insanity
This commit is contained in:
@@ -47,7 +47,7 @@ local function healUpdatePart(partName, modData, player)
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-- During healing
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-- During healing
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if modData_part.is_cut and not modData_part.is_cicatrized then
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if modData_part.is_cut and not modData_part.is_cicatrized then
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if modData_part.CicaTimeLeft < 0 then
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if modData_part.cicatrization_time < 0 then
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player:Say(getText('UI_ContextMenu_My') .. partName .. getText('UI_ContextMenu_Now_cut'))
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player:Say(getText('UI_ContextMenu_My') .. partName .. getText('UI_ContextMenu_Now_cut'))
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modData_part.is_cicatrized = true;
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modData_part.is_cicatrized = true;
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player:getTraits():add("Brave")
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player:getTraits():add("Brave")
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@@ -79,7 +79,7 @@ local function isOtherArmInfect(modData, partName)
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names[partName] = nil;
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names[partName] = nil;
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for i,v in pairs(names) do
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for i,v in pairs(names) do
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if modData.TOC[v].IsInfected then return true end
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if modData.TOC[v].is_infected then return true end
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end
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end
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return false
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return false
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end
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end
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@@ -1,4 +1,19 @@
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local function cureInfection(bodyDamage)
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local function CheckIfStillInfected(toc_data)
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for k,v in pairs(Bodyparts) do
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if toc_data[v].is_infected == true then
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getPlayer().Say("I'm still infected...")
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return true
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end
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end
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return false
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end
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local function CureInfection(bodyDamage)
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bodyDamage:setInfected(false);
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bodyDamage:setInfected(false);
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bodyDamage:setInfectionMortalityDuration(-1);
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bodyDamage:setInfectionMortalityDuration(-1);
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bodyDamage:setInfectionTime(-1);
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bodyDamage:setInfectionTime(-1);
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@@ -8,14 +23,20 @@ local function cureInfection(bodyDamage)
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local bodyPart = bodyParts:get(i);
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local bodyPart = bodyParts:get(i);
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bodyPart:SetInfected(false);
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bodyPart:SetInfected(false);
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end
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end
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getPlayer().Say("I'm gonna be fine")
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end
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end
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function CutArm(partName, surgeonFact, useBandage, bandageAlcool, usePainkiller, painkillerCount)
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function CutArm(partName, surgeonFact, useBandage, bandageAlcool, usePainkiller, painkillerCount)
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local player = getPlayer();
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local modData = player:getModData().TOC;
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local bodyPart = player:getBodyDamage():getBodyPart(TOC_getBodyPart(partName));
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--Set dommage of bodypart & stress & endu
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local player = getPlayer();
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local toc_data = player:getModData().TOC;
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local bodyPart = player:getBodyDamage():getBodyPart(TOC_getBodyPart(partName)); -- why the fuck do we we need this
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--Set damage of body part & stress & endurance
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local stats = player:getStats();
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local stats = player:getStats();
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bodyPart:AddDamage(100 - surgeonFact);
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bodyPart:AddDamage(100 - surgeonFact);
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bodyPart:setAdditionalPain(100 - surgeonFact);
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bodyPart:setAdditionalPain(100 - surgeonFact);
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@@ -27,114 +48,57 @@ function CutArm(partName, surgeonFact, useBandage, bandageAlcool, usePainkiller,
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stats:setStress(100 - surgeonFact);
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stats:setStress(100 - surgeonFact);
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-- Bandage
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-- Bandage
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if useBandage and bandageAlcool then
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--if useBandage and bandageAlcool then
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bodyPart:setBandaged(true, 10, true, bandage:getType());
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-- bodyPart:setBandaged(true, 10, true, bandage:getType());
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elseif useBandage and not bandageAlcool then
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--elseif useBandage and not bandageAlcool then
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bodyPart:setBandaged(true, 10, false, bandage:getType());
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-- bodyPart:setBandaged(true, 10, false, bandage:getType());
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end
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--end
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-- Painkiller
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-- Painkiller
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if usePainkiller then
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--if usePainkiller then
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for _ = 1,painkillerCount+1 do
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-- for _ = 1,painkillerCount+1 do
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player:getBodyDamage():JustTookPill(painkiller);
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-- player:getBodyDamage():JustTookPill(painkiller);
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end
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-- end
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if painkillerCount < 10 then addSound(player, player:getX(), player:getY(), player:getZ(), 50-painkillerCount*5, 50-painkillerCount*5) end
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-- if painkillerCount < 10 then addSound(player, player:getX(), player:getY(), player:getZ(), 50-painkillerCount*5, 50-painkillerCount*5) end
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else
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--else
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addSound(player, player:getX(), player:getY(), player:getZ(), 50, 50)
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-- addSound(player, player:getX(), player:getY(), player:getZ(), 50, 50)
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end
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--end
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-- Change modData
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-- Change modData
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if bodyPart:getType() == BodyPartType.Hand_R then
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modData.RightHand.IsCut = true;
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local current_bodypart = bodyPart:getType()
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modData.RightHand.ToDisplay = true;
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local body_damage = player:getBodyDamage()
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modData.RightHand.CicaTimeLeft = 1700 - surgeonFact * 50;
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elseif bodyPart:getType() == BodyPartType.ForeArm_R then
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for k,v in pairs(Bodyparts) do
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modData.RightForearm.IsCut = true; modData.RightHand.IsCut = true;
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modData.RightForearm.ToDisplay = true; modData.RightHand.ToDisplay = false;
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if v == partName then
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modData.RightHand.is_cauterized = false;
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toc_data[v].is_cut = true
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modData.RightForearm.CicaTimeLeft = 1800 - surgeonFact * 50; modData.RightHand.CicaTimeLeft = 1800 - surgeonFact * 50;
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toc_data[v].is_amputation_shown = true
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elseif bodyPart:getType() == BodyPartType.UpperArm_R then
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toc_data[v].cicatrization_time = toc_data[v].cicatrization_base_time - surgeonFact * 50
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modData.RightArm.IsCut = true; modData.RightForearm.IsCut = true; modData.RightHand.IsCut = true;
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modData.RightArm.ToDisplay = true; modData.RightForearm.ToDisplay = false; modData.RightHand.ToDisplay = false;
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modData.RightHand.is_cauterized = false; modData.RightForearm.is_cauterized = false;
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-- Heal the infection here
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modData.RightArm.CicaTimeLeft = 2000 - surgeonFact * 50; modData.RightForearm.CicaTimeLeft = 2000 - surgeonFact * 50; modData.RightHand.CicaTimeLeft = 2000 - surgeonFact * 50;
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if toc_data[v].is_infected and body_damage.getInfectionLevel() < 20 then
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elseif bodyPart:getType() == BodyPartType.Hand_L then
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toc_data[v].is_infected = false
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modData.LeftHand.IsCut = true;
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current_bodypart:SetBitten(false)
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modData.LeftHand.ToDisplay = true;
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modData.LeftHand.CicaTimeLeft = 1700 - surgeonFact * 50;
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-- Second check, let's see if there is any other infected limb.
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elseif bodyPart:getType() == BodyPartType.ForeArm_L then
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if CheckIfStillInfected(toc_data) == false then
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modData.LeftForearm.IsCut = true; modData.LeftHand.IsCut = true;
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CureInfection(body_damage)
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modData.LeftForearm.ToDisplay = true; modData.LeftHand.ToDisplay = false;
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modData.LeftHand.is_cauterized = false;
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modData.LeftForearm.CicaTimeLeft = 1800 - surgeonFact * 50; modData.LeftHand.CicaTimeLeft = 1800 - surgeonFact * 50;
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elseif bodyPart:getType() == BodyPartType.UpperArm_L then
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modData.LeftArm.IsCut = true; modData.LeftForearm.IsCut = true; modData.LeftHand.IsCut = true;
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modData.LeftArm.ToDisplay = true; modData.LeftForearm.ToDisplay = false; modData.LeftHand.ToDisplay = false;
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modData.LeftHand.is_cauterized = false; modData.LeftForearm.is_cauterized = false;
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modData.LeftArm.CicaTimeLeft = 2000 - surgeonFact * 50; modData.LeftForearm.CicaTimeLeft = 2000 - surgeonFact * 50; modData.LeftHand.CicaTimeLeft = 2000 - surgeonFact * 50;
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end
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end
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--Heal the infection
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end
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-- dude what the fuck is this code
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for depended_k, depended_v in pairs(toc_data[v].depends_on) do
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local bd = player:getBodyDamage()
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toc_data[depended_v].is_cut = true
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if bodyPart:getType() == BodyPartType.Hand_R then
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toc_data[depended_v].is_amputation_shown = true
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if bd:getInfectionLevel() < 20 and modData.RightHand.IsInfected and not (modData.RightForearm.IsInfected or modData.RightArm.IsInfected or modData.LeftArm.IsInfected or modData.LeftForearm.IsInfected or modData.LeftHand.IsInfected or modData.OtherBody_IsInfected) then
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toc_data[depended_v].cicatrization_time = toc_data[v].cicatrization_base_time - surgeonFact * 50
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player:Say("I'm gonna be fine!");
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bd:getBodyPart(BodyPartType.Hand_R):SetBitten(false);
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cureInfection(bd);
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else
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player:Say("I did that for nothing...");
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end
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end
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modData.RightHand.IsInfected = false;
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elseif bodyPart:getType() == BodyPartType.ForeArm_R then
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if bd:getInfectionLevel() < 20 and modData.RightForearm.IsInfected and not (modData.RightArm.IsInfected or modData.LeftArm.IsInfected or modData.LeftForearm.IsInfected or modData.LeftHand.IsInfected or modData.OtherBody_IsInfected) then
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player:Say("I'm gonna be fine!");
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bd:getBodyPart(BodyPartType.Hand_R):SetBitten(false); bd:getBodyPart(BodyPartType.ForeArm_R):SetBitten(false);
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cureInfection(bd);
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else
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player:Say("I did that for nothing...");
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end
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end
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modData.RightHand.IsInfected = false;
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modData.RightForearm.IsInfected = false;
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elseif bodyPart:getType() == BodyPartType.UpperArm_R then
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if bd:getInfectionLevel() < 20 and modData.RightArm.IsInfected and not (modData.LeftArm.IsInfected or modData.LeftForearm.IsInfected or modData.LeftHand.IsInfected or modData.OtherBody_IsInfected) then
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player:Say("I healed !");
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bd:getBodyPart(BodyPartType.Hand_R):SetBitten(false); bd:getBodyPart(BodyPartType.ForeArm_R):SetBitten(false); bd:getBodyPart(BodyPartType.UpperArm_R):SetBitten(false);
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cureInfection(bd);
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else
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player:Say("I did that for nothing...");
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end
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modData.RightHand.IsInfected = false; modData.RightForearm.IsInfected = false; modData.RightArm.IsInfected = false;
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elseif bodyPart:getType() == BodyPartType.Hand_L then
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if bd:getInfectionLevel() < 20 and modData.LeftHand.IsInfected and not (modData.RightForearm.IsInfected or modData.RightArm.IsInfected or modData.LeftArm.IsInfected or modData.LeftForearm.IsInfected or modData.RightHand.IsInfected or modData.OtherBody_IsInfected) then
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player:Say("I'm gonna be fine!");
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bd:getBodyPart(BodyPartType.Hand_L):SetBitten(false);
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cureInfection(bd);
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else
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player:Say("I did that for nothing...");
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end
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modData.LeftHand.IsInfected = false;
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elseif bodyPart:getType() == BodyPartType.ForeArm_L then
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if bd:getInfectionLevel() < 20 and modData.LeftForearm.IsInfected and not (modData.RightForearm.IsInfected or modData.RightArm.IsInfected or modData.LeftArm.IsInfected or modData.RightHand.IsInfected or modData.OtherBody_IsInfected) then
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player:Say("I'm gonna be fine!");
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bd:getBodyPart(BodyPartType.Hand_L):SetBitten(false); bd:getBodyPart(BodyPartType.ForeArm_L):SetBitten(false);
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cureInfection(bd);
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else
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player:Say("I did that for nothing...");
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end
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modData.LeftHand.IsInfected = false; modData.LeftForearm.IsInfected = false;
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elseif bodyPart:getType() == BodyPartType.UpperArm_L then
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if bd:getInfectionLevel() < 20 and modData.LeftArm.IsInfected and not (modData.RightForearm.IsInfected or modData.RightArm.IsInfected or modData.RightHand.IsInfected or modData.OtherBody_IsInfected) then
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player:Say("I'm gonna be fine!");
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bd:getBodyPart(BodyPartType.Hand_L):SetBitten(false); bd:getBodyPart(BodyPartType.ForeArm_L):SetBitten(false); bd:getBodyPart(BodyPartType.UpperArm_L):SetBitten(false);
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cureInfection(bd);
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else
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player:Say("I did that for nothing...");
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end
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modData.LeftHand.IsInfected = false; modData.LeftForearm.IsInfected = false; modData.LeftArm.IsInfected = false;
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end
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end
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--Equip cloth
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--Equip cloth
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local cloth = player:getInventory():AddItem(find_clothName2_TOC(partName));
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local cloth = player:getInventory():AddItem(find_clothName2_TOC(partName));
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player:setWornItem(cloth:getBodyLocation(), cloth);
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player:setWornItem(cloth:getBodyLocation(), cloth);
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@@ -143,7 +107,7 @@ end
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function OperateArm(partName, surgeonFact, useOven)
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function OperateArm(partName, surgeonFact, useOven)
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local player = getPlayer();
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local player = getPlayer();
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local modData = player:getModData().TOC;
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local toc_data = player:getModData().TOC;
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if useOven then
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if useOven then
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local stats = player:getStats();
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local stats = player:getStats();
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@@ -151,58 +115,25 @@ function OperateArm(partName, surgeonFact, useOven)
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stats:setStress(100);
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stats:setStress(100);
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end
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end
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if partName == "RightHand" and not modData.RightHand.IsOperated then
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modData.RightHand.IsOperated = true;
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for k,v in pairs(Bodyparts) do
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modData.RightHand.CicaTimeLeft = modData.RightHand.CicaTimeLeft - (surgeonFact * 200);
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if useOven then modData.RightHand.is_cauterized = true end
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if not toc_data[v].is_operated then
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elseif partName == "RightForearm" and not modData.RightForearm.IsOperated then
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toc_data[v].is_operated = true
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modData.RightForearm.IsOperated = true;
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toc_data[v].cicatrization_time = toc_data[v].cicatrization_time - (surgeonFact * 200)
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modData.RightHand.IsOperated = true;
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modData.RightForearm.CicaTimeLeft = modData.RightForearm.CicaTimeLeft - (surgeonFact * 200);
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if useOven then toc_data[v].is_cauterized = true end
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modData.RightHand.CicaTimeLeft = modData.RightHand.CicaTimeLeft - (surgeonFact * 200);
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if useOven then
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modData.TOC.RightHand.is_cauterized = true;
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for depended_k, depended_v in pairs(toc_data[v].depends_on) do
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modData.TOC.RightForearm.is_cauterized = true;
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toc_data[depended_v].is_operated = true
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end
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toc_data[depended_v].cicatrization_time = toc_data[depended_v].cicatrization_time - (surgeonFact * 200)
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elseif partName == "RightArm" and not modData.RightArm.IsOperated then
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if useOven then toc_data[depended_v].is_cauterized = true end
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modData.RightArm.IsOperated = true;
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modData.RightForearm.IsOperated = true;
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modData.RightHand.IsOperated = true;
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modData.RightArm.CicaTimeLeft = modData.RightArm.CicaTimeLeft - (surgeonFact * 200);
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modData.RightForearm.CicaTimeLeft = modData.RightForearm.CicaTimeLeft - (surgeonFact * 200);
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modData.RightHand.CicaTimeLeft = modData.RightHand.CicaTimeLeft - (surgeonFact * 200);
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if useOven then
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modData.RightHand.is_cauterized = true;
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modData.RightForearm.is_cauterized = true;
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modData.RightArm.is_cauterized = true;
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end
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elseif partName == "LeftHand" and not modData.LeftHand.IsOperated then
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modData.LeftHand.IsOperated = true;
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modData.LeftHand.CicaTimeLeft = modData.LeftHand.CicaTimeLeft - (surgeonFact * 200);
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if useOven then modData.LeftHand.is_cauterized = true end
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elseif partName == "LeftForearm" and not modData.LeftForearm.IsOperated then
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modData.LeftForearm.IsOperated = true;
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modData.LeftHand.IsOperated = true;
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modData.LeftForearm.CicaTimeLeft = modData.LeftForearm.CicaTimeLeft - (surgeonFact * 200);
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modData.LeftHand.CicaTimeLeft = modData.LeftHand.CicaTimeLeft - (surgeonFact * 200);
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if useOven then
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modData.LeftHand.is_cauterized = true;
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modData.LeftForearm.is_cauterized = true;
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end
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elseif partName == "LeftArm" and not modData.LeftArm.IsOperated then
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modData.LeftArm.IsOperated = true;
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modData.LeftForearm.IsOperated = true;
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modData.LeftHand.IsOperated = true;
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modData.LeftArm.CicaTimeLeft = modData.LeftArm.CicaTimeLeft - (surgeonFact * 200);
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modData.LeftForearm.CicaTimeLeft = modData.LeftForearm.CicaTimeLeft - (surgeonFact * 200);
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modData.LeftHand.CicaTimeLeft = modData.LeftHand.CicaTimeLeft - (surgeonFact * 200);
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if useOven then
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modData.LeftHand.is_cauterized = true;
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modData.LeftForearm.is_cauterized = true;
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modData.LeftArm.is_cauterized = true;
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end
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end
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end
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end
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end
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SetBodyPartsStatus(player, partName, useOven)
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SetBodyPartsStatus(player, partName, useOven)
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player:transmitModData();
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player:transmitModData();
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end
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end
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@@ -257,3 +188,4 @@ function SetBodyPartsStatus(player, partName, useOven)
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end
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end
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end
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end
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@@ -155,25 +155,25 @@ local function setDescUI(partName)
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-- Cut but not healed
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-- Cut but not healed
|
||||||
elseif partData.is_cut and not partData.is_cicatrized and partData.ToDisplay then
|
elseif partData.is_cut and not partData.is_cicatrized and partData.ToDisplay then
|
||||||
if partData.IsOperated then
|
if partData.IsOperated then
|
||||||
if partData.CicaTimeLeft > 1000 then
|
if partData.cicatrization_time > 1000 then
|
||||||
descUI["textEtat"]:setText("Still a long way to go")
|
descUI["textEtat"]:setText("Still a long way to go")
|
||||||
descUI["textEtat"]:setColor(1, 0.8, 1, 0.2);
|
descUI["textEtat"]:setColor(1, 0.8, 1, 0.2);
|
||||||
elseif partData.CicaTimeLeft > 500 then
|
elseif partData.cicatrization_time > 500 then
|
||||||
descUI["textEtat"]:setText("Starting to get better")
|
descUI["textEtat"]:setText("Starting to get better")
|
||||||
descUI["textEtat"]:setColor(1, 0.8, 1, 0.2)
|
descUI["textEtat"]:setColor(1, 0.8, 1, 0.2)
|
||||||
|
|
||||||
elseif partData.CicaTimeLeft > 100 then
|
elseif partData.cicatrization_time > 100 then
|
||||||
descUI["textEtat"]:setText("Almost cicatrized");
|
descUI["textEtat"]:setText("Almost cicatrized");
|
||||||
descUI["textEtat"]:setColor(1, 0.8, 1, 0.2);
|
descUI["textEtat"]:setColor(1, 0.8, 1, 0.2);
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
if partData.CicaTimeLeft > 1000 then
|
if partData.cicatrization_time > 1000 then
|
||||||
descUI["textEtat"]:setText("It hurts so much...")
|
descUI["textEtat"]:setText("It hurts so much...")
|
||||||
descUI["textEtat"]:setColor(1, 1, 0, 0)
|
descUI["textEtat"]:setColor(1, 1, 0, 0)
|
||||||
elseif partData.CicaTimeLeft > 500 then
|
elseif partData.cicatrization_time > 500 then
|
||||||
descUI["textEtat"]:setText("It still hurts a lot")
|
descUI["textEtat"]:setText("It still hurts a lot")
|
||||||
descUI["textEtat"]:setColor(1, 0.8, 1, 0.2)
|
descUI["textEtat"]:setColor(1, 0.8, 1, 0.2)
|
||||||
elseif partData.CicaTimeLeft > 500 then
|
elseif partData.cicatrization_time > 500 then
|
||||||
descUI["textEtat"]:setText("I think it's almost over...")
|
descUI["textEtat"]:setText("I think it's almost over...")
|
||||||
descUI["textEtat"]:setColor(1, 0.8, 1, 0.2)
|
descUI["textEtat"]:setColor(1, 0.8, 1, 0.2)
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -47,6 +47,7 @@ local function initVariable(_, player)
|
|||||||
|
|
||||||
-- https://stackoverflow.com/questions/20915164/lua-loop-for-creating-variables-in-table
|
-- https://stackoverflow.com/questions/20915164/lua-loop-for-creating-variables-in-table
|
||||||
|
|
||||||
|
|
||||||
local rightHand = "RightHand"
|
local rightHand = "RightHand"
|
||||||
local rightForearm = "RightForearm"
|
local rightForearm = "RightForearm"
|
||||||
local rightArm = "RightArm"
|
local rightArm = "RightArm"
|
||||||
@@ -86,16 +87,25 @@ local function initVariable(_, player)
|
|||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
-- Manual stuff
|
-- Manual stuff, just a temporary fix since this is kinda awful
|
||||||
|
modData.TOC[rightHand].depends_on = {}
|
||||||
|
|
||||||
modData.TOC[rightForearm].depends_on = {rightHand}
|
modData.TOC[rightForearm].depends_on = {rightHand}
|
||||||
modData.TOC[rightArm].depends_on = { rightHand, rightForearm }
|
modData.TOC[rightArm].depends_on = { rightHand, rightForearm }
|
||||||
|
|
||||||
|
modData.TOC[leftHand].depends_on = {}
|
||||||
modData.TOC[leftForearm].depends_on = { leftHand }
|
modData.TOC[leftForearm].depends_on = { leftHand }
|
||||||
modData.TOC[leftArm].depends_on = { leftHand, leftForearm }
|
modData.TOC[leftArm].depends_on = { leftHand, leftForearm }
|
||||||
|
|
||||||
|
|
||||||
|
-- Setup cicatrization times
|
||||||
|
modData.TOC[rightHand].cicatrization_base_time = 1700
|
||||||
|
modData.TOC[leftHand].cicatrization_base_time = 1700
|
||||||
|
modData.TOC[rightForearm].cicatrization_base_time = 1800
|
||||||
|
modData.TOC[leftForearm].cicatrization_base_time = 1800
|
||||||
|
modData.TOC[rightArm].cicatrization_base_time = 2000
|
||||||
|
modData.TOC[leftArm].cicatrization_base_time = 2000
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
if player:HasTrait("amputee1") then
|
if player:HasTrait("amputee1") then
|
||||||
|
|||||||
Reference in New Issue
Block a user