Unless proven otherwise, I'm going to say that it exists solely to mock us. Presumably a knock-off of tInstanceValue. Unlike nsumeResource, it will consume more energy than the player has (which isn't different than consuming the amount of energy they have because energy can't go below zero). Returns the fireable item's cooldown time.īool fireableItem.ownerConsumeEnergy()Īttempts to consume amount of the toolUser's energy. Probably returns if the toolUser entity has full energy. ![]() Who knows, maybe every copy of tCooldown is personalized for each copy of Starbound? This only works once per item file/item name, so if you don't want to wait, just unequip the item and equip it again. Sets the cooldown time for the item, in seconds. Returns if the item is being winded up (ie: pickaxe swinging). Huh? Were you expecting status.stat or something? Returns whether the 'energy' resource exists in this toolUser's status controller. Returns if the item is undergoing cooldown. Returns if the toolUser's energy resource is locked. I often use it to compare 'vanilla' (original) Starbound /assets/ with nearly identical files in a mod, to see exactly what a mod author changed. Single-handed items held in the off hand will receive right click as "primary" rather than "alt".Įnds the cooldown, allowing the item to be fired again. Anyway, heres my list so far: Download this: Unofficial Modding Ebook 2.0. Returns the last fire mode of the item, which can be "none", "primary" or "alt". Void fireableItem.fire()įires the item, just like pressing LMB (primary) or RMB (alt). ![]() This does what config.getParameter does, so use that instead because the fireableItem table is probably cursed or something.īegins the cooldown, preventing the item from being used. If there is no value set, returns the default. ![]() Returns the value for the specified config parameter. Returns the world aim position of the owner entity.
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