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skill_level = "Skill Level"
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effect_level = "Effect Level",
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},
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};
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@@ -73,9 +73,13 @@ function this.draw(buff, buff_UI, position_on_screen, opacity_scale)
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drawing.draw_bar(buff_UI.bar, position_on_screen, opacity_scale, 1);
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end
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local buff_name = buff.name;
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if buff_UI.name_label.include.skill_level and buff.level > 1 then
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buff_name = string.format("%s %s%d", buff_name, language.current_language.UI.lv, buff.level);
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local buff_name = "";
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if buff_UI.name_label.include.name then
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buff_name = string.format("%s ", buff.name);
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end
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if buff_UI.name_label.include.effect_level and buff.level > 1 then
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buff_name = string.format("%s%s%d", buff_name, language.current_language.UI.lv, buff.level);
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end
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drawing.draw_label(buff_UI.name_label, position_on_screen, opacity_scale, buff_name);
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@@ -591,6 +591,7 @@ function this.draw()
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if buff_UI_changed or modifiers_changed or config_changed then
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buffs.init_all_UI();
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buffs.init_names();
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end
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if stats_UI_changed or modifiers_changed or config_changed then
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