if (game:issingleplayer()) then return end custom_depot = { collection_details_menu = nil, data = { currencies = { launchCredits = 0, -- LaunchCredits credits = 0, -- Credits parts = 0, -- Parts codPoints = 0, -- CoDPoints bonus = 0 -- Bonus }, items = {}, reward_splashes = {}, has_accepted_mod_eula = false, has_seen_mod_eula = false }, directory_path = "h1-mod", file_name = "depot_save.json", file_path = nil, functions = {} } custom_depot.file_path = string.format("%s/%s", custom_depot.directory_path, custom_depot.file_name) custom_depot.get_function = function(function_name) if not function_name or not custom_depot.functions[function_name] then return nil end return custom_depot.functions[function_name] end custom_depot.functions["save_depot_data"] = function() io.writefile(custom_depot.file_path, json.encode(custom_depot.data), false) end custom_depot.functions["load_depot_data"] = function() if not io.directoryexists(custom_depot.directory_path) then io.createdirectory(custom_depot.directory_path) end if not io.fileexists(custom_depot.file_path) then custom_depot.get_function("save_depot_data")() end custom_depot.data = json.decode(io.readfile(custom_depot.file_path)) end local function convert_currency_to_string(type) if type == InventoryCurrencyType.LaunchCredits then return "launchCredits" elseif type == InventoryCurrencyType.Credits then return "credits" elseif type == InventoryCurrencyType.Parts then return "parts" elseif type == InventoryCurrencyType.CoDPoints then return "codPoints" elseif type == InventoryCurrencyType.Bonus then return "bonus" end end custom_depot.functions["add_currency"] = function(currency_type, amount) local type = convert_currency_to_string(currency_type) custom_depot.data.currencies[type] = custom_depot.data.currencies[type] + amount end custom_depot.functions["remove_currency"] = function(currency_type, amount) local type = convert_currency_to_string(currency_type) custom_depot.data.currencies[type] = custom_depot.data.currencies[type] - amount end custom_depot.functions["get_currency"] = function(currency_type) if not currency_type or not custom_depot.data.currencies[tostring(currency_type)] then return nil end return custom_depot.data.currencies[tostring(currency_type)] end custom_depot.functions["add_item"] = function(item, value) custom_depot.data.items[item] = value end custom_depot.functions["has_item"] = function(item) return custom_depot.data.items[item] ~= nil end custom_depot.functions["add_reward_splash"] = function(item, value) custom_depot.data.reward_splashes[item] = value end custom_depot.functions["has_reward_splash"] = function(item) return custom_depot.data.reward_splashes[item] ~= nil end custom_depot.functions["has_accepted_mod_eula"] = function() return custom_depot.data.has_accepted_mod_eula end custom_depot.functions["set_has_accepted_mod_eula"] = function(value) custom_depot.data.has_accepted_mod_eula = value custom_depot.get_function("save_depot_data")() end custom_depot.functions["has_seen_mod_eula"] = function() return custom_depot.data.has_seen_mod_eula end custom_depot.functions["set_has_seen_mod_eula"] = function(value) custom_depot.data.has_seen_mod_eula = value custom_depot.get_function("save_depot_data")() end custom_depot.get_function("load_depot_data")() if (Engine.InFrontend()) then require("mod_eula") require("depot_override") end if (not Engine.InFrontend()) then require("scoreboard_override") end