Working new model

This commit is contained in:
Pao
2023-03-20 01:02:16 +01:00
parent 436d668096
commit 20883a1c38
24 changed files with 23 additions and 21 deletions

View File

@@ -1,7 +1,7 @@
<?xml version='1.0' encoding='UTF-8'?>
<clothingItem>
<m_MaleModel>Prost_Left_LowerArm_LeatherBase_MetalHook_Male</m_MaleModel>
<m_FemaleModel>Prost_Left_LowerArm_LeatherBase_MetalHook_Female</m_FemaleModel>
<m_MaleModel>Prost_Left_LowerArm_Base_Hook_Male</m_MaleModel>
<m_FemaleModel>Prost_Left_LowerArm_Base_Hook_Female</m_FemaleModel>
<m_GUID>129ee688-d4bb-4297-8eb2-f88974001217</m_GUID>
<m_Static>false</m_Static>
<m_AllowRandomTint>false</m_AllowRandomTint>

View File

@@ -1,7 +1,7 @@
<?xml version='1.0' encoding='UTF-8'?>
<clothingItem>
<m_MaleModel>Prost_Right_LowerArm_Hook_Male</m_MaleModel>
<m_FemaleModel>Prost_Right_LowerArm_Hook_Female</m_FemaleModel>
<m_MaleModel>Prost_Right_LowerArm_Base_Hook_Male</m_MaleModel>
<m_FemaleModel>Prost_Right_LowerArm_Base_Hook_Female</m_FemaleModel>
<m_GUID>1eb56768-d7ef-46e4-ac07-91d0e43d15fb</m_GUID>
<m_Static>false</m_Static>
<m_AllowRandomTint>false</m_AllowRandomTint>

View File

@@ -58,7 +58,7 @@
<guid>714b78a7-8895-4f48-a29d-b6f12909db0e</guid>
</files>
<files>
<path>media/clothing/clothingItems/Prost_Right_LowerArm_MetalHook.xml</path>
<path>media/clothing/clothingItems/Prost_Right_LowerArm_LeatherBase_MetalHook.xml</path>
<guid>1eb56768-d7ef-46e4-ac07-91d0e43d15fb</guid>
</files>
<files>
@@ -70,7 +70,7 @@
<guid>aea8e02a-cba0-48d0-9eb0-7087651306b0</guid>
</files>
<files>
<path>media/clothing/clothingItems/Prost_Left_lowerArm_MetalHook.xml</path>
<path>media/clothing/clothingItems/Prost_Left_LowerArm_LeatherBase_MetalHook.xml</path>
<guid>129ee688-d4bb-4297-8eb2-f88974001217</guid>
</files>
<files>

View File

@@ -36,8 +36,9 @@ function TOC_LocalActions.EquipProsthesis(_, player, partName)
local surgeonInv = player:getInventory()
-- TODO Find a better way to filter objects. Disabled for now and only gets LeatherBase
local prosthesisToEquip = surgeonInv:getItemFromType('TOC.ProstNormal_LeatherBase_MetalHook')
local prosthesisToEquip = surgeonInv:getItemFromType('TOC.LeatherBase_MetalHook')
if prosthesisToEquip then
ISTimedActionQueue.add(TOC_InstallProsthesisAction:new(player, player, prosthesisToEquip, partName))
else

View File

@@ -58,12 +58,13 @@ function TOC.OperateLimb(partName, surgeonFactor, useOven)
if limbsData[partName].isOperated == false and limbsData[partName].isCut == true then
limbsData[partName].isOperated = true
limbsData[partName].cicatrizationTime = limbsData[partName].cicatrizationTime - (surgeonFactor * 200)
if useOven then limbsData[partName].is_cauterized = true end
for _, depended_v in pairs(limbParameters[partName].depends_on) do
limbsData[depended_v].isOperated = true
limbsData[depended_v].cicatrizationTime = limbsData[depended_v].cicatrizationTime -
(surgeonFactor * 200)
if useOven then limbsData[depended_v].isCauterized = true end
if useOven then limbsData[partName].isCauterized = true end
for _, dependedPart in pairs(limbParameters[partName].dependsOn) do
limbsData[dependedPart].isOperated = true
-- TODO We should not have cicatrization time for depended parts.
-- limbsData[dependedPart].cicatrizationTime = limbsData[dependedPart].cicatrizationTime -
-- (surgeonFactor * 200)
if useOven then limbsData[dependedPart].isCauterized = true end
end
end

View File

@@ -16,7 +16,7 @@ function TOC.EquipProsthesis(partName, prosthesisItem, prosthesisBaseName)
local player = getPlayer()
local TOCModData = player:getModData().TOC
local equippedProsthesis = GenerateEquippedProsthesis(prosthesisItem, player:getInventory(), "Hand")
local equippedProsthesis = GenerateEquippedProsthesis(prosthesisItem, player:getInventory(), partName)
--print("TOC: Test durability new item " .. added_prosthesis_mod_data.TOC.durability)

View File

@@ -50,9 +50,9 @@ end
---comment
---@param prosthesisItem any Normal item
---@param inventory any player inventory
---@param limb any
---@param partName any
---@return any equipped_prosthesis clothing item equipped prosthesis
function GenerateEquippedProsthesis(prosthesisItem, inventory, limb)
function GenerateEquippedProsthesis(prosthesisItem, inventory, partName)
-- TODO Durability should be decided from the clothing item xml. Same thing for disassembling stuff
-- TODO some stuff should be defined by the limb, like -10 if forearm in speed
-- when we equip a prosthesis, we're gonna pass these parameters to the newly generated clothing item
@@ -78,11 +78,11 @@ function GenerateEquippedProsthesis(prosthesisItem, inventory, limb)
-- durability_top, speed_top = GetProsthesisStats(top_table, prosthesis_name)
end
local equippedProsthesisName = TocFindCorrectClothingProsthesis()
local baseName = prosthesisItem:getType()
local equippedProsthesisName = TocFindCorrectClothingProsthesis(baseName, partName)
local equippedProsthesis = inventory:AddItem(prosthesisName)
local equippedProsthesis = inventory:AddItem(equippedProsthesisName)
equippedProsthesis:setCondition(prosthesisItem:getCondition())
equippedProsthesis:getModData().TOC = {

View File

@@ -555,7 +555,7 @@ item Prost_Left_LowerArm_LeatherBase_MetalHook
BodyLocation = TOC_ArmLeftProsthesis,
BloodLocation = Hands,
Icon = metalLeg,
Tooltip = TempTooltip,
Tooltip = Tooltip test lower arm test whatever,
CanHaveHoles = false,
}
item Prost_Right_LowerArm_LeatherBase_MetalHook