actions.lua
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CASTSPELL = Action(0, false, true, 20),
BLINK = Action(10, false, true, 36),
COMBINESTACK = Action(),
}
for k,v in pairs(ACTIONS) do
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CASTSPELL = Action(0, false, true, 20),
BLINK = Action(10, false, true, 36),
COMBINESTACK = Action(),
TOGGLE_DEPLOY_MODE = Action(),
}
for k,v in pairs(ACTIONS) do
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end
ACTIONS.PICKUP.fn = function(act)
if act.doer.components.inventory and act.target.components.inventoryitem then
act.doer:PushEvent("onpickup", {item = act.target})
--special case for trying to carry two backpacks
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end
ACTIONS.PICKUP.fn = function(act)
if act.doer.components.inventory and act.target and act.target.components.inventoryitem and not act.target:IsInLimbo() then
act.doer:PushEvent("onpickup", {item = act.target})
--special case for trying to carry two backpacks
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ACTIONS.DROP.strfn = function(act)
if act.invobject and act.invobject.components.trap then
return "SETTRAP"
elseif act.invobject and act.invobject:HasTag("mine") then
return "SETMINE"
end
end
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ACTIONS.DROP.strfn = function(act)
if act.invobject and act.invobject.components.trap then
return "SETTRAP"
elseif act.invobject and act.invobject.prefab == "pumpkin_lantern" then
return "PLACELANTERN"
end
end
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ACTIONS.READ.fn = function(act)
local targ = act.target or act.invobject
if targ and targ.components.book and act.doer and act.doer.components.reader then
act.doer.components.reader:Read(targ)
return true
end
end
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ACTIONS.READ.fn = function(act)
local targ = act.target or act.invobject
if targ and targ.components.book and act.doer and act.doer.components.reader then
return act.doer.components.reader:Read(targ)
end
end
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end
end
ACTIONS.CHOP.fn = function(act)
if act.target.components.workable and act.target.components.workable.action == ACTIONS.CHOP then
local numworks = 1
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end
end
ACTIONS.CHOP.fn = function(act)
if act.target.components.workable and act.target.components.workable.action == ACTIONS.CHOP then
local numworks = 1
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act.target.components.container:Open(act.doer)
end
if not act.target.components.container:GiveItem(item) then
act.doer.components.inventory:GiveActiveItem(item)
return false
end
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act.target.components.container:Open(act.doer)
end
if not act.target.components.container:GiveItem(item,nil,nil,false) then
act.doer.components.inventory:GiveActiveItem(item)
return false
end