Files
The-Only-Cure/media/lua/client/TOC_ProsthesisHandler.lua
2023-02-10 04:10:06 +01:00

92 lines
1.9 KiB
Lua

local BaseStats = {
LeatherBase = {
durability = 25,
speed = 15
},
WoodenBase = {
durability = 10,
speed = 5,
},
MetalBase = {
durability = 75,
speed = 7,
}
}
local TopStats = {
}
function GenerateEquippedProsthesis(prosthesis_item)
-- TODO Durability should be decided from the clothing item xml. Same thing for disassembling stuff
local durability = 0
local speed = 0
local prosthesis_name = prosthesis_item:getFullType()
for base_name, base_values in pairs(BaseStats) do
-- Check the name of the prosthesis item, set the correct values
if string.find(prosthesis_name, base_name) then
durability = base_values.durability
speed = base_values.speed
end
end
for top_name, top_values in pairs(TopStats) do
-- Check the name of the prosthesis item, set the correct values
if string.find(prosthesis_name, top_name) then
durability = durability + top_values.durability
speed = speed + top_values.speed
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,
durability = durability,
speed = speed
}
return prosthesis_table
end
local ProsthesisRecipe = {}
function ProsthesisRecipe.OnCreate.Hook(items, result, player, selectedItem)
-- 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 unequip it, we regen the normal item with the parameters from the clothing item
end
function DoWeReallyNeedThis()
-- We need a durability check... so in modData
--
end