92 lines
1.8 KiB
Lua
92 lines
1.8 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, limb)
|
|
-- TODO Durability should be decided from the clothing item xml. Same thing for disassembling stuff
|
|
|
|
-- TODO some stuff should be defined by the limb, like -10 if forearm in speed
|
|
|
|
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
|
|
|
|
local item_mod_data = prosthesis_item:getModData()
|
|
|
|
--------------------
|
|
-- TEST STUFF
|
|
durability = 12
|
|
speed = 51
|
|
|
|
-------------------
|
|
|
|
|
|
item_mod_data.TOC = {
|
|
durability = durability,
|
|
speed = speed,
|
|
}
|
|
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
|
|
|
|
|
|
|