69 lines
2.8 KiB
Lua
69 lines
2.8 KiB
Lua
ModLuaFileAppend("data/scripts/perks/perk_list.lua",
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"mods/consistency/files/perkpoolremove.lua")
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dofile("data/scripts/perks/perk.lua")
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local perks = {"EDIT_WANDS_EVERYWHERE"}
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function OnPlayerSpawned(player_entity)
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local init_check_flag = "always_edit_wands_init_done"
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if GameHasFlagRun(init_check_flag) then return end
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GameAddFlagRun(init_check_flag)
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for i, perk_name in ipairs(perks) do
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local perk_entity = perk_spawn(0, 0, perk_name)
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if perk_entity ~= nil then
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perk_pickup(perk_entity, player_entity, EntityGetName(perk_entity),
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false, false)
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end
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end
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end
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-- all functions below are optional and can be left out
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--[[
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function OnModPreInit()
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print("Mod - OnModPreInit()") -- First this is called for all mods
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end
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function OnModInit()
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print("Mod - OnModInit()") -- After that this is called for all mods
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end
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function OnModPostInit()
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print("Mod - OnModPostInit()") -- Then this is called for all mods
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end
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function OnPlayerSpawned( player_entity ) -- This runs when player entity has been created
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GamePrint( "OnPlayerSpawned() - Player entity id: " .. tostring(player_entity) )
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end
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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.
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GamePrint( "OnWorldInitialized() " .. tostring(GameGetFrameNum()) )
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end
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function OnWorldPreUpdate() -- This is called every time the game is about to start updating the world
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GamePrint( "Pre-update hook " .. tostring(GameGetFrameNum()) )
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end
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function OnWorldPostUpdate() -- This is called every time the game has finished updating the world
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GamePrint( "Post-update hook " .. tostring(GameGetFrameNum()) )
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end
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function OnMagicNumbersAndWorldSeedInitialized() -- this is the last point where the Mod* API is available. after this materials.xml will be loaded.
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local x = ProceduralRandom(0,0)
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print( "===================================== random " .. tostring(x) )
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end
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-- This code runs when all mods' filesystems are registered
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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
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ModMagicNumbersFileAdd( "mods/example/files/magic_numbers.xml" ) -- Will override some magic numbers using the specified file
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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.
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ModMaterialsFileAdd( "mods/example/files/materials_rainbow.xml" ) -- Adds a new 'rainbow' material to materials
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ModLuaFileAppend( "data/scripts/items/potion.lua", "mods/example/files/potion_appends.lua" )
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]]--
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--print("Example mod init done")
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