Consistency/init.lua

51 lines
2.3 KiB
Lua

ModLuaFileAppend("data/scripts/perks/perk_list.lua",
"mods/consistency/files/perkpoolremove.lua")
-- 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")