Jump to content

Creating new fuel and repairing types


Recommended Posts

So-me-bo-dy once told me the world is gonna roll me
I ain't the sharpest tool in the shed
She was looking kind of dumb with her finger and her thumb
In the shape of an "L" on her forehead

Well the years start coming and they don't stop coming
Fed to the rules and I hit the ground running
Didn't make sense not to live for fun
Your brain gets smart but your head gets dumb
So much to do so much to see
So what's wrong with taking the back streets
You'll never know if you don't go
You'll never shine if you don't glow

Hey now you're an All Star get your game on, go play
Hey now you're a Rock Star get the show on get paid
And all that glitters is gold
Only shooting stars break the mold

Link to comment
Share on other sites

Also, you are going to have to be more explicit.

You want something that is both magic and nightmare fuel, or you want a brand new type?

Or you want to make a structure that accepts both types of fuel?

And you want to make something repairable with ice?

Or something that accepts ice to be repaired with (like the ice hat)?

Or something that can repair ice based stuff and is also of both magic and nightmare types of fuel?

Link to comment
Share on other sites

On 19.07.2016 at 3:56 AM, DarkXero said:

you want a brand new type

and

On 19.07.2016 at 3:56 AM, DarkXero said:

something that accepts ice to be repaired with (like the ice hat)

th- is. (example: repair garland with petals)

Edited by Tykvesh
Link to comment
Share on other sites

3 hours ago, Tykvesh said:

It's works OK for garland, but when I'm trying to use it as a template for spiderhat (for repair with spider gland) it doesn't work... What am I doing wrong?

Well, everything.

As a template, it is useless.

The current version of repairable only works with things that have the workable component, the health component, or the perishable component, or a combination of them. This hat has the fueled component.

In the zip, I give the hat a "workrepairable" tag, and a workrepairvalue to the gland, so that the "Repair" prompt appears.

However, it does nothing, which is why I introduce the MakeFueledRepairable function, that edits the Repair function of the repairable component in order to specify what happens when the fueled item is repaired (it gains a fuel delta of fuelrepairpercent multiplied by the max fuel).

GlandFixSpiderHat.zip

  • Like 1
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
  • Create New...