@@ -1,56 +0,0 @@
|
||||
0.9.15
|
||||
- Hotfix to sound not stopping when performing an amputation on another player
|
||||
|
||||
0.9.14
|
||||
- Optimizations
|
||||
- New icon for the mod
|
||||
- Added a dirtyness malus for cicatrization, you'll have to keep your wound clean while it's healing (wash it you animal)
|
||||
- When trying to equip a prosthesis from the inventory you'll get a message to let you know that you're doing it wrong
|
||||
- Added explicit support to Left Is Right, making it work a lot better when you've got an amputated right limb
|
||||
|
||||
|
||||
0.9.13
|
||||
- Some little optimizations
|
||||
- Fixed a bug that made Fancy Handwork compat not work as intended
|
||||
|
||||
0.9.12
|
||||
- Fixed traits icons
|
||||
- Some cleaning to the code
|
||||
|
||||
0.9.11
|
||||
- Hotfix to cicatrization visuals
|
||||
|
||||
0.9.10
|
||||
- Modified textures once again
|
||||
|
||||
|
||||
0.9.9
|
||||
- Modified textures for amputations
|
||||
- Fixed a bug that caused some problems when amputating an already amputated limb
|
||||
|
||||
0.9.8
|
||||
- New textures for amputations
|
||||
- When cicatrized, an amputation will not be bloody anymore (visual thing only)
|
||||
|
||||
0.9.7
|
||||
- Now amputations should spawn in every case, damn hairs. Thanks Dev for the tip!
|
||||
|
||||
|
||||
0.9.6
|
||||
- Fixed a bug when handling zombie hitting amputated limbs
|
||||
- Fixed sound looping incessantly after amputating a limb
|
||||
- Changed how phantom pain occurs
|
||||
- Fixes to new hook models
|
||||
|
||||
|
||||
|
||||
|
||||
0.9.5
|
||||
- No more Right Click menu. You'll have to use the TOC Menu from the Medical Check, except for Cheats
|
||||
- Fixes to how amputations are handled
|
||||
before and after
|
||||
- Compatibility fixes with older versions
|
||||
- Various fixes to Traits
|
||||
- New heavily WIP models for metal and wooden hooks
|
||||
- Readded sounds during amputations
|
||||
- Fixed banages not getting applied after an amputation when they were in the player's inventory
|
||||
@@ -97,6 +97,7 @@ function DataController:setup(key)
|
||||
-- self.tocData.isInitializing = false
|
||||
-- ModData.add(key, self.tocData)
|
||||
|
||||
triggerEvent("OnSetupTocData")
|
||||
end
|
||||
|
||||
---In case of desync between the table on ModData and the table here
|
||||
@@ -417,6 +418,8 @@ function DataController.ReceiveData(key, data)
|
||||
|
||||
triggerEvent("OnReceivedTocData", handler.username)
|
||||
|
||||
-- TODO We need an event to track if initialization has been finalized
|
||||
|
||||
|
||||
|
||||
-- if username == getPlayer():getUsername() and not handler.isResetForced then
|
||||
|
||||
@@ -6,6 +6,8 @@ require("TOC/Events")
|
||||
-----------
|
||||
|
||||
|
||||
|
||||
|
||||
-- Handle ONLY stuff for the local client
|
||||
|
||||
---@class LocalPlayerController
|
||||
@@ -33,9 +35,6 @@ function LocalPlayerController.InitializePlayer(isForced)
|
||||
Events.OnAmputatedLimb.Add(LocalPlayerController.ToggleUpdateAmputations)
|
||||
LocalPlayerController.ToggleUpdateAmputations()
|
||||
|
||||
-- Manage their traits
|
||||
LocalPlayerController.ManageTraits(playerObj)
|
||||
|
||||
-- Since isForced is used to reset an existing player data, we're gonna clean their ISHealthPanel table too
|
||||
if isForced then
|
||||
local ItemsController = require("TOC/Controllers/ItemsController")
|
||||
@@ -47,9 +46,14 @@ function LocalPlayerController.InitializePlayer(isForced)
|
||||
SetHealthPanelTOC()
|
||||
end
|
||||
|
||||
|
||||
|
||||
---Handles the traits
|
||||
---@param playerObj IsoPlayer
|
||||
function LocalPlayerController.ManageTraits(playerObj)
|
||||
function LocalPlayerController.ManageTraits()
|
||||
|
||||
-- Local player
|
||||
local playerObj = getPlayer()
|
||||
|
||||
local AmputationHandler = require("TOC/Handlers/AmputationHandler")
|
||||
for k, v in pairs(StaticData.TRAITS_BP) do
|
||||
if playerObj:HasTrait(k) then
|
||||
@@ -65,6 +69,11 @@ function LocalPlayerController.ManageTraits(playerObj)
|
||||
end
|
||||
end
|
||||
|
||||
-- We need to manage traits when we're done setupping everything
|
||||
-- It shouldn't be done every single time we initialize the player, fetching data, etc.
|
||||
Events.OnSetupTocData.Add(LocalPlayerController.ManageTraits)
|
||||
|
||||
|
||||
----------------------------------------------------------
|
||||
|
||||
--* Health *--
|
||||
|
||||
@@ -2,3 +2,4 @@
|
||||
LuaEventManager.AddEvent("OnAmputatedLimb") --Triggered when a limb has been amputated
|
||||
LuaEventManager.AddEvent("OnProsthesisUnequipped")
|
||||
LuaEventManager.AddEvent("OnReceivedTocData") -- Triggered when TOC data is ready
|
||||
LuaEventManager.AddEvent("OnSetupTocData") -- Triggered when TOC has been setupped
|
||||
@@ -6,7 +6,7 @@ require("TOC/Events")
|
||||
|
||||
---@class Main
|
||||
local Main = {
|
||||
_version = "2.0.11"
|
||||
_version = "2.0.12"
|
||||
}
|
||||
|
||||
function Main.Start()
|
||||
|
||||
@@ -5,7 +5,7 @@ local TRAITS = {
|
||||
Amputee_Hand = "Amputee_Hand",
|
||||
Amputee_ForeArm = "Amputee_ForeArm",
|
||||
Amputee_UpperArm = "Amputee_UpperArm",
|
||||
Insensitive = "Insensitive"
|
||||
--Insensitive = "Insensitive" -- TODO Disabled for now, until we reintroduce it
|
||||
}
|
||||
|
||||
|
||||
@@ -37,7 +37,7 @@ local function SetupTraits()
|
||||
t:addXPBoost(Perks.Strength, -1)
|
||||
end
|
||||
|
||||
TraitFactory.addTrait(TRAITS.Insensitive, GetTraitText(TRAITS.Insensitive), 6, GetTraitDesc(TRAITS.Insensitive), false, false)
|
||||
--TraitFactory.addTrait(TRAITS.Insensitive, GetTraitText(TRAITS.Insensitive), 6, GetTraitDesc(TRAITS.Insensitive), false, false)
|
||||
|
||||
TraitFactory.setMutualExclusive(TRAITS.Amputee_Hand, TRAITS.Amputee_ForeArm)
|
||||
TraitFactory.setMutualExclusive(TRAITS.Amputee_Hand, TRAITS.Amputee_UpperArm)
|
||||
|
||||
Reference in New Issue
Block a user