Working new model
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@@ -1,7 +1,7 @@
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<?xml version='1.0' encoding='UTF-8'?>
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<clothingItem>
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<m_MaleModel>Prost_Left_LowerArm_LeatherBase_MetalHook_Male</m_MaleModel>
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<m_FemaleModel>Prost_Left_LowerArm_LeatherBase_MetalHook_Female</m_FemaleModel>
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<m_MaleModel>Prost_Left_LowerArm_Base_Hook_Male</m_MaleModel>
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<m_FemaleModel>Prost_Left_LowerArm_Base_Hook_Female</m_FemaleModel>
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<m_GUID>129ee688-d4bb-4297-8eb2-f88974001217</m_GUID>
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<m_Static>false</m_Static>
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<m_AllowRandomTint>false</m_AllowRandomTint>
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@@ -1,7 +1,7 @@
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<?xml version='1.0' encoding='UTF-8'?>
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<clothingItem>
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<m_MaleModel>Prost_Right_LowerArm_Hook_Male</m_MaleModel>
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<m_FemaleModel>Prost_Right_LowerArm_Hook_Female</m_FemaleModel>
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<m_MaleModel>Prost_Right_LowerArm_Base_Hook_Male</m_MaleModel>
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<m_FemaleModel>Prost_Right_LowerArm_Base_Hook_Female</m_FemaleModel>
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<m_GUID>1eb56768-d7ef-46e4-ac07-91d0e43d15fb</m_GUID>
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<m_Static>false</m_Static>
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<m_AllowRandomTint>false</m_AllowRandomTint>
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@@ -58,7 +58,7 @@
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<guid>714b78a7-8895-4f48-a29d-b6f12909db0e</guid>
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</files>
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<files>
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<path>media/clothing/clothingItems/Prost_Right_LowerArm_MetalHook.xml</path>
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<path>media/clothing/clothingItems/Prost_Right_LowerArm_LeatherBase_MetalHook.xml</path>
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<guid>1eb56768-d7ef-46e4-ac07-91d0e43d15fb</guid>
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</files>
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<files>
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@@ -70,7 +70,7 @@
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<guid>aea8e02a-cba0-48d0-9eb0-7087651306b0</guid>
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</files>
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<files>
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<path>media/clothing/clothingItems/Prost_Left_lowerArm_MetalHook.xml</path>
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<path>media/clothing/clothingItems/Prost_Left_LowerArm_LeatherBase_MetalHook.xml</path>
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<guid>129ee688-d4bb-4297-8eb2-f88974001217</guid>
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</files>
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<files>
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@@ -36,8 +36,9 @@ function TOC_LocalActions.EquipProsthesis(_, player, partName)
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local surgeonInv = player:getInventory()
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-- TODO Find a better way to filter objects. Disabled for now and only gets LeatherBase
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local prosthesisToEquip = surgeonInv:getItemFromType('TOC.ProstNormal_LeatherBase_MetalHook')
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local prosthesisToEquip = surgeonInv:getItemFromType('TOC.LeatherBase_MetalHook')
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if prosthesisToEquip then
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ISTimedActionQueue.add(TOC_InstallProsthesisAction:new(player, player, prosthesisToEquip, partName))
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else
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@@ -58,12 +58,13 @@ function TOC.OperateLimb(partName, surgeonFactor, useOven)
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if limbsData[partName].isOperated == false and limbsData[partName].isCut == true then
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limbsData[partName].isOperated = true
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limbsData[partName].cicatrizationTime = limbsData[partName].cicatrizationTime - (surgeonFactor * 200)
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if useOven then limbsData[partName].is_cauterized = true end
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for _, depended_v in pairs(limbParameters[partName].depends_on) do
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limbsData[depended_v].isOperated = true
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limbsData[depended_v].cicatrizationTime = limbsData[depended_v].cicatrizationTime -
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(surgeonFactor * 200)
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if useOven then limbsData[depended_v].isCauterized = true end
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if useOven then limbsData[partName].isCauterized = true end
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for _, dependedPart in pairs(limbParameters[partName].dependsOn) do
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limbsData[dependedPart].isOperated = true
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-- TODO We should not have cicatrization time for depended parts.
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-- limbsData[dependedPart].cicatrizationTime = limbsData[dependedPart].cicatrizationTime -
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-- (surgeonFactor * 200)
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if useOven then limbsData[dependedPart].isCauterized = true end
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end
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end
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@@ -16,7 +16,7 @@ function TOC.EquipProsthesis(partName, prosthesisItem, prosthesisBaseName)
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local player = getPlayer()
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local TOCModData = player:getModData().TOC
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local equippedProsthesis = GenerateEquippedProsthesis(prosthesisItem, player:getInventory(), "Hand")
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local equippedProsthesis = GenerateEquippedProsthesis(prosthesisItem, player:getInventory(), partName)
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--print("TOC: Test durability new item " .. added_prosthesis_mod_data.TOC.durability)
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@@ -34,7 +34,7 @@ function TOC.EquipProsthesis(partName, prosthesisItem, prosthesisBaseName)
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-- TODO Change the value passed, it's wrong
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--TOCModData.limbs[partName].equippedProsthesis = TOCModData.Prosthesis[prosthesisBaseName][partName]
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if player:isFemale() then
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equippedProsthesis:getVisual():setTextureChoice(1)
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else
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@@ -50,9 +50,9 @@ end
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---comment
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---@param prosthesisItem any Normal item
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---@param inventory any player inventory
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---@param limb any
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---@param partName any
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---@return any equipped_prosthesis clothing item equipped prosthesis
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function GenerateEquippedProsthesis(prosthesisItem, inventory, limb)
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function GenerateEquippedProsthesis(prosthesisItem, inventory, partName)
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-- TODO Durability should be decided from the clothing item xml. Same thing for disassembling stuff
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-- TODO some stuff should be defined by the limb, like -10 if forearm in speed
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-- when we equip a prosthesis, we're gonna pass these parameters to the newly generated clothing item
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@@ -78,11 +78,11 @@ function GenerateEquippedProsthesis(prosthesisItem, inventory, limb)
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-- durability_top, speed_top = GetProsthesisStats(top_table, prosthesis_name)
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end
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local equippedProsthesisName = TocFindCorrectClothingProsthesis()
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local baseName = prosthesisItem:getType()
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local equippedProsthesisName = TocFindCorrectClothingProsthesis(baseName, partName)
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local equippedProsthesis = inventory:AddItem(prosthesisName)
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local equippedProsthesis = inventory:AddItem(equippedProsthesisName)
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equippedProsthesis:setCondition(prosthesisItem:getCondition())
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equippedProsthesis:getModData().TOC = {
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@@ -555,7 +555,7 @@ item Prost_Left_LowerArm_LeatherBase_MetalHook
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BodyLocation = TOC_ArmLeftProsthesis,
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BloodLocation = Hands,
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Icon = metalLeg,
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Tooltip = TempTooltip,
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Tooltip = Tooltip test lower arm test whatever,
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CanHaveHoles = false,
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}
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item Prost_Right_LowerArm_LeatherBase_MetalHook
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