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