The Riftbreaker

The Riftbreaker

Entity Patcher
Claus  [developer] 15 Sep @ 2:34pm
Tables
Input

two table style, apply changes to all blueprints.
local blueprints = { "buildings/resources/pipe_connector_t", "buildings/resources/pipe_connector_x", "buildings/resources/pipe_corner", "buildings/resources/pipe_ground", "buildings/resources/pipe_straight", "buildings/resources/pipe_straight_windowless" } local blueprint_components = { ["BuildingDesc"] = { ["radius_name"] = "pipeline", ["min_radius"] = "0", ["min_radius_effect"] = "voice_over/announcement/building_too_close" } } edu:Applpy(blueprints, blueprint_components)

single blueprint style individual edit for each blueprint
local overrides_hash = { CalcHash( "wall" ), CalcHash( "tower" ) } local table = { ["buildings/defense/repair_facility"] = { ["BuildingDesc"] = { type = "tower", overrides = overrides_hash }, ["HealthDesc"] = { max_health = "600", health = "600" } }, ["buildings/defense/repair_facility_lvl_2"] = { ["BuildingDesc"] = { type = "tower", overrides = overrides_hash }, ["HealthDesc"] = { max_health = "850", health = "850" } }, ["buildings/defense/repair_facility_lvl_3"] = { ["BuildingDesc"] = { type = "tower", overrides = overrides_hash }, ["HealthDesc"] = { max_health = "1100", health = "1100" } } } edu:Apply(table)
Last edited by Claus; 15 Sep @ 2:44pm
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Claus  [developer] 15 Sep @ 6:06pm 
EffectDesc component table format using "lamp" as id to find the group then apply changes on that group the inner Effects has to be own table with all fields wanted to edit.
["EffectDesc"] = { ["lamp"] = { ["enabled"] = "0", ["Effects"] = { ["blueprint"] = "effects/buildings_and_machines/tower_omni_light" } }, }
can also put group = "something", if want to change from name lamp
Last edited by Claus; 15 Sep @ 6:07pm
Claus  [developer] 26 Sep @ 8:20pm 
Single table, with vector3 type field, order of variable - any. Database fields is guarded by type
local value = 36 local scale_value = 8.2 local patch = { ["buildings/main/cryo_station"] = { ["LuaComponent"] = { ["database"] = { ["float"] = { range = value } } }, ["FogOfWarRevealerComponent"] = { radius = value } }, ["effects/buildings_main/cryo_station_energy"] = { ["GridMarkerComponent"] = { extend = value }, ["DecalComponent"] = { scale = { x = scale_value, y = scale_value, z = scale_value } } } }
Last edited by Claus; 26 Sep @ 8:23pm
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