Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
and
if SecondaryItem:getCondition() ~= SecondaryItem:getConditionMax() or SecondaryItem:getHeadCondition() ~= SecondaryItem:getHeadConditionMax() or SecondaryItem:getSharpness() ~= SecondaryItem:getMaxSharpness() then
those are one continous line. Steam breaks them into three lines.
local player = getPlayer();
if player ~= null then
local PrimaryItem = player:getPrimaryHandItem();
local SecondaryItem = player:getSecondaryHandItem();
if PrimaryItem ~= nil then
if PrimaryItem:getCondition() ~= PrimaryItem:getConditionMax() or PrimaryItem:getHeadCondition() ~= PrimaryItem:getHeadConditionMax() or PrimaryItem:getSharpness() ~= PrimaryItem:getMaxSharpness() then
Core.DoRepair(PrimaryItem)
end
end
if SecondaryItem ~= nil then
if SecondaryItem:getCondition() ~= SecondaryItem:getConditionMax() or SecondaryItem:getHeadCondition() ~= SecondaryItem:getHeadConditionMax() or SecondaryItem:getSharpness() ~= SecondaryItem:getMaxSharpness() then
Core.DoRepair(SecondaryItem)
end
end
end
end
-- sets the maximum conditions
ItemToRepair:setCondition(ItemToRepair:getConditionMax() )
ItemToRepair:setHeadCondition(ItemToRepair:getHeadConditionMax())
if ItemToRepair:hasSharpness() then ItemToRepair:applyMaxSharpness() end
end
will be a multipost since Steam dosnt allows me more then 1000 letters for comments....
Core.Main = function()
if getPlayer()~= null and getPlayer():getPrimaryHandItem() ~= nil then
if getPlayer():getPrimaryHandItem():getCondition() ~= getPlayer():getPrimaryHandItem():getConditionMax() or getPlayer():getPrimaryHandItem():getHeadCondition() ~= getPlayer():getPrimaryHandItem():getHeadConditionMax() then
Core.DoRepair()
end
end
end
Core.DoRepair = function()
-- gets the item in the players hand
local ItemToRepair = getPlayer():getPrimaryHandItem()
-- sets the maximum conditions
ItemToRepair:setCondition( getPlayer():getPrimaryHandItem():getConditionMax() )
ItemToRepair:setHeadCondition( getPlayer():getPrimaryHandItem():getHeadConditionMax())
end
Core.Main = function()
if getPlayer()~= null and getPlayer():getPrimaryHandItem() ~= nil then
if getPlayer():getPrimaryHandItem():getHeadCondition() ~= getPlayer():getPrimaryHandItem():getHeadConditionMax() then
Core.DoRepair()
end
end
end
and
Core.DoRepair = function()
-- gets the item in the players hand
local ItemToRepair = getPlayer():getPrimaryHandItem()
-- sets the maximum conditions
ItemToRepair:setHeadCondition( getPlayer():getPrimaryHandItem():getHeadConditionMax() )
end
to also make head condition infinite, no idea how to make sharpness infinite, if you figure it out please tell me.
still this mod makes weapons just a tiny bit more durable but sadly not unbreakable