I think I got almost everything. Now to check it
This commit is contained in:
@@ -14,124 +14,142 @@ Arm = "Arm"
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function TheOnlyCure.InitTheOnlyCure(_, player)
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local mod_data = player:getModData()
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--local toc_data = player:getModData().TOC
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if mod_data.TOC == nil then
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mod_data.TOC = {}
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print("CREATING NEW TOC STUF")
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local rightHand = "RightHand"
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local rightForearm = "RightForearm"
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local rightArm = "RightArm"
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local leftHand = "LeftHand"
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local leftForearm = "LeftForearm"
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local leftArm = "LeftArm"
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local prothesis_list = {"WoodenHook", "MetalHook", "MetalHand"}
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mod_data.TOC = {
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RightHand = {},
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RightForearm = {},
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RightArm = {},
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LeftHand = {},
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LeftForearm = {},
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LeftArm = {},
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is_other_bodypart_infected = false
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Limbs = {},
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Prosthesis = {},
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Generic = {},
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}
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for _ ,v in pairs(GetBodyParts()) do
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mod_data.TOC[v].is_cut = false
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mod_data.TOC[v].is_infected = false
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mod_data.TOC[v].is_operated = false
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mod_data.TOC[v].is_cicatrized = false
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mod_data.TOC[v].is_cauterized = false
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mod_data.TOC[v].is_amputation_shown = false
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mod_data.TOC[v].cicatrization_time = 0
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mod_data.TOC[v].is_prosthesis_equipped = false
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mod_data.TOC[v].prosthesis_factor = 1.0
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mod_data.TOC[v].prosthesis_material_id = nil
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end
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-- Manual stuff, just a temporary fix since this is kinda awful
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mod_data.TOC[rightHand].depends_on = {}
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mod_data.TOC[rightForearm].depends_on = {rightHand}
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mod_data.TOC[rightArm].depends_on = { rightHand, rightForearm }
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--------
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-- NEW NAMING SCHEME
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---- Amputations
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-- Amputation_Left_Hand
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-- Amputation_Right_UpperArm
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---- Prosthesis to equip
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-- Prost_Left_Hand_MetalHook
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-- Prost_Right_Forearm_WoodenHook
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--- Objects
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-- Prost_Object_WoddenHook
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local sides = {"Left", "Right"}
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local limbs = {"Hand", "LowerArm", "UpperArm"} -- Let's follow their naming
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local prosthesis_list = {"WoodenHook", "MetalHook", "MetalHand"}
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local accepted_prosthesis_hand = {"WoodenHook", "MetalHook", "MetalHand"}
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local accepted_prosthesis_lowerarm = {"WoodenHook", "MetalHook", "MetalHand"}
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local accepted_prosthesis_upperarm = {} -- For future stuff
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for _, side in ipairs(sides) do
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for _, limb in ipairs(limbs) do
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local part_name = side .. "_" .. limb
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mod_data.TOC.Limbs[part_name].is_cut = false
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mod_data.TOC.Limbs[part_name].is_infected = false
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mod_data.TOC.Limbs[part_name].is_operated = false
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mod_data.TOC.Limbs[part_name].is_cicatrized = false
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mod_data.TOC.Limbs[part_name].is_cauterized = false
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mod_data.TOC.Limbs[part_name].is_amputation_shown = false
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mod_data.TOC[leftHand].depends_on = {}
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mod_data.TOC[leftForearm].depends_on = { leftHand }
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mod_data.TOC[leftArm].depends_on = { leftHand, leftForearm }
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mod_data.TOC.Limbs[part_name].cicatrization_time = 0
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mod_data.TOC.Limbs[part_name].is_prosthesis_equipped = false
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mod_data.TOC.Limbs[part_name].equipped_prosthesis = {}
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-- Setup cicatrization times
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mod_data.TOC[rightHand].cicatrization_base_time = 1700
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mod_data.TOC[leftHand].cicatrization_base_time = 1700
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mod_data.TOC[rightForearm].cicatrization_base_time = 1800
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mod_data.TOC[leftForearm].cicatrization_base_time = 1800
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mod_data.TOC[rightArm].cicatrization_base_time = 2000
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mod_data.TOC[leftArm].cicatrization_base_time = 2000
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-- Even if there are some duplicates, this is just easier in the end since we're gonna get fairly easily part_name
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if limb == "Hand" then
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mod_data.TOC.Limbs[part_name].cicatrization_base_time = 1700
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mod_data.TOC.Limbs[part_name].depends_on = {}
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-- Setup a table with all the acceptable prosthesis
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mod_data.TOC.prosthesis_table = {}
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for _, v in ipairs(prothesis_list) do
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mod_data.TOC.prosthesis_table[v] = {
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material_id = 1,
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something = "Something"
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}
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mod_data.TOC.Prosthesis.AcceptedProsthesis[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["MetalHook"][part_name].prosthesis_factor = 1.3
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mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.1
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elseif limb == "LowerArm" then
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mod_data.TOC.Limbs[part_name].cicatrization_base_time = 1800
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mod_data.TOC.Limbs[part_name].depends_on = {side .. "_Hand",}
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mod_data.TOC.Prosthesis.AcceptedProsthesis[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["MetalHook"][part_name].prosthesis_factor = 1.45
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mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.25
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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].depends_on = {side .. "_Hand", side .. "_LowerArm",}
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mod_data.TOC.Prosthesis.AcceptedProsthesis[part_name] = accepted_prosthesis_upperarm
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end
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end
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end
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-- Setup traits
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if player:HasTrait("Amputee_Hand") then
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-- TODO override AddItem so we can change the texture dynamically based on skin color
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local amputation_clothing = player:getInventory():AddItem("TOC.Amputation_Left_Hand")
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player:setWornItem(amputation_clothing:getBodyLocation(), amputation_clothing)
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mod_data.TOC.Left_Hand.is_cut = true
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mod_data.TOC.Left_Hand.is_operated = true
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mod_data.TOC.Left_Hand.is_amputation_shown = true
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mod_data.TOC.Left_Hand.is_cicatrized = true
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elseif player:HasTrait("Amputee_LowerArm") then
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local amputation_clothing = player:getInventory():AddItem("TOC.Amputation_Left_LowerArm")
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player:setWornItem(amputation_clothing:getBodyLocation(), amputation_clothing)
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mod_data.TOC.Left_LowerArm.is_cut = true
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mod_data.TOC.Left_LowerArm.is_operated = true
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mod_data.TOC.Left_LowerArm.is_amputation_shown = true
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mod_data.TOC.Left_LowerArm.is_cicatrized = true
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elseif player:HasTrait("Amputee_UpperArm") then
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local amputation_clothing = player:getInventory():AddItem("TOC.Amputation_Left_UpperArm")
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player:setWornItem(amputation_clothing:getBodyLocation(), amputation_clothing)
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mod_data.TOC.Left_UpperArm.is_cut = true
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mod_data.TOC.Left_UpperArm.is_operated = true
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mod_data.TOC.Left_UpperArm.is_amputation_shown = true
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mod_data.TOC.Left_UpperArm.is_cicatrized = true
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end
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-- Traits setup
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if player:HasTrait("amputee1") then
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local cloth = player:getInventory():AddItem("TOC.ArmLeft_noHand")
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player:setWornItem(cloth:getBodyLocation(), cloth)
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mod_data.TOC.LeftHand.is_cut=true; mod_data.TOC.LeftHand.is_operated=true; mod_data.TOC.LeftHand.is_amputation_shown=true; mod_data.TOC.LeftHand.is_cicatrized=true
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player:getInventory():AddItem("TOC.MetalHook")
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end
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if player:HasTrait("amputee2") then
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local cloth = player:getInventory():AddItem("TOC.ArmLeft_noForearm")
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player:setWornItem(cloth:getBodyLocation(), cloth)
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mod_data.TOC.LeftHand.is_cut=true; mod_data.TOC.LeftHand.is_operated=true
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mod_data.TOC.LeftForearm.is_cut=true; mod_data.TOC.LeftForearm.is_operated=true; mod_data.TOC.LeftForearm.is_amputation_shown=true; mod_data.TOC.LeftForearm.is_cicatrized=true
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player:getInventory():AddItem("TOC.MetalHook")
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end
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if player:HasTrait("amputee3") then
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local cloth = player:getInventory():AddItem("TOC.ArmLeft_noArm")
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player:setWornItem(cloth:getBodyLocation(), cloth)
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mod_data.TOC.LeftHand.is_cut=true; mod_data.TOC.LeftHand.is_operated=true
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mod_data.TOC.LeftForearm.is_cut=true; mod_data.TOC.LeftForearm.is_operated=true
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mod_data.TOC.LeftArm.is_cut=true; mod_data.TOC.LeftArm.is_operated=true; mod_data.TOC.LeftArm.is_amputation_shown=true; mod_data.TOC.LeftArm.is_cicatrized=true
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player:getInventory():AddItem("TOC.MetalHook")
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end
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player:transmitModData()
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end
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end
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function TheOnlyCure.DeclareTraits()
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local amp1 = TraitFactory.addTrait("amputee1", getText("UI_trait_Amputee1"), -8, getText("UI_trait_Amputee1desc"), false, false)
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amp1:addXPBoost(Perks.LeftHand, 4)
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local amp2 = TraitFactory.addTrait("amputee2", getText("UI_trait_Amputee2"), -10, getText("UI_trait_Amputee2desc"), false, false)
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amp2:addXPBoost(Perks.LeftHand, 4)
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local amp3 = TraitFactory.addTrait("amputee3", getText("UI_trait_Amputee3"), -20, getText("UI_trait_Amputee3desc"), false, false)
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amp3:addXPBoost(Perks.LeftHand, 4)
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local amp1 = TraitFactory.addTrait("Amputee_Hand", getText("UI_trait_Amputee_Hand"), -8, getText("UI_trait_Amputee_Hand_desc"), false, false)
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amp1:addXPBoost(Perks.Left_Hand, 4)
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local amp2 = TraitFactory.addTrait("Amputee_LowerArm", getText("UI_trait_Amputee_LowerArm"), -10, getText("UI_trait_Amputee_LowerArm_desc"), false, false)
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amp2:addXPBoost(Perks.Left_Hand, 4)
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local amp3 = TraitFactory.addTrait("Amputee_UpperArm", getText("UI_trait_Amputee_UpperArm"), -20, getText("UI_trait_Amputee_UpperArm_desc"), false, false)
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amp3:addXPBoost(Perks.Left_Hand, 4)
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TraitFactory.addTrait("Insensitive", getText("UI_trait_Insensitive"), 6, getText("UI_trait_Insensitivedesc"), false, false)
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TraitFactory.setMutualExclusive("amputee1", "amputee2")
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TraitFactory.setMutualExclusive("amputee1", "amputee3")
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TraitFactory.setMutualExclusive("amputee2", "amputee3")
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TraitFactory.setMutualExclusive("Amputee_Hand", "Amputee_LowerArm")
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TraitFactory.setMutualExclusive("Amputee_Hand", "Amputee_UpperArm")
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TraitFactory.setMutualExclusive("Amputee_LowerArm", "Amputee_UpperArm")
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end
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