Added leveling for ProstFamiliarity, dynamic xp
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@@ -63,18 +63,20 @@ function ISBaseTimedAction:perform()
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og_ISBaseTimedAction_perform(self)
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TOC_DEBUG.print("Running ISBaseTimedAction.perform override")
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TOC_DEBUG.print("max time: " .. tostring(self.maxTime))
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local dcInst = DataController.GetInstance()
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if not dcInst:getIsAnyLimbCut() then return end
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local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(LocalPlayerController.username)
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local xp = self.maxTime/100
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for k, _ in pairs(amputatedLimbs) do
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local limbName = k
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-- We're checking for only "visible" amputations to prevent from having bleeds everywhere
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if dcInst:getIsCut(limbName) and dcInst:getIsVisible(limbName) then
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local side = CommonMethods.GetSide(limbName)
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LocalPlayerController.playerObj:getXp():AddXP(Perks["Side_" .. side], 1) -- TODO Make it dynamic
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LocalPlayerController.playerObj:getXp():AddXP(Perks["Side_" .. side], xp)
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if not dcInst:getIsCicatrized(limbName) and dcInst:getIsProstEquipped(limbName) then
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TOC_DEBUG.print("Trying for bleed, player met the criteria")
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LocalPlayerController.TryRandomBleed(self.character, limbName)
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@@ -83,7 +85,7 @@ function ISBaseTimedAction:perform()
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-- Level up prosthesis perk
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if dcInst:getIsProstEquipped(limbName) then
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LocalPlayerController.playerObj:getXp():AddXP(Perks["ProstFamiliarity"], 1) -- TODO Make it dynamic
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LocalPlayerController.playerObj:getXp():AddXP(Perks["ProstFamiliarity"], xp)
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end
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end
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