I "fixed" the other parts bleeding accidentally
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@@ -38,11 +38,11 @@ function ISBaseTimedAction:adjustMaxTime(maxTime)
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if part_data[part_name].is_cut then
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if part_data[part_name].is_cut then
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if part_data[part_name].is_prosthesis_equipped then
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if part_data[part_name].is_prosthesis_equipped then
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modified_max_time = modified_max_time * part_data[part_name].equipped_prosthesis.prosthesis_factor
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modified_max_time = modified_max_time * part_data[part_name].equipped_prosthesis.prosthesis_factor
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else
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else
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modified_max_time = modified_max_time * 2 -- TODO make this lower
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modified_max_time = modified_max_time * 1.5 -- TODO make this lower
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end
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end
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if part_data[part_name].is_cauterized then
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if part_data[part_name].is_cauterized then
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modified_max_time = modified_max_time * burn_factor
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modified_max_time = modified_max_time * burn_factor
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@@ -172,8 +172,8 @@ function TocUpdateBaseData(mod_data)
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mod_data.TOC.Prosthesis.Accepted_Prosthesis[part_name] = accepted_prosthesis_hand
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mod_data.TOC.Prosthesis.Accepted_Prosthesis[part_name] = accepted_prosthesis_hand
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mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.5
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mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.3
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mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.3
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mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.2
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mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.1
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mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.1
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@@ -182,9 +182,9 @@ function TocUpdateBaseData(mod_data)
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mod_data.TOC.Limbs[part_name].depends_on = {side .. "_Hand",}
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mod_data.TOC.Limbs[part_name].depends_on = {side .. "_Hand",}
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mod_data.TOC.Prosthesis.Accepted_Prosthesis[part_name] = accepted_prosthesis_lowerarm
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mod_data.TOC.Prosthesis.Accepted_Prosthesis[part_name] = accepted_prosthesis_lowerarm
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mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.65
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mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.35
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mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.45
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mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.25
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mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.25
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mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.15
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elseif limb == "UpperArm" then
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elseif limb == "UpperArm" then
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mod_data.TOC.Limbs[part_name].cicatrization_base_time = 2000
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mod_data.TOC.Limbs[part_name].cicatrization_base_time = 2000
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mod_data.TOC.Limbs[part_name].depends_on = {side .. "_Hand", side .. "_LowerArm",}
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mod_data.TOC.Limbs[part_name].depends_on = {side .. "_Hand", side .. "_LowerArm",}
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@@ -222,9 +222,6 @@ function TheOnlyCure.CutLimb(part_name, surgeon_factor, bandage_table, painkille
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-- Items get unequipped in ISCutLimb.Start
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-- Items get unequipped in ISCutLimb.Start
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local player = getPlayer()
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local player = getPlayer()
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local toc_data = player:getModData().TOC
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local toc_data = player:getModData().TOC
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local part_data = toc_data.Limbs
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local part_data = toc_data.Limbs
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@@ -242,13 +239,23 @@ function TheOnlyCure.CutLimb(part_name, surgeon_factor, bandage_table, painkille
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stats:setEndurance(surgeon_factor)
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stats:setEndurance(surgeon_factor)
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stats:setStress(100 - surgeon_factor)
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stats:setStress(100 - surgeon_factor)
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-- Set malus for strength and fitness
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player:LoseLevel(Perks.Fitness)
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player:LoseLevel(Perks.Strength)
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-- If bandages are available, use them
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-- If bandages are available, use them
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body_part:setBandaged(bandage_table.use_bandage, 10, bandage_table.is_bandage_sterilized, bandage_table.bandage_type)
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body_part:setBandaged(bandage_table.use_bandage, 10, bandage_table.is_bandage_sterilized, bandage_table.bandage_type)
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-- If painkillers are available, use them
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-- If painkillers are available, use them
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-- ...
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-- TODO add painkiller support
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-- Use a tourniquet if available
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-- TODO add tourniquet
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if part_data[part_name].is_cut == false then
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if part_data[part_name].is_cut == false then
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part_data[part_name].is_cut = true
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part_data[part_name].is_cut = true
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@@ -265,7 +272,7 @@ function TheOnlyCure.CutLimb(part_name, surgeon_factor, bandage_table, painkille
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-- Second check, let's see if there is any other infected limb.
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-- Second check, let's see if there is any other infected limb.
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if CheckIfStillInfected(part_data) == false then
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if CheckIfStillInfected(part_data) == false then
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TocCureInfection(body_damage, part_data, part_name)
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TocCureInfection(body_damage, part_data, part_name)
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getPlayer():Say("I'm gonna be fine")
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getPlayer():Say("I'm gonna be fine...")
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else
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else
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getPlayer():Say("I'm still gonna die...")
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getPlayer():Say("I'm still gonna die...")
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end
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end
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@@ -274,7 +281,7 @@ function TheOnlyCure.CutLimb(part_name, surgeon_factor, bandage_table, painkille
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-- Cut the depended part
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-- Cut the depended part
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for _, depended_v in pairs(part_data[part_name].depends_on) do
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for _, depended_v in pairs(part_data[part_name].depends_on) do
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part_data[depended_v].is_cut = true
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part_data[depended_v].is_cut = true
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part_data[depended_v].is_amputation_shown = false -- TODO why was it true before?
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part_data[depended_v].is_amputation_shown = false
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part_data[depended_v].cicatrization_time = part_data[part_name].cicatrization_base_time - surgeon_factor * 50
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part_data[depended_v].cicatrization_time = part_data[part_name].cicatrization_base_time - surgeon_factor * 50
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end
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end
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@@ -282,7 +289,6 @@ function TheOnlyCure.CutLimb(part_name, surgeon_factor, bandage_table, painkille
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-- Check for older amputation models and deletes them from player's inventory
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-- Check for older amputation models and deletes them from player's inventory
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local side = string.match(part_name, '(%w+)_')
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local side = string.match(part_name, '(%w+)_')
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TocDeleteOtherAmputatedLimbs(side)
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TocDeleteOtherAmputatedLimbs(side)
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--Equip new model for amputation
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--Equip new model for amputation
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