The Riftbreaker

The Riftbreaker

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Entity Patcher
   
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7 sept. la 13:28
4 oct. la 14:07
18 jurnale de actualizare ( vizionare )

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Entity Patcher

Descriere
Entity Patcher is a pure .lua switch like made to simplify component manipulation with table

It provides a set of helper functions that let safely inspect, log, and modify entities without having to manually dig through every field.

Component Handlers:
BuildingDesc
HealthDesc
RegenerationComponent
HealthComponent
TurrentComponent
TurrentDesc
WeaponItemDesc (change and add new stat)
LuaComponent database (change and add new (string, float, int))
EffectDesc (change and add new effects)
ResistanceComponent (change and add new)

components not listed use default patcher, safe to use with normal values string, number and table.

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LogBlueprintComponents( bp_name: string, component: table, godeep: bool, ghost: bool )
component nil, get all components, if not nil works a whitelist table
godeep true show all container and inner containers
ghost after showing main bp what it have to show, it will Log ghost variant if exist
====================================================================
Apply(arg1: table, arg2: table, ignore_fail: bool, ignore_changes: bool )
Use single table to assign each individual value for each blueprint
Use two tables if want to apply changes to n* blueprints with same values
ignore_fail true to ignore fails logs of bp and component
ignore_changes true to ignore logs of bp changes
====================================================================
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