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