more setup stuff for modular prosthetics

This commit is contained in:
Pao
2023-02-10 13:47:08 +01:00
parent 031af29b51
commit a610763131
6 changed files with 84 additions and 40 deletions

View File

@@ -28,9 +28,11 @@ local TopStats = {
function GenerateEquippedProsthesis(prosthesis_item)
function GenerateEquippedProsthesis(prosthesis_item, limb)
-- TODO Durability should be decided from the clothing item xml. Same thing for disassembling stuff
-- TODO some stuff should be defined by the limb, like -10 if forearm in speed
local durability = 0
local speed = 0
@@ -54,39 +56,36 @@ function GenerateEquippedProsthesis(prosthesis_item)
end
end
-- TODO This won't work since if we unequip it we would lose this stuff. We need to bind it to the item
local prosthesis_table = {
prost_id = prosthesis_item:getID(),
prost_name = prosthesis_name,
local item_mod_data = prosthesis_item:getModData()
--------------------
-- TEST STUFF
durability = 12
speed = 51
-------------------
item_mod_data.TOC = {
durability = durability,
speed = speed
speed = speed,
}
return prosthesis_table
end
local ProsthesisRecipe = {}
--local ProsthesisRecipe = {}
function ProsthesisRecipe.OnCreate.Hook(items, result, player, selectedItem)
-- function ProsthesisRecipe.OnCreate.Hook(items, result, player, selectedItem)
-- Set mod data for item with durability and all that crap
-- -- Set mod data for item with durability and all that crap
-- when we equip a prosthesis, we're gonna pass these parameters to the newly generated clothing item
-- -- when we equip a prosthesis, we're gonna pass these parameters to the newly generated clothing item
-- when we unequip it, we regen the normal item with the parameters from the clothing item
-- -- when we unequip it, we regen the normal item with the parameters from the clothing item
end
-- end
function DoWeReallyNeedThis()
-- We need a durability check... so in modData
--
end