if not TheOnlyCure then TheOnlyCure = {} end -- GLOBAL STRINGS Left = "Left" Right = "Right" Hand = "Hand" Forearm = "Forearm" Arm = "Arm" function TheOnlyCure.InitTheOnlyCure(_, player) local mod_data = player:getModData() --local toc_data = player:getModData().TOC if mod_data.TOC == nil then mod_data.TOC = {} print("CREATING NEW TOC STUFF SINCE YOU JUST DIED") local rightHand = "RightHand" local rightForearm = "RightForearm" local rightArm = "RightArm" local leftHand = "LeftHand" local leftForearm = "LeftForearm" local leftArm = "LeftArm" mod_data.TOC = { RightHand = {}, RightForearm = {}, RightArm = {}, LeftHand = {}, LeftForearm = {}, LeftArm = {}, is_other_bodypart_infected = false } for _ ,v in pairs(GetBodyParts()) do mod_data.TOC[v].is_cut = false mod_data.TOC[v].is_infected = false mod_data.TOC[v].is_operated = false mod_data.TOC[v].is_cicatrized = false mod_data.TOC[v].is_cauterized = false mod_data.TOC[v].is_amputation_shown = false mod_data.TOC[v].cicatrization_time = 0 mod_data.TOC[v].has_prosthesis_equipped = false mod_data.TOC[v].prothesis_factor = 1.0 -- TODO Every prosthesis has the same... does this even make sense here? mod_data.TOC[v].prothesis_material_id = nil end -- Manual stuff, just a temporary fix since this is kinda awful mod_data.TOC[rightHand].depends_on = {} mod_data.TOC[rightForearm].depends_on = {rightHand} mod_data.TOC[rightArm].depends_on = { rightHand, rightForearm } mod_data.TOC[leftHand].depends_on = {} mod_data.TOC[leftForearm].depends_on = { leftHand } mod_data.TOC[leftArm].depends_on = { leftHand, leftForearm } -- Setup cicatrization times mod_data.TOC[rightHand].cicatrization_base_time = 1700 mod_data.TOC[leftHand].cicatrization_base_time = 1700 mod_data.TOC[rightForearm].cicatrization_base_time = 1800 mod_data.TOC[leftForearm].cicatrization_base_time = 1800 mod_data.TOC[rightArm].cicatrization_base_time = 2000 mod_data.TOC[leftArm].cicatrization_base_time = 2000 -- Traits setup if player:HasTrait("amputee1") then local cloth = player:getInventory():AddItem("TOC.ArmLeft_noHand") player:setWornItem(cloth:getBodyLocation(), cloth) mod_data.TOC.LeftHand.is_cut=true; mod_data.TOC.LeftHand.is_operated=true; mod_data.TOC.LeftHand.is_amputation_shown=true; mod_data.TOC.LeftHand.is_cicatrized=true player:getInventory():AddItem("TOC.MetalHook") end if player:HasTrait("amputee2") then local cloth = player:getInventory():AddItem("TOC.ArmLeft_noForearm") player:setWornItem(cloth:getBodyLocation(), cloth) mod_data.TOC.LeftHand.is_cut=true; mod_data.TOC.LeftHand.is_operated=true mod_data.TOC.LeftForearm.is_cut=true; mod_data.TOC.LeftForearm.is_operated=true; mod_data.TOC.LeftForearm.is_amputation_shown=true; mod_data.TOC.LeftForearm.is_cicatrized=true player:getInventory():AddItem("TOC.MetalHook") end if player:HasTrait("amputee3") then local cloth = player:getInventory():AddItem("TOC.ArmLeft_noArm") player:setWornItem(cloth:getBodyLocation(), cloth) mod_data.TOC.LeftHand.is_cut=true; mod_data.TOC.LeftHand.is_operated=true mod_data.TOC.LeftForearm.is_cut=true; mod_data.TOC.LeftForearm.is_operated=true mod_data.TOC.LeftArm.is_cut=true; mod_data.TOC.LeftArm.is_operated=true; mod_data.TOC.LeftArm.is_amputation_shown=true; mod_data.TOC.LeftArm.is_cicatrized=true player:getInventory():AddItem("TOC.MetalHook") end player:transmitModData() end end function TheOnlyCure.DeclareTraits() local amp1 = TraitFactory.addTrait("amputee1", getText("UI_trait_Amputee1"), -8, getText("UI_trait_Amputee1desc"), false, false) amp1:addXPBoost(Perks.LeftHand, 4) local amp2 = TraitFactory.addTrait("amputee2", getText("UI_trait_Amputee2"), -10, getText("UI_trait_Amputee2desc"), false, false) amp2:addXPBoost(Perks.LeftHand, 4) local amp3 = TraitFactory.addTrait("amputee3", getText("UI_trait_Amputee3"), -20, getText("UI_trait_Amputee3desc"), false, false) amp3:addXPBoost(Perks.LeftHand, 4) TraitFactory.addTrait("Insensitive", getText("UI_trait_Insensitive"), 6, getText("UI_trait_Insensitivedesc"), false, false) TraitFactory.setMutualExclusive("amputee1", "amputee2") TraitFactory.setMutualExclusive("amputee1", "amputee3") TraitFactory.setMutualExclusive("amputee2", "amputee3") end Events.OnCreatePlayer.Add(TheOnlyCure.InitTheOnlyCure) Events.OnGameBoot.Add(TheOnlyCure.DeclareTraits)