Closed cast-e closed 2 months ago
Added back the damage properties but now according to attacker active weapon instead of damage type
@Derpius i´ve fixed almost all issues that you pointed out except the blood color logic since the gelly.setFluidMaterial(material) function is not working properly
Looking very nice, I will work on the mod system a tad more before merging. I'll raise a ticket soon and add it to this PR as a blocker.
Why do changes to the mod system have to happen first? These changes seem fine to merge now
I wrote up #84 and an implementation (#85) and just merged it for this PR. You can use a material-specific override for each emitter now, and that should significantly clean up your code and make it easier to merge. @cast-e
local alienBloodMaterial = gellyx.presets.copyPresetMaterial("Blood")
alienBloodMaterial.Absorption = Vector(0.3, 0.1, 0.3)
... later ...
gellyx.emitters.Sphere({ <params>, material = alienBloodMaterial })
Also, it'd be helpful if you could add a minor increment to the changelog, including all of your changes. Check out CHANGELOG.md
to see examples
Ticket
Resolves #59
Changes
Blood color also changes depending on NPC blood color. This doesn't happen with ragdolls since they don't carry the blood color from their NPC counterparts