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@Suor
Last active Dec 5, 2020
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What would you like to do?
Hook enemy onInit
local gt = this.getroottable();
::mods_hookNewObject("entity/tactical/enemies/orc_berserker", function(o) {
this.logInfo("tb: hook orc_berserker");
local init = o.onInit;
o.onInit = function() {
this.logInfo("tb: orc_berserker onInit");
init(); // Normal onInit
o.m.Skills.add(this.new("scripts/skills/perks/perk_backstabber"));
// Add beahavior to existing agent
o.m.Skills.add(this.new("scripts/skills/perks/perk_adrenalin"));
o.m.AIAgent.addBehavior(this.new("scripts/ai/tactical/behaviors/ai_adrenaline"));
// Change agent properties on the fly
o.m.AIAgent.m.Properties.TargetPriorityHitpointsMult *= 2;
// Replace ai agent
o.m.AIAgent = this.new("scripts/mod_true_balance/ai/tb_orc_berserker_agent");
o.m.AIAgent.setActor(o);
// o.m.BaseProperties.Stamina += 5;
// o.m.BaseProperties.FatigueRecoveryRate -= 2;
}
local assignRandomEquipment = o.assignRandomEquipment;
o.assignRandomEquipment = function() {
assignRandomEquipment(); // Equip as usual
if (this.World.getTime().Days >= 40) return; // It's ok for day 40+
// Earlier don't allow three headed flail
local weapon = this.m.Items.getItemAtSlot(gt.Const.ItemSlot.MainHand);
if (weapon && weapon.m.ID == "weapon.three_headed_flail") {
this.m.Items.unequip(weapon);
local weapons = [
"weapons/scimitar",
"weapons/scimitar",
"weapons/oriental/nomad_mace",
"weapons/boar_spear",
"weapons/oriental/light_southern_mace",
"weapons/battle_whip"
];
this.m.Items.equip(this.new("scripts/items/" + weapons[this.Math.rand(0, weapons.len() - 1)]));
}
});
local function afterOnInit(script, func) {
::mods_hookNewObject(script, function(o) {
this.logInfo("tb: hook " + script);
local init = o.onInit;
o.onInit = function() {
// this.logInfo("tb: orc_berserker onInit");
init(); // Normal onInit
func(o);
}
});
}
afterOnInit("entity/tactical/enemies/orc_berserker", function (o) {
o.m.Skills.add(this.new("scripts/skills/perks/perk_backstabber"));
if (this.World.getDay() >= 50) {
o.m.BaseProperties.Stamina += 5;
}
})
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