Fixed some errors from the last refactor
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@@ -21,6 +21,59 @@ local function TocCutLimbForTrait(player, limbs_data, part_name)
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limbs_data[v].is_amputation_shown = false
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limbs_data[v].is_cicatrized = true
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end
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end
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-- Sub function of TocSetInitData
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local function TocUpdateBaseData(mod_data)
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-- TODO The prosthetic knife needs to be a weapon first and foremost, so other than a
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-- clothing item it needs to be a weapon too (an invisible one maybe?)
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--local prosthesis_list = { "WoodenHook", "MetalHook", "MetalHand", "ProstheticKnife" }
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local accepted_prosthesis_hand = { "WoodenHook", "MetalHook", "MetalHand", "ProstheticKnife" }
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local accepted_prosthesis_lowerarm = { "WoodenHook", "MetalHook", "MetalHand", "ProstheticKnife" }
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local accepted_prosthesis_upperarm = {} -- For future stuff
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for _, side in ipairs(TOC_sides) do
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for _, limb in ipairs(TOC_limbs) do
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local part_name = side .. "_" .. limb
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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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mod_data.TOC.Prosthesis.Accepted_Prosthesis[part_name] = accepted_prosthesis_hand
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mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.3
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mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.2
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mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.1
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--mod_data.TOC.Prosthesis["ProstheticKnife"][part_name].prosthesis_factor = 1.5
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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.Accepted_Prosthesis[part_name] = accepted_prosthesis_lowerarm
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mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.35
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mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.25
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mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.15
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--mod_data.TOC.Prosthesis["ProstheticKnife"][part_name].prosthesis_factor = 1.6
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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.Accepted_Prosthesis[part_name] = accepted_prosthesis_upperarm
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end
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end
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end
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end
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local function TocSetInitData(mod_data, player)
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@@ -121,7 +174,7 @@ local function TocSetInitData(mod_data, player)
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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 = {} -- TODO i'm still not usign this, I should though
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mod_data.TOC.Limbs[part_name].equipped_prosthesis = {}
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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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@@ -144,57 +197,6 @@ local function TocSetInitData(mod_data, player)
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end
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local function TocUpdateBaseData(mod_data)
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-- TODO The prosthetic knife needs to be a weapon first and foremost, so other than a
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-- clothing item it needs to be a weapon too (an invisible one maybe?)
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--local prosthesis_list = { "WoodenHook", "MetalHook", "MetalHand", "ProstheticKnife" }
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local accepted_prosthesis_hand = { "WoodenHook", "MetalHook", "MetalHand", "ProstheticKnife" }
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local accepted_prosthesis_lowerarm = { "WoodenHook", "MetalHook", "MetalHand", "ProstheticKnife" }
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local accepted_prosthesis_upperarm = {} -- For future stuff
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for _, side in ipairs(TOC_sides) do
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for _, limb in ipairs(TOC_limbs) do
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local part_name = side .. "_" .. limb
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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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mod_data.TOC.Prosthesis.Accepted_Prosthesis[part_name] = accepted_prosthesis_hand
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mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.3
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mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.2
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mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.1
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--mod_data.TOC.Prosthesis["ProstheticKnife"][part_name].prosthesis_factor = 1.5
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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.Accepted_Prosthesis[part_name] = accepted_prosthesis_lowerarm
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mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.35
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mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.25
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mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.15
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--mod_data.TOC.Prosthesis["ProstheticKnife"][part_name].prosthesis_factor = 1.6
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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.Accepted_Prosthesis[part_name] = accepted_prosthesis_upperarm
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end
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end
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end
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end
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function TheOnlyCure.InitTheOnlyCure(_, player)
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