ModLuaFileAppend("data/scripts/perks/perk_list.lua", "mods/consistency/files/perkpoolremove.lua") dofile("data/scripts/perks/perk.lua") local perks = {"EDIT_WANDS_EVERYWHERE"} function OnPlayerSpawned(player_entity) local init_check_flag = "always_edit_wands_init_done" if GameHasFlagRun(init_check_flag) then return end GameAddFlagRun(init_check_flag) for i, perk_name in ipairs(perks) do local perk_entity = perk_spawn(0, 0, perk_name) if perk_entity ~= nil then perk_pickup(perk_entity, player_entity, EntityGetName(perk_entity), false, false) end end end -- all functions below are optional and can be left out --[[ function OnModPreInit() print("Mod - OnModPreInit()") -- First this is called for all mods end function OnModInit() print("Mod - OnModInit()") -- After that this is called for all mods end function OnModPostInit() print("Mod - OnModPostInit()") -- Then this is called for all mods end function OnPlayerSpawned( player_entity ) -- This runs when player entity has been created GamePrint( "OnPlayerSpawned() - Player entity id: " .. tostring(player_entity) ) end function OnWorldInitialized() -- This is called once the game world is initialized. Doesn't ensure any world chunks actually exist. Use OnPlayerSpawned to ensure the chunks around player have been loaded or created. GamePrint( "OnWorldInitialized() " .. tostring(GameGetFrameNum()) ) end function OnWorldPreUpdate() -- This is called every time the game is about to start updating the world GamePrint( "Pre-update hook " .. tostring(GameGetFrameNum()) ) end function OnWorldPostUpdate() -- This is called every time the game has finished updating the world GamePrint( "Post-update hook " .. tostring(GameGetFrameNum()) ) end function OnMagicNumbersAndWorldSeedInitialized() -- this is the last point where the Mod* API is available. after this materials.xml will be loaded. local x = ProceduralRandom(0,0) print( "===================================== random " .. tostring(x) ) end -- This code runs when all mods' filesystems are registered ModLuaFileAppend( "data/scripts/gun/gun_actions.lua", "mods/example/files/actions.lua" ) -- Basically dofile("mods/example/files/actions.lua") will appear at the end of gun_actions.lua ModMagicNumbersFileAdd( "mods/example/files/magic_numbers.xml" ) -- Will override some magic numbers using the specified file ModRegisterAudioEventMappings( "mods/example/files/audio_events.txt" ) -- Use this to register custom fmod events. Event mapping files can be generated via File -> Export GUIDs in FMOD Studio. ModMaterialsFileAdd( "mods/example/files/materials_rainbow.xml" ) -- Adds a new 'rainbow' material to materials ModLuaFileAppend( "data/scripts/items/potion.lua", "mods/example/files/potion_appends.lua" ) ]]-- --print("Example mod init done")