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Equipment and Consumable examples (v1.11)
Here are a couple of examples I made. They can help anybody get started on these recently added functions.

Consumables are a bit more complicated than weapons and equipment, thanks to requiring a decent understanding of conditions. Keep in mind that blocks/childs seperate events and actions from each other.

edit: stuffed and medicated context tags have been figured out thanks to our resident developer.


Download: https://drive.google.com/open?id=0BztZxG-dBCGnTlFYeEx5Y3B5Qk0
Last edited by king bore haha; Jul 6, 2017 @ 11:32pm
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king bore haha Jul 6, 2017 @ 10:57pm 
Alrighty, the new version is up. It now includes a couple base conditions which grant the stuffed or medicated context tags which prevent an item from being used while the tag is present

The Consumables example also now properly utilizes usageRestrictions, which allows it to actually not be usable while you have the stuffed or medicated context tags.

Both of these changes in conjunction make consumables perfectly functional!
king bore haha Jul 6, 2017 @ 11:32pm 
Oops, I forgot the list of condition components. I put that back in and updated the file.
king bore haha Jul 7, 2017 @ 6:37pm 
Our resident developer has set me on the right path once again, and the examples no longer need the uneccesary conditions regarding Stuffed and Medicated. The examples now use the built in conditions combined with built in variables, which allows you to change how long you want the timer to last. The new version is in the OP.
Last edited by king bore haha; Jul 7, 2017 @ 6:37pm
Zylo Jul 8, 2017 @ 11:29am 
Thanks for all the cutting edge work.
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WASTED > Mod Releases > Topic Details