Autonauts Modding
ModMedicine Class Reference
Inheritance diagram for ModMedicine:
ModCustom

Public Member Functions

void CreateMedicine (string UniqueName, string[] NewIngredientsStringArr=null, int[] NewIngredientsAmountArr=null, string ModelName="", bool UsingCustomModel=true)
 
- Public Member Functions inherited from ModCustom
void UpdateModelParameters (string UniqueName, float Scale=1f, float RotX=0f, float RotY=0f, float RotZ=0f, float TransX=0f, float TransY=0f, float TransZ=0f)
 
void UpdateModelScale (string UniqueName, float Scale=1f)
 
void UpdateModelScaleSplit (string UniqueName, float ScaleX=1f, float ScaleY=1f, float ScaleZ=1f)
 
void UpdateModelRotation (string UniqueName, float RotX=0f, float RotY=0f, float RotZ=0f)
 
void UpdateModelTranslation (string UniqueName, float TransX=0f, float TransY=0f, float TransZ=0f)
 
void RegisterForCustomCallback (string UniqueName, string CallbackType, DynValue Callback)
 

Member Function Documentation

◆ CreateMedicine()

void ModMedicine.CreateMedicine ( string  UniqueName,
string[]  NewIngredientsStringArr = null,
int[]  NewIngredientsAmountArr = null,
string  ModelName = "",
bool  UsingCustomModel = true 
)

Create a custom Medicine item, one the player can use as a medicine

Version
136.19
Parameters
UniqueName- String - The unique and corresponding name of the medicine - Required
NewIngredientsStringArr- String array - List of ingredients required to make the medicine - Defaults to none
NewIngredientsAmountArr- Number (integer) array - The amount of each of the ingredients (Must match size of ingredients array) - Defaults to none
ModelName- String - The name/path of the custom model to use or name/path of the in game model to use - Defaults to in game 'MedicineFlowers' Model
UsingCustomModel- Boolean - True if using a custom model, false if using in game model/default model - Defaults to true
Returns
None
Example
ModMedicine.CreateMedicine("Medicine1") – Default Model
ModMedicine.CreateMedicine("Medicine2", {"Berries"}, {1})– Default Model
ModMedicine.CreateMedicine("Medicine3", {"Berries"}, {1}, "Models/Medicine/MedicineFlowers", false) – In Game Model
ModMedicine.CreateMedicine("Medicine4", {"Berries"}, {1}, "Pills/Medicine", true) – Custom Model
Note
Can be used in functions: Creation()

The documentation for this class was generated from the following file: