RedHairedHero Posted February 13, 2017 Share Posted February 13, 2017 local function PowerUpAtNewMoon(inst) if TheWorld.state.isnight then print("Night test is working.") if TheWorld.state.moonphase == "new" then print("Night and new moon test is working.") 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.moonphase == "full" then print("Night and full moon test is working.") 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~") end elseif TheWorld.state.isdusk then print("Dusk test is working.") if TheWorld.state.moonphase == "new" then print("Dusk and new moon test is working.") 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~") elseif TheWorld.state.moonphase == "full" then print("Dusk and full moon test is working.") 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~") end elseif TheWorld.state.isday then print("Day test is working") -- You'll want to set your stats back to normal using this portion, that way the curse only lasts for dusk and night. end end --Put this into Master Postinit inst:WatchWorldState("isday", PowerUpAtNewMoon) inst:WatchWorldState("isdusk", PowerUpAtNewMoon) inst:WatchWorldState("isnight", PowerUpAtNewMoon) inst:WatchWorldState("moonphase", PowerUpAtNewMoon) Link to comment Share on other sites More sharing options...
AkaiNight Posted February 14, 2017 Author Share Posted February 14, 2017 I tried to add level sytem to my character but it's not works here my character.lua alishia.lua Link to comment Share on other sites More sharing options...
AkaiNight Posted February 17, 2017 Author Share Posted February 17, 2017 On 13.02.2017 at 11:46 PM, RedHairedHero said: local function PowerUpAtNewMoon(inst) if TheWorld.state.isnight then print("Night test is working.") if TheWorld.state.moonphase == "new" then print("Night and new moon test is working.") 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.moonphase == "full" then print("Night and full moon test is working.") 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~") end elseif TheWorld.state.isdusk then print("Dusk test is working.") if TheWorld.state.moonphase == "new" then print("Dusk and new moon test is working.") 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~") elseif TheWorld.state.moonphase == "full" then print("Dusk and full moon test is working.") 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~") end elseif TheWorld.state.isday then print("Day test is working") -- You'll want to set your stats back to normal using this portion, that way the curse only lasts for dusk and night. end end --Put this into Master Postinit inst:WatchWorldState("isday", PowerUpAtNewMoon) inst:WatchWorldState("isdusk", PowerUpAtNewMoon) inst:WatchWorldState("isnight", PowerUpAtNewMoon) inst:WatchWorldState("moonphase", PowerUpAtNewMoon) thanks a lot Link to comment Share on other sites More sharing options...
AkaiNight Posted February 17, 2017 Author Share Posted February 17, 2017 local function levelexp(inst, data) local max_exp = 999999999994650 local level = math.min(inst.level, max_exp) local health_percent = inst.components.health:GetPercent() local sanity_percent = inst.components.sanity:GetPercent() local hunger_percent = inst.components.hunger:GetPercent() --level 0 (start) if inst.level >0 and inst.level <=10 then inst.components.health.maxhealth = math.ceil (50) inst.components.hunger.maxhunger = math.ceil (50) inst.components.sanity.max = math.ceil (50) --level 1 elseif inst.level >10 and inst.level <=20 then inst.components.health.maxhealth = math.ceil (55) inst.components.hunger.maxhunger = math.ceil (55) inst.components.sanity.max = math.ceil (55) elseif inst.level >19 and inst.level <=20 then inst.components.talker:Say("Level Up! Well done! Level 1. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 2 elseif inst.level >20 and inst.level <=30 then inst.components.health.maxhealth = math.ceil (60) inst.components.hunger.maxhunger = math.ceil (60) inst.components.sanity.max = math.ceil (60) elseif inst.level >29 and inst.level <=30 then inst.components.talker:Say("Level Up! Well done! Level 2. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 3 elseif inst.level >30 and inst.level <=60 then inst.components.health.maxhealth = math.ceil (65) inst.components.hunger.maxhunger = math.ceil (65) inst.components.sanity.max = math.ceil (65) elseif inst.level >59 and inst.level <=60 then inst.components.talker:Say("Level Up! Well done! Level 3. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 4 elseif inst.level >60 and inst.level <=100 then inst.components.health.maxhealth = math.ceil (70) inst.components.hunger.maxhunger = math.ceil (70) inst.components.sanity.max = math.ceil (70) elseif inst.level >99 and inst.level <=100 then inst.components.talker:Say("Level Up! Well done! Level 4. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 5 elseif inst.level >100 and inst.level <=150 then inst.components.health.maxhealth = math.ceil (75) inst.components.hunger.maxhunger = math.ceil (75) inst.components.sanity.max = math.ceil (75) elseif inst.level >149 and inst.level <=150 then inst.components.talker:Say("Level Up! Well done! Level 5. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 6 elseif inst.level >150 and inst.level <=210 then inst.components.health.maxhealth = math.ceil (80) inst.components.hunger.maxhunger = math.ceil (80) inst.components.sanity.max = math.ceil (80) elseif inst.level >219 and inst.level <=210 then inst.components.talker:Say("Level Up! Well done! Level 6. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 7 elseif inst.level >210 and inst.level <=280 then inst.components.health.maxhealth = math.ceil (85) inst.components.hunger.maxhunger = math.ceil (85) inst.components.sanity.max = math.ceil (85) elseif inst.level >279 and inst.level <=280 then inst.components.talker:Say("Level Up! Well done! Level 7. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 8 elseif inst.level >280 and inst.level <=360 then inst.components.health.maxhealth = math.ceil (90) inst.components.hunger.maxhunger = math.ceil (90) inst.components.sanity.max = math.ceil (90) elseif inst.level >359 and inst.level <360 then inst.components.talker:Say("Level Up! Well done! Level 8. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 9 elseif inst.level >360 and inst.level <=450 then inst.components.health.maxhealth = math.ceil (95) inst.components.hunger.maxhunger = math.ceil (95) inst.components.sanity.max = math.ceil (95) elseif inst.level >449 and inst.level <=450 then inst.components.talker:Say("Level Up! Well done! Level 9. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 10 elseif inst.level >450 and inst.level <=550 then inst.components.health.maxhealth = math.ceil (100) inst.components.hunger.maxhunger = math.ceil (100) inst.components.sanity.max = math.ceil (100) elseif inst.level >549 and inst.level <=550 then inst.components.talker:Say("Sugoii (Nya~) demo mada aru (Nya~). Level Up 10. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 11 elseif inst.level >550 and inst.level <=660 then inst.components.health.maxhealth = math.ceil (110) inst.components.hunger.maxhunger = math.ceil (110) inst.components.sanity.max = math.ceil (110) elseif inst.level >659 and inst.level <=660 then inst.components.talker:Say("Level Up! Well done! Level 11. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 12 elseif inst.level >660 and inst.level <=780 then inst.components.health.maxhealth = math.ceil (120) inst.components.hunger.maxhunger = math.ceil (120) inst.components.sanity.max = math.ceil (120) elseif inst.level >779 and inst.level <=780 then inst.components.talker:Say("Level Up! Well done! Level 12. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 13 elseif inst.level >780 and inst.level <=910 then inst.components.health.maxhealth = math.ceil (130) inst.components.hunger.maxhunger = math.ceil (130) inst.components.sanity.max = math.ceil (130) elseif inst.level >909 and inst.level <=910 then inst.components.talker:Say("Level Up! Well done! Level 13. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 14 elseif inst.level >910 and inst.level <=1050 then inst.components.health.maxhealth = math.ceil (140) inst.components.hunger.maxhunger = math.ceil (140) inst.components.sanity.max = math.ceil (140) elseif inst.level >1049 and inst.level <=1050 then inst.components.talker:Say("Level Up! Well done! Level 14. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 15 elseif inst.level >1050 and inst.level <=1200 then inst.components.health.maxhealth = math.ceil (150) inst.components.hunger.maxhunger = math.ceil (150) inst.components.sanity.max = math.ceil (150) elseif inst.level >1199 and inst.level <=1200 then inst.components.talker:Say("Level Up! Well done! Level 15. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 16 elseif inst.level >1200 and inst.level <=1360 then inst.components.health.maxhealth = math.ceil (160) inst.components.hunger.maxhunger = math.ceil (150) inst.components.sanity.max = math.ceil (160) elseif inst.level >1359 and inst.level <=1360 then inst.components.talker:Say("Level Up! Well done! Level 16. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 17 elseif inst.level >1360 and inst.level <=1530 then inst.components.health.maxhealth = math.ceil (170) inst.components.hunger.maxhunger = math.ceil (170) inst.components.sanity.max = math.ceil (170) elseif inst.level >1529 and inst.level <=1530 then inst.components.talker:Say("Level Up! Well done! Level 17. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 18 elseif inst.level >1530 and inst.level <=1710 then inst.components.health.maxhealth = math.ceil (180) inst.components.hunger.maxhunger = math.ceil (180) inst.components.sanity.max = math.ceil (180) elseif inst.level >1709 and inst.level <=1710 then inst.components.talker:Say("Level Up! Well done! Level 18. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 19 elseif inst.level >1710 and inst.level <1900 then inst.components.health.maxhealth = math.ceil (190) inst.components.hunger.maxhunger = math.ceil (190) inst.components.sanity.max = math.ceil (190) elseif inst.level >1899 and inst.level <=1900 then inst.components.talker:Say("Level Up! Well done! Level 19. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 20 elseif inst.level >1900 and inst.level <=2100 then inst.components.health.maxhealth = math.ceil (200) inst.components.hunger.maxhunger = math.ceil (200) inst.components.sanity.max = math.ceil (200) elseif inst.level >2099 and inst.level <=2100 then inst.components.talker:Say("We come long way from the start. Level Up 20. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 21 elseif inst.level >2100 and inst.level <=2310 then inst.components.health.maxhealth = math.ceil (210) inst.components.hunger.maxhunger = math.ceil (210) inst.components.sanity.max = math.ceil (210) elseif inst.level >2309 and inst.level <=2310 then inst.components.talker:Say("Level Up! Well done! Level 21. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 22 elseif inst.level >2310 and inst.level <=2530 then inst.components.health.maxhealth = math.ceil (220) inst.components.hunger.maxhunger = math.ceil (220) inst.components.sanity.max = math.ceil (220) elseif inst.level >2529 and inst.level <=2530 then inst.components.talker:Say("Level Up! Well done! Level 22. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 23 elseif inst.level >2530 and inst.level <=2760 then inst.components.health.maxhealth = math.ceil (230) inst.components.hunger.maxhunger = math.ceil (230) inst.components.sanity.max = math.ceil (230) elseif inst.level >2759 and inst.level <=2760 then inst.components.talker:Say("Level Up! Well done! Level 23. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 24 elseif inst.level >2760 and inst.level <=3000 then inst.components.health.maxhealth = math.ceil (240) inst.components.hunger.maxhunger = math.ceil (240) inst.components.sanity.max = math.ceil (240) elseif inst.level >2999 and inst.level <=3000 then inst.components.talker:Say("Level Up! Well done! Level 24. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 25 elseif inst.level >3000 and inst.level <=3250 then inst.components.health.maxhealth = math.ceil (250) inst.components.hunger.maxhunger = math.ceil (250) inst.components.sanity.max = math.ceil (250) elseif inst.level >3249 and inst.level <=3250 then inst.components.talker:Say("Level Up! Well done! Level 25. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 26 elseif inst.level >3250 and inst.level <=3510 then inst.components.health.maxhealth = math.ceil (260) inst.components.hunger.maxhunger = math.ceil (260) inst.components.sanity.max = math.ceil (260) elseif inst.level >3509 and inst.level <=3510 then inst.components.talker:Say("Level Up! Well done! Level 26. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 27 elseif inst.level >3510 and inst.level <=3780 then inst.components.health.maxhealth = math.ceil (270) inst.components.hunger.maxhunger = math.ceil (270) inst.components.sanity.max = math.ceil (270) elseif inst.level >3779 and inst.level <=3780 then inst.components.talker:Say("Level Up! Well done! Level 27. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 28 elseif inst.level >3780 and inst.level <=4060 then inst.components.health.maxhealth = math.ceil (280) inst.components.hunger.maxhunger = math.ceil (280) inst.components.sanity.max = math.ceil (280) elseif inst.level >4059 and inst.level <=4060 then inst.components.talker:Say("Level Up! Well done! Level 28. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 29 elseif inst.level >4060 and inst.level <=4350 then inst.components.health.maxhealth = math.ceil (290) inst.components.hunger.maxhunger = math.ceil (290) inst.components.sanity.max = math.ceil (290) elseif inst.level >4349 and inst.level <=4350 then inst.components.talker:Say("Level Up! Well done! Level 29. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") --level 30 elseif inst.level >=4350 and inst.level <=4650 then inst.components.health.maxhealth = math.ceil (300) inst.components.hunger.maxhunger = math.ceil (300) inst.components.sanity.max = math.ceil (300) elseif inst.level >4649 and inst.level <=4650 then inst.components.talker:Say("Yeey! We did it! We reach the ultimate Level. Level Up 30. Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/levelup") end inst.components.health:SetPercent(health_percent) inst.components.hunger:SerPercent(hunger_percent) inst.components.sanity:SetPercent(sanity_percent) end local function onkill(inst, data) local victim = data.victim if ( victim:HasTag("chester") or victim:HasTag("glommer") or victim:HasTag("catcoon") or victim:HasTag("hutch") or victim:HasTag("lavae_pet") ) then inst.level = inst.level - 50 inst.components.talker:Say("Oh come on! Why i did that? I'm cursed now. Nya~") end if ( victim:HasTag("smallbird") or victim:HasTag("babybeefalo") or victim:HasTag("toddlerbeefalo") ) then inst.level = inst.level - 10 inst.components.talker:Say("I feel bad about that. It was so cute. Nya~") end if ( victim:HasTag("pigman") or victim:HasTag("bunnyman") or victim:HasTag("rocky") ) then inst.level = inst.level - 5 inst.components.talker:Say("Should i do that? I mean it feels bad. Nya~") end if ( victim:HasTag("butterfly") or victim:HasTag("crow") or victim:HasTag("robin") or victim:HasTag("robin_winter") or victim:HasTag("canary") or victim:HasTag("rabbit") or victim:HasTag("mole") or victim:HasTag("grassgekko") or victim:HasTag("mandrake") ) then inst.level = inst.level + 1 inst.components.talker:Say("I can't be strong enought with that! Nya~") end if ( victim:HasTag("eyeplant") or victim:HasTag("bee") or victim:HasTag("spider") or victim:HasTag("frog") or victim:HasTag("batilisk") or victim:HasTag("mosquito") or victim:HasTag("deer") or victim:HasTag("deerantler") or victim:HasTag("perd") or victim:HasTag("monkey") or victim:HasTag("buzzard") or victim:HasTag("snurtle") ) then inst.level = inst.level + 2 inst.components.talker:Say("That'll help to level up. But not much. Nya~") end if ( victim:HasTag("birchnutdrake") or victim:HasTag("killerbee") or victim:HasTag("tentacle") or victim:HasTag("tentacle_pillar") or victim:HasTag("spider_warrior") or victim:HasTag("teenbird") or victim:HasTag("little_walrus") or victim:HasTag("teenbeefalo") or victim:HasTag("penguin") or victim:HasTag("lightninggoat") or victim:HasTag("slurtle") ) then inst.level = inst.level + 3 inst.components.talker:Say("Yeah, that'll help but i need more. Nya~") end if ( victim:HasTag("tallbird") or victim:HasTag("spider_spitter") or victim:HasTag("merm") or victim:HasTag("spider_hider") or victim:HasTag("spider_dropper") or victim:HasTag("pigguard") or victim:HasTag("koalefant_summer") or victim:HasTag("koalefant_winter") or victim:HasTag("beefalo") or victim:HasTag("walrus") ) then inst.level = inst.level + 5 inst.components.talker:Say("Your soul makes me stronger. But still not enought. Nya~") end if ( victim:HasTag("hound") or victim:HasTag("firehound") or victim:HasTag("icehound") or victim:HasTag("knight") or victim:HasTag("rook") or victim:HasTag("bishop") or victim:HasTag("deer_red") or victim:HasTag("deer_blue") or victim:HasTag("lavae") or victim:HasTag("worm") or victim:HasTag("mossling") or victim:HasTag("beeguard") ) then inst.level = inst.level + 7 inst.components.talker:Say("You were strong. And your soul will be stronger with me. Nya~") end if ( victim:HasTag("bishop_nightmare") or victim:HasTag("knight_nightmare") or victim:HasTag("rook_nightmare") or victim:HasTag("crawlinghorror") or victim:HasTag("crawlingnightmare") or victim:HasTag("shadow_knight") or victim:HasTag("shadow_bishop") or victim:HasTag("shadow_rook") or victim:HasTag("ghost") or victim:HasTag("werepig") or victim:HasTag("lureplant") ) then inst.level = inst.level + 10 inst.components.talker:Say("I can feel the power in my veins. Nya~") end if ( victim:HasTag("leif") or victim:HasTag("krampus") or victim:HasTag("warg") or victim:HasTag("spat") or victim:HasTag("deciduoustree") ) then inst.level = inst.level + 25 inst.components.talker:Say("That's what i was talking about. Nya~") end if ( victim:HasTag("beequeen") or victim:HasTag("Goose") or victim:HasTag("dragonfly") or victim:HasTag("bearger") or victim:HasTag("spiderqueen") or victim:HasTag("deerclops") or victim:HasTag("minotaur") or victim:HasTag("klaus") or victim:HasTag("toadstool") ) then inst.level = inst.level + 50 inst.components.talker:Say("Hell Yea! With this i can be the strongest queen ever! Nya~") inst.SoundEmitter:PlaySound("dontstarve/characters/alishia/bosskill") end end local common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "alishia.tex" ) inst:AddTag("alisha") inst.transformed = true inst:AddComponent("keyhandler") inst.components.keyhandler:AddActionListener("alishia", TUNING.alishia.KEYTWO, "SpeedUp") inst.components.keyhandler:AddActionListener("alishia", TUNING.alishia.KEY3, "IceAttack") inst.level = 0 end local function onsave(inst, data) data.level = inst.level end inst:ListenForEvent("killed", onkill) inst:ListenForEvent("levelup", levelexp) this code is not working i tried to add level system. Can you tell me what's wrong? Link to comment Share on other sites More sharing options...
Lumina Posted February 17, 2017 Share Posted February 17, 2017 I can't tell you what is wrong, but i know there are multiple mods with level system on the workshop. Maybe you could look at one of them. And if you don't find an answer, a clean topic with a clear title will probably be better. Link to comment Share on other sites More sharing options...
AkaiNight Posted February 17, 2017 Author Share Posted February 17, 2017 5 hours ago, Lumina said: I can't tell you what is wrong, but i know there are multiple mods with level system on the workshop. Maybe you could look at one of them. And if you don't find an answer, a clean topic with a clear title will probably be better. I look some of them and i can't find the answer but i'll try to start new topic. Link to comment Share on other sites More sharing options...
RedHairedHero Posted February 17, 2017 Share Posted February 17, 2017 Just taking a quick look the Victim:HasTag you put in there won't work. The reason is each monster prefab won't just have a tag in their file with their name on it. I won't know the exact coding off hand, but you're better off getting the prefab name of the victim instead. I'd also recommend adding in prints to ensure the code is working, so if say you kill a butterfly the message will print. Link to comment Share on other sites More sharing options...
AkaiNight Posted February 18, 2017 Author Share Posted February 18, 2017 I don't know did i got it right but i think Victim:HasTag works fine because when i kill something talker:Say is works. I thing the problem is level code but i'm not sure Link to comment Share on other sites More sharing options...
RedHairedHero Posted February 20, 2017 Share Posted February 20, 2017 On 2/18/2017 at 4:20 AM, AkaiNight said: I don't know did i got it right but i think Victim:HasTag works fine because when i kill something talker:Say is works. I thing the problem is level code but i'm not sure Now that I actually have access to in game files it does actually look like each mob has a tag with their name in it which is nice. So your character is actually leveling up it's just their max stats aren't changing, is that right? Link to comment Share on other sites More sharing options...
AkaiNight Posted February 20, 2017 Author Share Posted February 20, 2017 (edited) well i fixed the problem i just need 2 codes 1 gain sanity regen when kittykit around 5 per 60 sec 2 drop sanity when vargling around 7 per 60 sec Edited February 21, 2017 by AkaiNight Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now