AkaiNight Posted January 25, 2017 Share Posted January 25, 2017 Well i try to add this perks to my character but i have this error can't freeze takes 2x damage from fire and over heat fridge inventory night vision (only new moon) run and walk fast (new moon) run and walk slow (full moon) when eat's fish restores 10 health 20 sanity 20 hunger only eat's meat and honey lowers the temperature araund her campfires cause overheating eating ice restores healt and sanity (2 health 5 sanity) eats meat not drops sanity or health monster meat too takes 1.5x damage from hounds when takes 50 or more damage in 60 sec. she freeze all near creatures (without damage) Did I do something wrong? A long time ago I asked a friend to help me with these codes, I am not sure if they are working. There might be a problem with my own coding as well. Can anyone please help me find where the problem is? Also, there are some other codes that I would like to add but I don't know how to make them properly, I would appreciate if someone could help me about those as well. , here is the file and the codes Quote local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("SCRIPT", "scripts/prefabs/player_common.lua"), } local prefabs = {} -- Custom starting items local start_inv = { } -- When the character is revived from human local function onbecamehuman(inst) -- Set speed when reviving from ghost (optional) inst.components.locomotor.walkspeed = 4.6 inst.components.locomotor.runspeed = 7 inst.components.combat:SetAttackPeriod (0.6) end local function onbecameghost(inst) -- Remove speed modifier when becoming a ghost inst.components.locomotor.walkspeed = 7 end -- When loading or spawning the character local function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) inst.components.locomotor.walkspeed = 4.6 inst.components.locomotor.runspeed = 7 inst.components.combat:SetAttackPeriod (0.6) if not inst:HasTag("playerghost") then onbecameghost(inst) end end local function UpdateMoonStats(inst) -- Get clock information local Clock = GetClock() local IsNight = Clock:IsNight() local MoonPhase = Clock:GetMoonPhase() -- If it is night, else, it is day if IsNight then -- Full, new, else, any of the other moonphases (quarter, half, threequarter) if MoonPhase == "full" then -- 2x sanity drain inst.components.sanity.night_drain_mult = 2 inst.components.sanity.neg_aura_mult = 2 inst.components.locomotor.walkspeed = 3.8 inst.components.locomotor.runspeed = 5.6 elseif MoonPhase == "new" then inst.components.locomotor.walkspeed = 6 inst.components.locomotor.runspeed = 8.4 -- Enable Nightvision inst.Light:Enable(true) else -- No changes end else -- No changes end end local function OnBeingAttacked(inst, data) local damage = data and data.damage if damage then local last_time_first_hit = inst.last_time_first_hit local current_time = GetTime() -- If the hit is the first, or more than 60 seconds passed, reset the damage received and the last hit time -- Else, add it up if (last_time_first_hit == nil) or (current_time - last_time_first_hit > 59.5) then inst.total_damage_received = damage inst.last_time_first_hit = current_time else inst.total_damage_received = inst.total_damage_received + damage end -- We pass 50 damage, freeze everything, then reset damage and timer if inst.total_damage_received > 49.5 then local x, y, z = inst.Transform:GetWorldPosition() -- First table, table with "must have" tags, entities with freezable component have freezable tag -- Second table, table with "cant have" tags, player has player tag local ents = TheSim:FindEntities(x, y, z, 20, {"freezable"}, {"player"}) for i, v in ipairs(ents) do v.components.freezable:AddColdness(10) v.components.freezable:SpawnShatterFX() end inst.total_damage_received = 0 inst.last_time_hit = nil end end end local function oneat(inst, food) if food and food.components.edible and food.prefab == "fish" then inst.components.sanity:DoDelta(20) inst.components.hunger.DoDelta(20) inst.components.health:DoDelta(10) end end local function oneat(inst, food) if food and food.component.edible and food.prefab == "ice" then inst.component.health:DoDelta(2) inst.component.sanity:DoDelta(5) end end -- Creatures with hound tag (hounds) will increase the damage dealt local function ExtraHoundDamage(inst) local _GetAttacked = inst.components.combat.GetAttacked inst.components.combat.GetAttacked = function(self, attacker, damage, ...) if attacker and attacker:HasTag("hound") and damage then damage = damage * 1.5 end return _GetAttacked(self, attacker, damage, ...) end end -- When you overheat, this runs, and it doubles the damage from overheating local function IncreaseHurtRate(inst) inst.components.temperature.hurtrate = inst.components.temperature.hurtrate * 2 end -- You stop overheating, you go back to normal local function DecreaseHurtRate(inst) inst.components.temperature.hurtrate = inst.components.temperature.hurtrate / 2 end -- This initializes for both the server and client. Tags can be added here. local common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "alishia.tex" ) end -- This initializes for the server only. Components are added here. local master_postinit = function(inst) -- choose which sounds this character will play inst.soundsname = "willow" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used --inst.talker_path_override = "dontstarve_DLC001/characters/" -- Stats inst.components.health:SetMaxHealth(130) inst.components.hunger:SetMax(175) inst.components.sanity:SetMax(250) inst.components.neg_aura_mult = 0.75 inst.components.sanity.night_drain_mult =0.75 -- Damage multiplier (optional) inst.components.combat.damagemultiplier = 1 -- Hunger rate (optional) inst.components.hunger.hungerrate = 1 * TUNING.WILSON_HUNGER_RATE -- Light for Nightvision inst.entity:AddLight() inst.Light:Enable(false) inst.Light:SetRadius(7) inst.Light:SetFalloff(0.5) inst.Light:SetIntensity(0.6) inst.Light:SetColour(255 / 255, 255 / 255, 255 / 255) -- Events that trigger when the day phase changes -- They run UpdateFn, which runs UpdateMoonStats and passes inst, the player, as argument local UpdateFn = function() UpdateMoonStats(inst) end inst:ListenForEvent("daytime", UpdateFn, GetWorld()) inst:ListenForEvent("dusktime", UpdateFn, GetWorld()) inst:ListenForEvent("nighttime", UpdateFn, GetWorld()) UpdateMoonStats(inst) -- Set oneat to run when you eat something inst.components.eater:SetOnEatFn(oneat) -- Your inventory is now a fridge inst:AddTag("fridge") -- Extra fire damage taken inst.components.health.fire_damage_scale = 2 -- Extra hound damage ExtraHoundDamage(inst) -- Overheats faster and gets extra damage from overheating inst.components.temperature.inherentsummerinsulation = -120 inst:ListenForEvent("startoverheating", IncreaseHurtRate) inst:ListenForEvent("stopoverheating", DecreaseHurtRate) -- Now you can't be frozen -- Can't freeze what doesn't have a freeze function that actually freezes you if inst.components.freezable then inst.components.freezable.Freeze = function() end end -- Freezing counterattack inst.total_damage_received = 0 inst.last_time_first_hit = nil inst:ListenForEvent("attacked", OnBeingAttacked) inst.OnLoad = onload inst.OnNewSpawn = onload end return MakePlayerCharacter("alishia", prefabs, assets, common_postinit, master_postinit, start_inv) alishia.lua Link to comment Share on other sites More sharing options...
Renamon Posted January 26, 2017 Share Posted January 26, 2017 line 49, getclock is not a declared function local function UpdateMoonStats(inst) -- Get clock information local Clock = GetClock() local IsNight = Clock:IsNight() local MoonPhase = Clock:GetMoonPhase() Link to comment Share on other sites More sharing options...
AkaiNight Posted January 26, 2017 Author Share Posted January 26, 2017 what should i do? Link to comment Share on other sites More sharing options...
Renamon Posted January 27, 2017 Share Posted January 27, 2017 look around the forms and see if "getclock" is 1.) in the correct format (if changing from dont starve to dont starve together check here, it describes whats changed.... 2.) a desired lua variable for the function your trying to perform "getclock" is Dont starve's way of doing the function of checking the games time. whereas don't starve together calls the clock differently. Link to comment Share on other sites More sharing options...
AkaiNight Posted January 27, 2017 Author Share Posted January 27, 2017 Thank you. Link to comment Share on other sites More sharing options...
AkaiNight Posted January 28, 2017 Author Share Posted January 28, 2017 (edited) Well i think i fix it but now i have this what should i do now? alishia.lua Edited January 28, 2017 by AkaiNight Link to comment Share on other sites More sharing options...
Renamon Posted January 30, 2017 Share Posted January 30, 2017 in notepad ++ look for line 1437 and find "V" Link to comment Share on other sites More sharing options...
AkaiNight Posted January 30, 2017 Author Share Posted January 30, 2017 I can't find "scripts/entityscript.lua" do you have any idea where it can be because i search for it but in my computer there is no such a file like that. Link to comment Share on other sites More sharing options...
Renamon Posted January 31, 2017 Share Posted January 31, 2017 have you opened any of the main games files? Link to comment Share on other sites More sharing options...
Lumina Posted January 31, 2017 Share Posted January 31, 2017 Sometime the error you see here is only a part of the problem, and the problem is due to your mod but you don't have details. Try to follow this : Quote Search the log for error. One of the first step when you have a problem with a mod is to take a look at the log. When a crash occurs, the log could provide you useful informations about what is wrong. You could find the log in C:\Users\YOURUSERNAME\Documents\Klei\DoNotStarveTogetherANewReignBeta (If you are in the beta branch) Or C:\Users\YOURUSERNAME\Documents\Klei\DoNotStarveTogether (classic branch) Usually, informations will be in the "client_log.txt" Sometimes, a crash will happen server-side, so you must look at the server log. Search in C:\Users\YOURUSERNAME\Documents\Klei\DoNotStarveTogetherANewReignBeta\Cluster_1\Master With "DoNotStarveTogetherANewReignBeta" your current branch, "Cluster_1" your current save, "Master" if the crash happen on surface, and "Caves" if the crash happen on caves. Look at the "server_log.txt" Now you have an error log. If you can, try to understand what the error log says. Some errors could easily be fixed by yourself. You could also try a search to see if someone encountered the same problem. And copy here the error log if you can't fix it yourself. It will probably give more clues about the problem. Link to comment Share on other sites More sharing options...
AkaiNight Posted February 1, 2017 Author Share Posted February 1, 2017 20 hours ago, Renamon said: have you opened any of the main games files? Nope, i didin't but after the crush i take a look all of them and i can't find any problem they are all fine. Link to comment Share on other sites More sharing options...
AkaiNight Posted February 1, 2017 Author Share Posted February 1, 2017 Finally i find the error(in main files). function EntityScript:GetPersistData() local references = nil local data = nil for k,v in pairs(self.components) do if v.OnSave then local t, refs = v:OnSave() if type(t) == "table" then if t and next(t) and not data then data = {} end if t and data then data[k] = t end end if refs then if not references then references = {} end for k,v in pairs(refs) do table.insert(references, v) end end end end the problem must be this "if v.OnSave then" and in client_log i have this error [00:02:50]: [string "scripts/entityscript.lua"]:1437: attempt to index local 'v' (a number value) LUA ERROR stack traceback: scripts/entityscript.lua:1437 in (method) GetPersistData (Lua) <1433-1482> scripts/entityscript.lua:278 in (method) GetSaveRecord (Lua) <233-283> scripts/networking.lua:260 in (global) SerializeUserSession (Lua) <257-264> scripts/networking.lua:251 in () ? (Lua) <235-253> =[C]:-1 in (method) SendSpawnRequestToServer (C) <-1--1> scripts/mainfunctions.lua:1272 in (local) cb (Lua) <1270-1273> scripts/frontend.lua:531 in (method) DoFadingUpdate (Lua) <495-535> scripts/frontend.lua:583 in (method) Update (Lua) <543-695> scripts/update.lua:94 in () ? (Lua) <39-127> i'm uploading client_log i hope you guys can tell me what i must do. Thanks by the way client_log.txt entityscript.lua Link to comment Share on other sites More sharing options...
CarlZalph Posted February 1, 2017 Share Posted February 1, 2017 Person sent a PM about this, reposting here in case of future searchers. Line 164: inst.components.neg_aura_mult = 0.75 Should be: inst.components.sanity.neg_aura_mult = 0.75 Reason: neg_aura_mult isn't a component and the component saver assumes all variables in components are components. Link to comment Share on other sites More sharing options...
AkaiNight Posted February 1, 2017 Author Share Posted February 1, 2017 (edited) 3 hours ago, CarlZalph said: Person sent a PM about this, reposting here in case of future searchers. Line 164: inst.components.neg_aura_mult = 0.75 Should be: inst.components.sanity.neg_aura_mult = 0.75 Reason: neg_aura_mult isn't a component and the component saver assumes all variables in components are components. thanks a lot. Edited February 1, 2017 by AkaiNight Link to comment Share on other sites More sharing options...
AkaiNight Posted February 1, 2017 Author Share Posted February 1, 2017 (edited) it worked :/ sorry Edited February 1, 2017 by AkaiNight Link to comment Share on other sites More sharing options...
AkaiNight Posted February 2, 2017 Author Share Posted February 2, 2017 This topic don't nessessary anymore thanks you all for all your help and ideas i still have some missing codes but i'll start a new topic for them so, Thank you all. Link to comment Share on other sites More sharing options...
AkaiNight Posted February 10, 2017 Author Share Posted February 10, 2017 hi it's me again and a broke code local function PowerUpAtNewMoon(inst, phase) if phase == "night" then if TheWorld.state.isnewmoon == true then inst.components.combat:SetAttackPeriod (0.4) inst.components.locomotor.walkspeed = 6 inst.components.locomotor.runspeed = 10 inst.Light:Enable(true) inst.Light:SetRadius(18) inst.Light:SetFalloff(0.75) inst.Light:SetIntensity(.7) inst.Light:SetColour(70/255,230/255,12/170) inst.components.talker:Say("The curse has gone We are finally free! Nya~") elseif phase == "dusk" then if TheWorld.state.isnewmoon == true then inst.components.combat:SetAttackPeriod (0.4) inst.components.locomotor.walkspeed = 6 inst.components.locomotor.runspeed = 10 elseif phase == "dusk" then if TheWorld.state.isfulmoon == true then inst.components.combat:SetAttackPeriod (0.8) inst.components.locomotor.walkspeed = 3.2 inst.components.locomotor.runspeed = 4 elseif phase == "night" then if TheWorld.state.isfullmoon == true then inst.components.combat:SetAttackPeriod (0.8) inst.components.locomotor.walkspeed = 3.2 inst.components.locomotor.runspeed = 4 inst.components.talker:Say("I can feel the curse of moon. The moon bind us! Nya~") end end end end end end this little guy is not working Link to comment Share on other sites More sharing options...
Lumina Posted February 10, 2017 Share Posted February 10, 2017 Again you are using strange else. Like "if it's night then, else if it's dusk then, else if it's night then, else if it's dusk then", but i don't think it could work because it's like if you ask to do two differents things for the same result. Sorry if it's not clear. Try something like this : local function PowerUpAtNewMoon(inst, phase) if phase == "night" then if TheWorld.state.isnewmoon == true then inst.components.combat:SetAttackPeriod (0.4) inst.components.locomotor.walkspeed = 6 inst.components.locomotor.runspeed = 10 inst.Light:Enable(true) inst.Light:SetRadius(18) inst.Light:SetFalloff(0.75) inst.Light:SetIntensity(.7) inst.Light:SetColour(70/255,230/255,12/170) inst.components.talker:Say("The curse has gone We are finally free! Nya~") elseif TheWorld.state.isfullmoon == true then inst.components.combat:SetAttackPeriod (0.8) inst.components.locomotor.walkspeed = 3.2 inst.components.locomotor.runspeed = 4 inst.components.talker:Say("I can feel the curse of moon. The moon bind us! Nya~") end elseif phase == "dusk" then if TheWorld.state.isnewmoon == true then inst.components.combat:SetAttackPeriod (0.4) inst.components.locomotor.walkspeed = 6 inst.components.locomotor.runspeed = 10 elseif TheWorld.state.isfullmoon == true then inst.components.combat:SetAttackPeriod (0.8) inst.components.locomotor.walkspeed = 3.2 inst.components.locomotor.runspeed = 4 end end end Note : i didn't test it, verify the number of "end" because i'm not sure i put all of them. Note 2 : there was a "if TheWorld.state.isfulmoon == true then", i corrected it. Note 3 : i suggest you to use print to test your mod and see where the problem is. For example local function PowerUpAtNewMoon(inst, phase) if phase == "night" then print("Night test is working.") if TheWorld.state.isnewmoon == true then inst.components.combat:SetAttackPeriod (0.4) inst.components.locomotor.walkspeed = 6 inst.components.locomotor.runspeed = 10 inst.Light:Enable(true) inst.Light:SetRadius(18) inst.Light:SetFalloff(0.75) inst.Light:SetIntensity(.7) inst.Light:SetColour(70/255,230/255,12/170) inst.components.talker:Say("The curse has gone We are finally free! Nya~") print("Night and new moon test is working.") elseif TheWorld.state.isfullmoon == true then inst.components.combat:SetAttackPeriod (0.8) inst.components.locomotor.walkspeed = 3.2 inst.components.locomotor.runspeed = 4 inst.components.talker:Say("I can feel the curse of moon. The moon bind us! Nya~") print("Night and full moon test is working.") end elseif phase == "dusk" then print("Dusk test is working.") if TheWorld.state.isnewmoon == true then inst.components.combat:SetAttackPeriod (0.4) inst.components.locomotor.walkspeed = 6 inst.components.locomotor.runspeed = 10 print("Dusk and new moon test is working.") elseif TheWorld.state.isfullmoon == true then inst.components.combat:SetAttackPeriod (0.8) inst.components.locomotor.walkspeed = 3.2 inst.components.locomotor.runspeed = 4 print("Dusk and full moon test is working.") end end end You could see the print in the console. My keyboard request to press ù to show it, your could request another key, search informations about it. This way you could find where the test fail and correct it yourself. Link to comment Share on other sites More sharing options...
RedHairedHero Posted February 10, 2017 Share Posted February 10, 2017 29 minutes ago, AkaiNight said: hi it's me again and a broke code local function PowerUpAtNewMoon(inst, phase) if phase == "night" then if TheWorld.state.isnewmoon == true then inst.components.combat:SetAttackPeriod (0.4) inst.components.locomotor.walkspeed = 6 inst.components.locomotor.runspeed = 10 inst.Light:Enable(true) inst.Light:SetRadius(18) inst.Light:SetFalloff(0.75) inst.Light:SetIntensity(.7) inst.Light:SetColour(70/255,230/255,12/170) inst.components.talker:Say("The curse has gone We are finally free! Nya~") elseif phase == "dusk" then if TheWorld.state.isnewmoon == true then inst.components.combat:SetAttackPeriod (0.4) inst.components.locomotor.walkspeed = 6 inst.components.locomotor.runspeed = 10 elseif phase == "dusk" then if TheWorld.state.isfulmoon == true then inst.components.combat:SetAttackPeriod (0.8) inst.components.locomotor.walkspeed = 3.2 inst.components.locomotor.runspeed = 4 elseif phase == "night" then if TheWorld.state.isfullmoon == true then inst.components.combat:SetAttackPeriod (0.8) inst.components.locomotor.walkspeed = 3.2 inst.components.locomotor.runspeed = 4 inst.components.talker:Say("I can feel the curse of moon. The moon bind us! Nya~") end end end end end end this little guy is not working Do you have a listen event for this function? Example: inst:ListenForEvent("night", PowerUpAtNewMoon) You would need one for each time you want the function to trigger, I won't know the exact wording for each of those at the moment, not at a computer where I can view the game files. Link to comment Share on other sites More sharing options...
AkaiNight Posted February 11, 2017 Author Share Posted February 11, 2017 14 hours ago, RedHairedHero said: Do you have a listen event for this function? Example: inst:ListenForEvent("night", PowerUpAtNewMoon) You would need one for each time you want the function to trigger, I won't know the exact wording for each of those at the moment, not at a computer where I can view the game files. i'll try this thanks Link to comment Share on other sites More sharing options...
AkaiNight Posted February 11, 2017 Author Share Posted February 11, 2017 well i tried it but it's not working is there something missing or did i just need an other code? local function PowerUpAtNewMoon(inst, phase) if phase == "night" then print("Night test is working.") if TheWorld.state.isnewmoon == true then inst.components.combat:SetAttackPeriod (0.4) inst.components.locomotor.walkspeed = 6 inst.components.locomotor.runspeed = 10 inst.Light:Enable(true) inst.Light:SetRadius(18) inst.Light:SetFalloff(0.75) inst.Light:SetIntensity(.7) inst.Light:SetColour(70/255,230/255,12/170) inst.components.talker:Say("The curse has gone We are finally free! Nya~") print("Night and new moon test is working.") elseif TheWorld.state.isfullmoon == true then inst.components.combat:SetAttackPeriod (0.8) inst.components.locomotor.walkspeed = 3.2 inst.components.locomotor.runspeed = 4 inst.components.talker:Say("I can feel the curse of moon. The moon binds us! Nya~") print("Night and full moon test is working.") end elseif phase == "dusk" then print("Dusk test is working.") if TheWorld.state.isnewmoon == true then inst.components.combat:SetAttackPeriod (0.4) inst.components.locomotor.walkspeed = 6 inst.components.locomotor.runspeed = 10 inst.components.talker:Say("I can't feel the moon. Finally i can be free. Nya~") print("Dusk and new moon test is working.") elseif TheWorld.state.isfullmoon == true then inst.components.combat:SetAttackPeriod (0.8) inst.components.locomotor.walkspeed = 3.2 inst.components.locomotor.runspeed = 4 inst.components.talker:Say("Oh! I can feel the moon. This night will be cursed. Nya~") print("Dusk and full moon test is working.") end end end well that's not works too local function onkilled(inst, data) if data.victim ~= nil and data.victim.components.health ~= nil then local random = math.random if random >= .8 then inst.components.talker:Say("Your soul is sleeping now. Nya~") elseif random >= .6 and random < .8 then inst.components.talker:Say("I told you to run. Nya~") elseif random >= .4 and random < .6 then inst.components.talker:Say("Did you die already? Nya~") elseif random >= .2 and random < .4 then inst.components.talker:Say("Noone can be better than me... Exempt me! Nya~") else inst.components.talker:Say("Well you were tough... For a baby. Nya~") end end end local function master_init(inst) inst:ListenForEvent("killed", onkilled) end Link to comment Share on other sites More sharing options...
RedHairedHero Posted February 11, 2017 Share Posted February 11, 2017 (edited) 1 hour ago, AkaiNight said: well i tried it but it's not working is there something missing or did i just need an other code? local function PowerUpAtNewMoon(inst, phase) if phase == "night" then print("Night test is working.") if TheWorld.state.isnewmoon == true then inst.components.combat:SetAttackPeriod (0.4) inst.components.locomotor.walkspeed = 6 inst.components.locomotor.runspeed = 10 inst.Light:Enable(true) inst.Light:SetRadius(18) inst.Light:SetFalloff(0.75) inst.Light:SetIntensity(.7) inst.Light:SetColour(70/255,230/255,12/170) inst.components.talker:Say("The curse has gone We are finally free! Nya~") print("Night and new moon test is working.") elseif TheWorld.state.isfullmoon == true then inst.components.combat:SetAttackPeriod (0.8) inst.components.locomotor.walkspeed = 3.2 inst.components.locomotor.runspeed = 4 inst.components.talker:Say("I can feel the curse of moon. The moon binds us! Nya~") print("Night and full moon test is working.") end elseif phase == "dusk" then print("Dusk test is working.") if TheWorld.state.isnewmoon == true then inst.components.combat:SetAttackPeriod (0.4) inst.components.locomotor.walkspeed = 6 inst.components.locomotor.runspeed = 10 inst.components.talker:Say("I can't feel the moon. Finally i can be free. Nya~") print("Dusk and new moon test is working.") elseif TheWorld.state.isfullmoon == true then inst.components.combat:SetAttackPeriod (0.8) inst.components.locomotor.walkspeed = 3.2 inst.components.locomotor.runspeed = 4 inst.components.talker:Say("Oh! I can feel the moon. This night will be cursed. Nya~") print("Dusk and full moon test is working.") end end end well that's not works too local function onkilled(inst, data) if data.victim ~= nil and data.victim.components.health ~= nil then local random = math.random if random >= .8 then inst.components.talker:Say("Your soul is sleeping now. Nya~") elseif random >= .6 and random < .8 then inst.components.talker:Say("I told you to run. Nya~") elseif random >= .4 and random < .6 then inst.components.talker:Say("Did you die already? Nya~") elseif random >= .2 and random < .4 then inst.components.talker:Say("Noone can be better than me... Exempt me! Nya~") else inst.components.talker:Say("Well you were tough... For a baby. Nya~") end end end local function master_init(inst) inst:ListenForEvent("killed", onkilled) end I answered the onkilled function in another thread for you, please try to refrain from opening multiple threads regarding the same issue. I'll take a look at the other function and get back to you on what needs to be updated. Edit: With the Moon function what are you wanting to do exactly? From what I can tell you want stat changes during a full moon and new moon. But you're also wanting to makes changes during Dusk just before these moons come up, is that right? Edited February 11, 2017 by RedHairedHero New comment Link to comment Share on other sites More sharing options...
AkaiNight Posted February 12, 2017 Author Share Posted February 12, 2017 13 hours ago, RedHairedHero said: I answered the onkilled function in another thread for you, please try to refrain from opening multiple threads regarding the same issue. I'll take a look at the other function and get back to you on what needs to be updated. Edit: With the Moon function what are you wanting to do exactly? From what I can tell you want stat changes during a full moon and new moon. But you're also wanting to makes changes during Dusk just before these moons come up, is that right? Yes that's what i want. At fullmoon (night and dusk) my character slowly walk, slowly run, slowly fight.. And at newmoon my character getting faster run and walk and fight. And at newmoon my character gains night vision. That's what i try to do but i couldn't. Link to comment Share on other sites More sharing options...
RedHairedHero Posted February 12, 2017 Share Posted February 12, 2017 8 hours ago, AkaiNight said: Yes that's what i want. At fullmoon (night and dusk) my character slowly walk, slowly run, slowly fight.. And at newmoon my character getting faster run and walk and fight. And at newmoon my character gains night vision. That's what i try to do but i couldn't. One other question, do you want it to only last for the night/dusk of the full moon/newmoon or do you want it to change on the full moon and last until a new moon happens again? Link to comment Share on other sites More sharing options...
AkaiNight Posted February 13, 2017 Author Share Posted February 13, 2017 21 hours ago, RedHairedHero said: One other question, do you want it to only last for the night/dusk of the full moon/newmoon or do you want it to change on the full moon and last until a new moon happens again? Only newmoon and fullmoon dusk/night Link to comment Share on other sites More sharing options...
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