Divergent/mods/Anomaly Ballistics Overhaul/gamedata/scripts/arti_ball_crusher.script

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2024-03-17 20:18:03 -04:00
-- arti_crusher = {
-- af_pin = "powder_nightstar:3",
-- af_night_star = "powder_nightstar:5",
-- af_medusa = "powder_gravi,3",
-- af_vyvert = "powder_gravi,4",
-- af_gravi = "powder_gravi,5",
-- af_cristall = "powder_fireball,3",
-- af_fireball = "powder_fireball,5",
-- af_blood = "powder_blood,3",
-- af_mincer_meat = "powder_blood,5",
-- af_electra_sparkler = "powder_battery,4",
-- af_dummy_battery = "powder_battery,5",
-- }
tbl = {}
ini_balls = ini_file("items\\settings\\ball_crusher.ltx")
gc = game.translate_string
-- to powderize artifacts into crafting material
local modes = {
["inventory"] = true,
}
local bags = {
["actor_bag"] = true,
["actor_equ"] = true,
["actor_belt"] = true,
}
function load_table()
ini_balls:section_for_each(function(section)
local powders = {}
local lines = ini_balls:line_count(section) or 0
for i=0,lines-1 do
local _, id, value = ini_balls:r_line_ex(section,i)
value = str_explode(value, "-")
powders[id] = {
min = value[1] or 0,
max = value[2] or 0
}
end
tbl[section] = powders
end)
end
function try_crush(obj, bag, mode)
if obj and bags[bag] and modes[mode] and tbl[obj:section()] then
return gc("st_crush")
end
end
function crush(obj, bag, mode)
local to_create = tbl[obj:section()]
local cond = obj:condition() or 1
for k,v in pairs(to_create) do
local diff = v.max - v.min
local amt = v.min + math.random(diff)
amt = math.ceil(amt * cond)
create_ammo(k, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), AC_ID, amt)
end
alife_release(obj)
end
SpawnTreasure = treasure_manager.try_spawn_treasure
function treasure_manager.try_spawn_treasure(box)
local id = box:id()
--printf("try_spawn_treasure [%s]",caches[id])
-- no spawn if the cache is already looted
if not (treasure_manager.caches[id]) then
return
end
SpawnTreasure(box)
if math.random() < 0.1 then
create_ammo(random_choice(
"powder_gravi",
"powder_fireball",
"powder_nightstar",
"powder_battery",
"powder_blood")
, box:position(), box:level_vertex_id(), box:game_vertex_id(), box:id(), math.random(3))
end
end
function on_game_start()
custom_functor_autoinject.add_functor("arti_crush", try_crush, try_crush, nil, crush, true)
load_table()
end