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[ SOLVED ] still stuck a "Inventory" a nil value


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As the title said I still stuck at  attempt to index field 'inventory' (a nil value) when I tried to Transforms into another from.

( + random method and located the file when it's crash.  # Use Same Code )

 

1. error in components / playercontroller :

 

[00:14:24]: [string "scripts/components/playercontroller.lua"]:1080: attempt to index field 'inventory' (a nil value)
LUA ERROR stack traceback:
    scripts/components/playercontroller.lua:1080 in (method) HasAOETargeting (Lua) <1079-1085>
    scripts/components/playeractionpicker.lua:293 in (method) DoGetMouseActions (Lua) <284-326>
    scripts/components/playercontroller.lua:1855 in (method) OnUpdate (Lua) <1718-2109>
    scripts/update.lua:192 in () ? (Lua) <149-228>

 

2. error in components / builder_replica  : 

 

[00:25:21]: [string "scripts/components/builder_replica.lua"]:265: attempt to index field 'inventory' (a nil value)
LUA ERROR stack traceback:
    scripts/components/builder_replica.lua:265 in (method) CanBuild (Lua) <256-284>
    scripts/widgets/crafttabs.lua:519 in (method) DoUpdateRecipes (Lua) <492-589>
    scripts/widgets/crafttabs.lua:404 in (method) OnUpdate (Lua) <364-406>
    scripts/frontend.lua:749 in (method) Update (Lua) <616-766>
    scripts/update.lua:92 in () ? (Lua) <33-129>

 

3. error in widgets / inventorybar  : 

 

[00:08:57]: [string "scripts/widgets/inventorybar.lua"]:377: attempt to index local 'inventory' (a nil value)
LUA ERROR stack traceback:
    scripts/widgets/inventorybar.lua:377 in (method) Rebuild (Lua) <353-399>
    scripts/widgets/inventorybar.lua:420 in (method) OnUpdate (Lua) <401-482>
    scripts/frontend.lua:749 in (method) Update (Lua) <616-766>
    scripts/update.lua:92 in () ? (Lua) <33-129>

 

Full error Log : 

1. client_log2.txt

2. client_log3.txt

3. client_log4.txt

My full prefab script : 

Spoiler

local stategraphs = require "stategraphs/SGpretiger"
local Badge = require "widgets/badge"
local easing = require "easing"
local MakePlayerCharacter = require "prefabs/player_common"

local start_inv = {
	"carrot", "carrot", "carrot", "carrot", "carrot", "carrot", "carrot", "carrot", "carrot", 
	"rabbit",
}

local assets =
{
	
	Asset("SCRIPT", "scripts/prefabs/player_common.lua"),
	
	Asset( "SOUND", "sound/sfx.fsb" ),
	Asset( "SOUND", "sound/bearger.fsb" ),	

	
    Asset( "ANIM", "anim/aikawa.zip" ),
	Asset( "ANIM", "anim/ghost_aikawa_build.zip" ),

    Asset( "ANIM", "anim/tiger_meter.zip"),


    Asset("ANIM", "anim/weretiger_build.zip"),	    
	Asset("ANIM", "anim/pretiger_build.zip"),		
	
	Asset("ANIM", "anim/bearger_ground_fx.zip"),
	Asset("ANIM", "anim/bearger_ring_fx.zip"),
	Asset("ANIM", "anim/deerclops_icespike.zip"),
	
	
    Asset( "IMAGE", "images/filter/colour_cubes/tiger_vision_cc.tex" ),
	
    Asset("ATLAS", "images/filter/aikawa.xml"),
    Asset("IMAGE", "images/filter/aikawa.tex"),    
	
	Asset("ATLAS", "images/map_icons/ai_tiger.xml"),
    Asset("IMAGE", "images/map_icons/ai_tiger.tex"),
}

local prefabs = {}

-- WERETIGER FUNCTIONS --


local function TigerGetStatus(inst, viewer)
    return inst:HasTag("playerghost") and "WERETIGER" or "KITTY"
end

local TIGER_DIET =
{
    FOODTYPE.MEAT,
	FOODTYPE.HORRIBLE,
	FOODTYPE.VEGGIE, 
	FOODTYPE.SEEDS, 
	FOODTYPE.GENERIC,
	FOODTYPE.RAW,
	FOODTYPE.GEARS,
	
}

local function CannotExamine(inst)
    return false
end

local function TigerActionString(inst, action)


    return (action.action == ACTIONS.EAT and STRINGS.ACTIONS.EAT)
    or STRINGS.ACTIONS.MEOWING


end

local function TigerActionButton(inst ,data)

	local action_target = FindEntity(inst, 1000, function(guy) return (guy.components.edible and inst.components.eater:CanEat(guy)) or
									(guy.components.combat and inst.components.combat:CanTarget(guy) or inst.replica.combat:CanTarget(guy)) or
					
									(guy.components.workable and inst.components.worker:CanDoAction(guy.components.workable.action)) end)
	
	if not inst.sg:HasStateTag("busy") and action_target then
		if (action_target.components.edible and inst.components.eater:CanEat(action_target)) then
			return BufferedAction(inst, action_target, ACTIONS.EAT) 
			
		elseif (action_target.components.combat and inst.components.combat:CanTarget(action_target) or inst.replica.combat:CanTarget(action_target)) then
			return BufferedAction(inst, action_target, ACTIONS.ATTACK)
			
			
		elseif (action_target.components.workable and inst.components.worker:CanDoAction(action_target.components.workable.action)) then
			
		return BufferedAction(inst, action_target, action_target.components.workable.action) 
	end
end
end


local function LeftClickPicker(inst, target, position)

   	 if inst.components.combat then
     if inst.components.combat:CanTarget(target) then
         return inst.components.playeractionpicker:SortActionList({ACTIONS.ATTACK}, target, nil)
     end

	 if target and target.components.edible and inst.components.eater:CanEat(target) then
		 return inst.components.playeractionpicker:SortActionList({ACTIONS.EAT}, target, nil)
	 end 

     if target and target.components.workable and inst.components.worker:CanDoAction(target.components.workable.action) then
         return inst.components.playeractionpicker:SortActionList({target.components.workable.action}, target, nil)
     end
     return {}
	 elseif inst.replica.combat then
	 if inst.replica.combat:CanTarget(target) then
         return inst.components.playeractionpicker:SortActionList({ACTIONS.ATTACK}, target, nil)
     end

	 if target and target:HasTag("meat") or target:HasTag("prey") or target:HasTag("smallcreature") then
	 	return inst.components.playeractionpicker:SortActionList({ACTIONS.EAT}, target, nil)
	 end

     if target and
     	(target:HasTag("DIG_workable") or 
		target:HasTag("ATTACK_workable") or 
     	target:HasTag("CHOP_workable") or 
     	target:HasTag("MINE_workable") or
	 	target:HasTag("PICK_workable") or		
     	target:HasTag("HAMMER_workable"))
     	then
     	local action_workable = 
	 		target:HasTag("DIG_workable") and ACTIONS.DIG or	 		
			target:HasTag("ATTACK_workable") and ACTIONS.ATTACK or
			target:HasTag("PICK_workable") and ACTIONS.PICK or
			target:HasTag("CHOP_workable") and ACTIONS.CHOP or
			target:HasTag("MINE_workable") and ACTIONS.MINE or
			target:HasTag("HAMMER_workable") and ACTIONS.HAMMER
        return inst.components.playeractionpicker:SortActionList({action_workable}, target, nil)
   end
	
    return {}
	
else
	
	return {}
	
	end
end

local function RightClickPicker(inst, target, position)
    if target ~= nil and target ~= inst then
        for i, v in ipairs(TIGER_DIET) do
            if target:HasTag("edible_"..v) then
                return inst.components.playeractionpicker:SortActionList({ ACTIONS.EAT }, target, nil)
            end
        end
        return (target:HasTag("HAMMER_workable") and
                inst.components.playeractionpicker:SortActionList({ ACTIONS.HAMMER }, target, nil))
            or (target:HasTag("DIG_workable") and
                target:HasTag("sign") and
                inst.components.playeractionpicker:SortActionList({ ACTIONS.DIG }, target, nil))
            or nil
    end
end



local function SetTigerActions(inst, enable)
    if enable then
        inst.ActionStringOverride = TigerActionString
        if inst.components.playercontroller ~= nil then
            inst.components.playercontroller.actionbuttonoverride = TigerActionButton
        end
        if inst.components.playeractionpicker ~= nil then
            inst.components.playeractionpicker.leftclickoverride = LeftClickPicker
            inst.components.playeractionpicker.rightclickoverride = RightClickPicker
        end
    else
        inst.ActionStringOverride = nil
        if inst.components.playercontroller ~= nil then
            inst.components.playercontroller.actionbuttonoverride = nil
        end
        if inst.components.playeractionpicker ~= nil then
            inst.components.playeractionpicker.leftclickoverride = nil
            inst.components.playeractionpicker.rightclickoverride = nil
        end
    end
end


------------------------------------------------------------------------------------------------------------------------------

local function SetAikawaWorker(inst, enable)
    if enable then
        if inst.components.worker == nil then
		inst:AddComponent("worker")
    inst.components.worker:SetAction(ACTIONS.DIG, 4)
	inst.components.worker:SetAction(ACTIONS.REPAIR, 4)
	inst.components.worker:SetAction(ACTIONS.DROP, 4)
	inst.components.worker:SetAction(ACTIONS.COOK, 4)
	inst.components.worker:SetAction(ACTIONS.HAMMER, 4)
    inst.components.worker:SetAction(ACTIONS.CATCH, 4)
	
	inst.components.worker:SetAction(ACTIONS.BUILD, 4)
--inst.components.worker:SetAction(ACTIONS.FEED, 4)
	inst.components.worker:SetAction(ACTIONS.CHOP, 4)
	inst.components.worker:SetAction(ACTIONS.MINE, 4)
	inst.components.worker:SetAction(ACTIONS.PICKUP, 4)
        end
    elseif inst.components.worker ~= nil then
        inst:RemoveComponent("worker")
    end
end

local function SetGroundPTags(inst, enable)
    if enable then
        if inst.components.groundpounder == nil then
		inst:AddComponent("groundpounder")
    inst.components.groundpounder.destroyer = true
	inst.components.groundpounder.groundpoundfx = "firesplash_fx"
    inst.components.groundpounder.damageRings = 7
    inst.components.groundpounder.destructionRings = 7
    inst.components.groundpounder.numRings = 7
        end
    elseif inst.components.groundpounder ~= nil then
        inst:RemoveComponent("groundpounder")
    end
end



------------------
-- CHANGE BADGE --
------------------

local TigerBadge = Class(Badge, function(self, owner)
    Badge._ctor(self, "tiger_meter", owner)
end)
---------------------------------------------------


-------------------

--  SetTigerMode --

------------------


local function SetHUDState(inst)


    if inst.HUD then

        if inst.components.tigerness:IsTiger() and not inst.HUD.controls.tigerbadge then
            inst.HUD.controls.tigerbadge = ThePlayer.HUD.controls.sidepanel:AddChild(TigerBadge(inst))
            inst.HUD.controls.tigerbadge:SetPosition(0,-400,0)
            inst.HUD.controls.tigerbadge:SetPercent(1)
            
            inst.HUD.controls.tigerbadge.inst:ListenForEvent("tigernessdelta", function(_, data) 
                inst.HUD.controls.tigerbadge:SetPercent(inst.components.tigerness:GetPercent(), inst.components.tigerness.max)
                if not data.overtime then
                    if data.newpercent > data.oldpercent then
                        inst.HUD.controls.tigerbadge:PulseGreen()
                        TheFrontEnd:GetSound():PlaySound("dontstarve/HUD/health_up")
                    elseif data.newpercent < data.oldpercent then
                        TheFrontEnd:GetSound():PlaySound("dontstarve/HUD/health_down")
                        inst.HUD.controls.tigerbadge:PulseRed()
                    end
                end
            end, inst)
			inst.HUD.controls.tigerbadge:Show()
        
        elseif not inst.components.tigerness:IsTiger() and inst.HUD.controls.tiger then
            if inst.HUD.controls.tigerbadge then
                inst.HUD.controls.tigerbadge:Show()
            end

			inst.HUD.controls.crafttabs:Show()
			inst.HUD.controls.inv:Show()
            inst.HUD.controls.status:Show()
			inst.HUD.controls.tigerbadge:Show()
            inst.HUD.controls.mapcontrols.minimapBtn:Show()

        end

    end


end

local function SetTigerMode(inst, istiger)
    if istiger then

        if not TheWorld.ismastersim then
            inst.CanExamine = nil
			onbecameaikawa(inst)
            SetTigerActions(inst, false)

            if inst.components.locomotor ~= nil then
                inst.components.locomotor.runspeed = 14
            end
        end
    else

        if not TheWorld.ismastersim then
            inst.CanExamine = inst.istigermode:value() and CannotExamine or nil
			onbecameaikawa(inst)
            SetTigerActions(inst, false)
            if inst.components.locomotor ~= nil then
                inst.components.locomotor.runspeed = 14
            end
        end
    end
end


local function SetTigerSounds(inst, enable)
    if enable then
        inst.hurtsoundoverride = "dontstarve/characters/aikawa/hurtz"
    else
        inst.hurtsoundoverride = nil
    end
end

------------------------------------------------------------------------------------------------------------------------------------------

local function GetTigerness(inst)
    if inst.components.tigerness ~= nil then
        return inst.components.tigerness:GetPercent()
    elseif inst.player_classified ~= nil then
        return inst.player_classified.currenttigerness:value() * .01
    else
        return 1
    end
end


local function ontigernesschange(inst)
    if inst.sg:HasStateTag("nomorph") or
        inst.sg:HasStateTag("silentmorph") or
        inst:HasTag("playerghost") or
        inst.components.health:IsDead() or
        not inst.entity:IsVisible() then
        return
    end

    if inst.istigermode:value() then
        if inst.components.tigerness:GetPercent() <=  TUNING.WOODIE_TRANSFORM_TO_HUMAN then
            inst:PushEvent("transform_person")
        end
    elseif inst.components.tigerness:GetPercent() > TUNING.WOODIE_TRANSFORM_TO_BEAVER then
        inst:PushEvent("transform_werebeaver")
    end
end

local function CalcReflect(inst, attacker, damage, weapon, stimuli)
    if inst:HasTag("tiger") then
        return 500
    end
    return 2
end
	
local function tigerhurt(inst, delta)
    if delta < 0 then
		inst.sg:PushEvent("attacked")
        inst.components.tigerness:DoDelta(delta*0.2)
        TheFrontEnd:GetSound():PlaySound("dontstarve/HUD/health_down")
		end
end

-----------------------------------------------------------------------------------------------------------------------------------
								----- BEARGER TEST -----
------------------------------------------------------------------------------------------------------------------------------------------

local function ClearRecentlyCharged(inst, other)
    inst.recentlycharged[other] = nil
end

local function OnDestroyOther(inst, other)
    if other:IsValid() and inst:HasTag("IAMTIGER") and
        other.components.workable ~= nil and
        other.components.workable:CanBeWorked() and
        other.components.workable.action ~= ACTIONS.NET and
        not inst.recentlycharged[other] then
        SpawnPrefab("collapse_big").Transform:SetPosition(other.Transform:GetWorldPosition())
        if other.components.lootdropper ~= nil and (other:HasTag("tree") or other:HasTag("boulder") or other:HasTag("DECOR")) then
            other.components.lootdropper:SetLoot({})
        end
        other.components.workable:Destroy(inst)
        if other:IsValid() and other.components.workable ~= nil and other.components.workable:CanBeWorked() then
            inst.recentlycharged[other] = true
            inst:DoTaskInTime(3, ClearRecentlyCharged, other)
        end
    end
end

local function SetStandState(inst, state)
    --"quad" or "bi" state
    inst.StandState = string.lower(state)
end

local function IsStandState(inst, state)
    return inst.StandState == string.lower(state)
end

------------------------------------------------------------SLEEP TEST ----------------------------------------------------------------------------------------------------


------------------------------------------------------------------------------------------------------------------------------------------
							----- STATS -----
------------------------------------------------------------------------------------------------------------------------------------------

------------------------- Leveling System TEST ----------------------------------------- YEP

local function Catzisgrow(inst)

	local max_upgrades = 100000
	local upgrades = math.min(inst.level, max_upgrades)

	local hunger_percent = inst.components.hunger:GetPercent()
	local health_percent = inst.components.health:GetPercent()
	local sanity_percent = inst.components.sanity:GetPercent()	

	inst.components.hunger.max = math.ceil (5 + upgrades * 2) --50
	inst.components.health.maxhealth = math.ceil (5 + upgrades * 2) --150
	inst.components.sanity.max = math.ceil (5 + upgrades * 2) --50
	
	inst.components.combat.damagemultiplier =  math.ceil (1 + upgrades * 1) --11
	inst.components.combat.damagebonus =  math.ceil (1 + upgrades * 1) --50
	inst.components.combat.defaultdamage =  math.ceil (0.1 + upgrades * 0.1) --50

	
	
	inst.components.talker:Say("Kitty is now Level : ♥ Keep Going ♥ ".. (inst.level))
	
	if inst.level > 99999 then
		inst.components.talker:Say("Kitty is now Level MAX : Congratulation ^ q ^ ♥")
	end
	
	if inst.level > 150 then
	
		inst.components.health:StartRegen(50 , 2.5)
		inst.components.combat:SetRange(4.5)
		inst.components.combat:SetDefaultDamage(100*2.3)
	
	elseif inst.level > 250 then
	
		inst.components.combat:SetDefaultDamage(400*2.3)
		
		inst.components.hunger.hungerrate = 0.9* TUNING.WILSON_HUNGER_RATE		-- 20
	
	
	elseif inst.level > 500 then
		inst.components.health:StartRegen(1500 , 2.5)
		inst.components.combat:SetDefaultDamage(2500*2.1)

	
	elseif inst.level > 900 then
		inst.components.health:StartRegen(5000 , 3)
		inst.components.combat:SetDefaultDamage(7000*8)

	
	elseif inst.level > 2500 then
		inst.components.health:StartRegen(5000 , 2.5)
		inst.components.combat:SetDefaultDamage(70000*8)

	
	elseif inst.level > 5000 then
		inst.components.health:StartRegen(2500 , 1.5)
		inst.components.combat:SetDefaultDamage(90000*10)
	end
	
		
	inst.components.hunger:SetPercent(hunger_percent)
	inst.components.health:SetPercent(health_percent)
	inst.components.sanity:SetPercent(sanity_percent)

end


------------------------- Main Stats. ----------------------------------------- ?

local function onbecameaikawa(inst)
  if inst.prefab ~= nil and inst.sg.currentstate.name ~= "reviver_rebirth" then
        inst.AnimState:SetBank("wilson")
        inst.AnimState:SetBuild("aikawa")
    end
	
    inst.tiger = false
	
    inst.Transform:SetScale(1.2, 1.2, 1.2, 1.2)
	inst.entity:AddDynamicShadow()
	inst.DynamicShadow:SetSize(1.2,1.2)
 
 
	inst.MiniMapEntity:SetIcon( "aikawa.tex" )
	
	inst.ActionStringOverride = nil
	
    inst.components.talker:StopIgnoringAll("becametiger")
    inst.AnimState:SetBank("wilson")
    inst.AnimState:SetBuild("aikawa")
	
	inst:SetStateGraph("SGpretiger")
	
	
	inst:RemoveComponent("groundpounder")
 	inst:RemoveTag("IAMTIGER")
	inst:RemoveTag("IAMAIGER")
	inst:RemoveTag("scarytoprey")
	
	inst:AddTag("IAMAIKAWA")
	
	    if not TheWorld.ismastersim then
        
   
------------------------------------------------------------------------------------------------------------------------------------------------	
    
	inst:AddComponent("waterproofer")
    inst.components.waterproofer:SetEffectiveness(TUNING.WATERPROOFNESS_LARGE*8)

------------------------------------------------------------------------------------------------------------------------------------------------	
    inst.components.locomotor.walkspeed = 14
    inst.components.locomotor.runspeed = 16
	
	inst.components.temperature.maxtemp = 50
	inst.components.temperature.mintemp = 20
	
	inst.components.heater.heat = 100
	
	inst.components.combat:SetAreaDamage(6*0.5, 6*0.5)
	inst.components.combat:SetRange(4)
	 
	inst.components.health:SetAbsorptionAmount(0)
    inst.components.eater.eatwholestack = false
    
	inst.components.eater:SetDiet({ FOODGROUP.OMNI })
    inst.components.temperature.inherentinsulation = 0
    inst.components.temperature.inherentsummerinsulation = 0
	
    if inst.components.playercontroller ~= nil then
        inst.components.playercontroller:SetCanUseMap(true)
    end
 
     inst.components.eater.strongstomach = false
	
	--inst.components.pinnable.canbepinned = true
	--if not GetGameModeProperty("no_hunger") then
    --inst.components.hunger:Resume()
	--end
	
	if inst.components.inspectable.getstatus == TigerGetStatus then
        inst.components.inspectable.getstatus = inst._getstatus
        inst._getstatus = nil
    end

    inst.CanExamine = nil

	
    --inst.components.sanity.ignore = false
    --inst.components.health.redirect = nil
 
	inst.components.tigerness:StartTimeEffect(1, -3)
	
	SetAikawaWorker(inst, true)
    SetTigerActions(inst, false)
	SetTigerSounds(inst, false)
	SetGroundPTags(inst, false)
 
	
	
	if inst.istigermode:value() then
        inst:RemoveTag("IAMTIGER")
        inst.Network:RemoveUserFlag(USERFLAGS.CHARACTER_STATE_1)
        inst.istigermode:set(false)
		inst:PushEvent("tigerend")
        --OnTigerModeDirty(inst)
		 inst:DoTaskInTime(0.5, function() SetHUDState(inst) end)
    end	
 
    inst.Light:Enable(false)
    --inst.SoundEmitter:KillSound("danger")
	return inst
	end
end

local function onbecametiger(inst)
    if inst.sg.currentstate.name ~= "reviver_rebirth" then
        inst.components.skinner:HideAllClothing(inst.AnimState)
		inst.AnimState:SetBank("WERETIGER")
		inst.AnimState:SetBuild("weretiger_build")
    end
	
    inst.tiger = true
	
 
	inst.entity:AddDynamicShadow()
	inst.DynamicShadow:SetSize(12, 6.5)
	
    inst.Transform:SetScale(2, 2, 2, 2)
	inst.MiniMapEntity:SetIcon( "ai_tiger.tex" )

    inst.components.eater:SetDiet(TIGER_DIET) 
	
	inst.components.talker:IgnoreAll("becametiger")	

  inst:AddTag("IAMTIGER")
	
	inst:RemoveTag("IAMAIKAWA")
	inst:RemoveTag("IAMAIGER")

    inst.AnimState:SetBuild("weretiger_build")
    inst.AnimState:SetBank("WERETIGER")
	inst:SetStateGraph("SGpretiger")
	
	    if not TheWorld.ismastersim then
        
  
-------------------------------------------------------------------------------------

	 
    inst.components.waterproofer:SetEffectiveness(TUNING.WATERPROOFNESS_LARGE*2)
	
-------------------------------------------------------------------------------------	
 
-------------------------------------------	
	
	inst.components.locomotor.walkspeed = 5
	inst.components.locomotor.runspeed = 6
	
    inst.components.sanity.night_drain_mult = 6
	inst.components.sanity.neg_aura_mult = 5
	
	inst.components.temperature.maxtemp = 50
	inst.components.temperature.mintemp = 20
	
	--inst.components.health.fire_damage_scale = 0
	inst.components.health:SetAbsorptionAmount(1000)
	
	inst.components.eater.eatwholestack = true
	
	inst.components.health:StartRegen(100 , 2.5)
	
	inst.components.combat:SetDefaultDamage(5000*5) -- 20
	inst.components.combat:SetAreaDamage(10, 10)
   	
	
    if inst.components.playercontroller ~= nil then
        inst.components.playercontroller:SetCanUseMap(false)
    end  
	
	
	
	inst.components.inventory:DropEverything(true)
	
	--inst.components.sanity:SetPercent(1)
    --inst.components.health:SetPercent(1)
    --inst.components.hunger:SetPercent(1)

    inst.components.pinnable.canbepinned = false
    --inst.components.hunger:Pause()
	
    --inst.components.sanity.ignore = true
    inst.components.health.redirect = tigerhurt
    inst.components.health.redirect_percent = 5
	
		inst:AddComponent("inspectable")
	if inst.components.inspectable.getstatus ~= TigerGetStatus then
        inst._getstatus = inst.components.inspectable.getstatus
        inst.components.inspectable.getstatus = TigerGetStatus
    end

    inst.CanExamine = CannotExamine
	
    inst.components.eater.strongstomach = true
    inst.components.eater.monsterimmune = true   
	
	SetAikawaWorker(inst, true)
    SetTigerActions(inst, true)
	SetTigerSounds(inst, false)
	SetGroundPTags(inst, true)
 
	
	if not inst.istigermode:value() then
        inst:AddTag("IAMTIGER")
        inst.Network:AddUserFlag(USERFLAGS.CHARACTER_STATE_1)
        inst.istigermode:set(true)
        inst:PushEvent("tigerstart")
        --OnTigerModeDirty(inst)
		 inst:DoTaskInTime(0.5, function() SetHUDState(inst) end)
    end
	
	inst.Light:Enable(true)
    inst.SoundEmitter:KillSound("eating")
    --inst.SoundEmitter:PlaySound("dontstarve/music/music_epicfight_winter", "danger")
	return inst
	end
end	

local function onbecamepretiger(inst)
    if inst.sg.currentstate.name ~= "reviver_rebirth" then
        inst.components.skinner:HideAllClothing(inst.AnimState)
		inst.AnimState:SetBank("pretiger")
		inst.AnimState:SetBuild("pretiger_build")
    end
    inst.tiger = false
	
	
    inst.Transform:SetScale(2, 2, 2, 2)

    inst.components.eater:SetDiet(TIGER_DIET) 
	inst.MiniMapEntity:SetIcon( "aikawa.tex" )	
	
	  inst:AddTag("IAMAIGER")

	inst:RemoveTag("IAMAIKAWA")
	inst:RemoveTag("IAMTIGER")

    inst.AnimState:SetBuild("pretiger_build")
    inst.AnimState:SetBank("pretiger")
	inst:SetStateGraph("SGpretiger")
-----------------------------------------------------------------------------------------
		    if not TheWorld.ismastersim then
        
-------------------------------------------------------------------------------------


    inst.components.waterproofer:SetEffectiveness(TUNING.WATERPROOFNESS_LARGE*20)
	
-------------------------------------------------------------------------------------	
 
-------------------------------------------	
	
	inst.components.locomotor.walkspeed = 11
	inst.components.locomotor.runspeed = 12
	
    inst.components.sanity.night_drain_mult = 0
	inst.components.sanity.neg_aura_mult = 0
	
	inst.components.temperature.maxtemp = 50
	inst.components.temperature.mintemp = 20
	
	--inst.components.health.fire_damage_scale = 0
	inst.components.health:SetAbsorptionAmount(50)
	
	inst.components.eater.eatwholestack = true
	
	inst.components.health:StartRegen(100 , 2.5)
	
	inst.components.combat:SetDefaultDamage(50*5) -- 20
	 inst.components.combat:SetAreaDamage(7, 7)
 
     if inst.components.playercontroller ~= nil then
        inst.components.playercontroller:SetCanUseMap(true)
    end
	
		inst.CanExamine = CannotExamine
		inst.components.inventory:DropEverything(true)
		
	--inst.components.sanity:SetPercent(1)
    --inst.components.health:SetPercent(1)
    --inst.components.hunger:SetPercent(1)

    inst.components.pinnable.canbepinned = false
    --inst.components.hunger:Pause()
	
    --inst.components.sanity.ignore = true
    inst.components.health.redirect = tigerhurt
    inst.components.health.redirect_percent = 5
	

    inst.components.eater.strongstomach = true
    inst.components.eater.monsterimmune = true   
	
	SetAikawaWorker(inst, true)
    SetTigerActions(inst, true)
	SetTigerSounds(inst, true)
	SetGroundPTags(inst, false)
 
	
	inst.Light:Enable(true)
    inst.SoundEmitter:KillSound("eating")
    --inst.SoundEmitter:PlaySound("dontstarve/music/music_epicfight_winter", "danger")
 return inst
end	
end



---------------------------------------------------------------------------------------------------------------

local function TransformTiger(inst, istiger)
    if istiger then
        onbecamepretiger(inst)
    else
        onbecameaikawa(inst)
    end
end

----------------------------------------------------------------------------------------------------------------
-------------------------------------FULLMOON TEST----------------------------------------------------------- YEP


local function OnIsFullmoon(inst, isfullmoon)
	
	if inst:HasTag("playerghost") then return end
	if inst.sg:HasStateTag("tent") then return end  
	if inst.sg:HasStateTag("insomniac") then return end 
	if inst.sg:HasStateTag("sleeping") then return end 
	if inst.sg:HasStateTag("sleep")then return end 
	if inst.sg:HasStateTag("bedroll") then return end 
		
		if isfullmoon  and inst:HasTag("IAMAIKAWA") then
		 
		
		inst.components.tigerness:StartTimeEffect(1,15)
		
		SpawnPrefab("lightning").Transform:SetPosition(inst:GetPosition():Get())
		
		
		onbecamepretiger(inst)
		
		
		elseif not isfullmoon and inst:HasTag("IAMAIGER") or inst:HasTag("IAMTIGER") then
		
		inst.components.tigerness:StartTimeEffect(1, -3)
		SpawnPrefab("lightning").Transform:SetPosition(inst:GetPosition():Get())
		
		onbecameaikawa(inst)
		
		inst.sg:GoToState("knockout")
		inst:DoTaskInTime(15, function() 
		inst.sg:GoToState("wakeup")	
           end)
		 
		
		end
		
	end

--------------------
-- CHANGE TO MEAT --
--------------------

local function onaikawaeat(inst, food)
	
	-- 1 Delta is 1%

	

		
		
			-- Tigerness 80
    if food.name == 'Meaty Stew' or food.name == 'Monster Meat' or food.name == 'Monster Tartare' or food.name == 'Turkey Dinner' 
	or food.name == 'Long Pig Jerky'  then	
		inst.components.tigerness:DoDelta(8)
						--------- GIVE THE CATZ A LEVEL!!! 

		inst.level = inst.level + 2.5
		Catzisgrow(inst)	
		inst.SoundEmitter:PlaySound("dontstarve/characters/aikawa/warn")

		
		
		
			-- Tigerness EXTRA
    elseif food.name == 'Long Pig' or food.name == 'Cooked Long Pig' or food.name == 'Long Pig Jerky'  then	
		inst.components.tigerness:DoDelta(8)
						--------- GIVE THE CATZ A LEVEL!!! 

		inst.level = inst.level + 5
		Catzisgrow(inst)	
		inst.SoundEmitter:PlaySound("dontstarve/characters/aikawa/warn")

		
		
		
		

	-- Tigerness 42
    elseif food.name == 'Meat' or food.name == 'Monster Lasagna' or food.name == 'Koalefant Trunk' or food.name == 'Winter Koalefant Trunk'or food.name == 'beefalo_wings' or food.name == 'beef_butter' 
	or food.name == 'beef_maxwell' then
		inst.components.tigerness:DoDelta(4.2)
						--------- GIVE THE CATZ A LEVEL!!! 
		inst.level = inst.level + 2
		Catzisgrow(inst)	
		inst.SoundEmitter:PlaySound("dontstarve/characters/aikawa/warn")
		
		
		
		
		
		
		
		
	-- Tigerness 35
    elseif food.name == 'Bacon and Eggs' or food.name == 'Turkey Dinner' or food.name == 'Tallbird Egg' or food.name == 'Koalefant Trunk Steak' or food.name == 'Koalefant Trunk Steak'
		or food.name == 'monster_burger' then
		inst.components.tigerness:DoDelta(3.5)
						--------- GIVE THE CATZ A LEVEL!!! 
		inst.level = inst.level + 1.5
		Catzisgrow(inst)
			inst.SoundEmitter:PlaySound("dontstarve/characters/aikawa/meow")		
		
	
	
	
	
	
	
	-- Tigerness 30
    elseif food.name == 'Morsel' or food.name == 'Batilisk Wing' or food.name == 'Leafy Meat' then
		inst.components.tigerness:DoDelta(3)
						--------- GIVE THE CATZ A LEVEL!!! 
		inst.level = inst.level + 1.3
		Catzisgrow(inst)	
	inst.SoundEmitter:PlaySound("dontstarve_DLC001/creatures/catcoon/pounce_pre")

	
	
	
	
	
	-- Tigerness 20
    elseif food.name == 'Frog Legs' or food.name == 'Cooked Leafy Meat' then
		inst.components.tigerness:DoDelta(2)
						--------- GIVE THE CATZ A LEVEL!!! 
		inst.level = inst.level + 1.2
		Catzisgrow(inst)	
	inst.SoundEmitter:PlaySound("dontstarve_DLC001/creatures/catcoon/pounce_pre")

   





   -- Tigerness 12
    elseif food.name == 'Jerky' or food.name == 'Egg' or food.name == 'liquor' then
		inst.components.tigerness:DoDelta(1.2)
						--------- GIVE THE CATZ A LEVEL!!! 
		inst.level = inst.level + 1.1
		Catzisgrow(inst)	
	inst.SoundEmitter:PlaySound("dontstarve_DLC001/creatures/catcoon/pounce_pre")

    
	
	
	
	-- Tigerness 10
    elseif food.name == 'Cooked Meat' or food.name == 'Cooked Monster Meat' or food.name == 'Cooked Frog Legs' or food.name == 'Cooked Egg' then
		inst.components.tigerness:DoDelta(1)
						--------- GIVE THE CATZ A LEVEL!!! 
		inst.level = inst.level + 1
		Catzisgrow(inst)	
		inst.SoundEmitter:PlaySound("dontstarve_DLC001/creatures/catcoon/pounce_pre")

	
	
	
	
	
	-- Tigerness 8
    elseif food.name == 'Drumstick' or food.name == 'Small Jerky' then
		inst.components.tigerness:DoDelta(0.8)
						--------- GIVE THE CATZ A LEVEL!!! 
		inst.level = inst.level + 0.5
		Catzisgrow(inst)	
		inst.SoundEmitter:PlaySound("dontstarve_DLC001/creatures/catcoon/pounce_pre")
		
		

	
	
	
	-- Tigerness 5
    elseif food.name == 'Fried Drumstick' or food.name == 'Meatballs' then
		inst.components.tigerness:DoDelta(0.5)
				--------- GIVE A CATZ A LEVEL!!! 
		inst.level = inst.level +  0.5
		Catzisgrow(inst)	
		inst.SoundEmitter:PlaySound("dontstarve_DLC001/creatures/catcoon/pickup")
		
		


	
	
	-- Tigerness 3
    elseif food.name == 'Cooked Morsel'  or food.name == 'Froggle Bunwich' or food.name == 'Honey Ham' or food.name == 'Human Eyes' 
	or food.name == 'Kabobs' or food.name == 'Pierogi' or food.name == 'Eel' or food.name == 'Spicy Chili' or food.name == 'Guacamole' or food.name == 'Froggle Bunwich' then
		inst.components.tigerness:DoDelta(0.3)
				--------- GIVE A CATZ A LEVEL!!! 
		inst.level = inst.level + 0.3
		Catzisgrow(inst)	
		inst.SoundEmitter:PlaySound("dontstarve_DLC001/creatures/catcoon/pickup")
		
		
		
		
	
	-- Tigerness -2 : Favorite Food <3 	
    elseif food.name == 'Fishsticks'  or food.name == 'Cooked Fish' or food.name == 'Fish Tacos' or food.name == 'Salo Cespite' or food.name == 'Seafood Stufed Vegetable' or food.name == 'fish_n_chips' 
	or food.name == 'Fish' or food.name == 'Electric Milk' or food.name == 'Cooked Eel' or food.name == 'Ice Cream' or food.name == 'cactus_soup' or food.name == 'coconut_milk' or food.name == 'juice_waterberry' 
	or food.name == 'lobster_faked' or food.name == 'margarita' or food.name == 'coconut_milk' or food.name == 'juice_waterberry' or food.name == 'mushroom_stew' or food.name == 'salad_bloom' or food.name == 'salad_carrot'  
	or food.name == 'salad_egg' or food.name == 'salad_grape' or food.name == 'salad_spiced' or food.name == 'salad_waldorf' or food.name == 'salad_yamion' or food.name == 'sandwich_banana' or food.name == 'sandwich_veggie'  
	or food.name == 'shellfish_butter' or food.name == 'spiced_fish' or food.name == 'tea_floral' or food.name == 'tempura_shrimp' or food.name == 'yamion_rings'  
	then
	
		inst.components.tigerness:DoDelta(-2)
		inst.components.talker:Say(GetString("aikawa", "ANNOUNCE_FAVFOOD"))
		
				--------- GIVE A CATZ A LEVEL!!! 
		inst.level = inst.level + 0.5
		Catzisgrow(inst)	
		inst.SoundEmitter:PlaySound("dontstarve/characters/aikawa/meow")	
		
	
	
	
	
	
	-- Tigerness : Other Foods Mods Support  	
    elseif food.name == 'ack_muffin'  or food.name == 'aloo_tiki' or food.name == 'braciole' or food.name == 'cactus_cake' or food.name == 'cake_crab' or food.name == 'flour_ground' or food.name == 'fruit_muffin' 
	or food.name == 'candied_bacon' or food.name == 'candied_fruit' or food.name == 'candied_nut' or food.name == 'coldcuts' or food.name == 'gazpacho' or food.name == 'fruit_leather' or food.name == 'limongelo' 
	or food.name == 'fruit_syrup' or food.name == 'fruit_truffle' or food.name == 'gruel' or food.name == 'guavacado' or food.name == 'guavacado_cooked'  or food.name == 'gumbo' or food.name == 'limonade' 
	or food.name == 'cheese_log' or food.name == 'citrus_mushroom' or food.name == 'daiquiri' or food.name == 'dragon_roll' or food.name == 'hardtack' or food.name == 'limon' or food.name == 'limon_cooked'
	or food.name == 'meringue' or food.name == 'mush_melon' or food.name == 'mush_melon_cooked' or food.name == 'mushroom_burger' or food.name == 'mushroom_malody' or food.name == 'mushroom_medley' 
	or food.name == 'mushy_eggs' or food.name == 'nana_bread' or food.name == 'nopalito' or food.name == 'nut_butter' or food.name == 'oleo' or food.name == 'omelette' or food.name == 'papayanapple' 
	or food.name == 'picatta' or food.name == 'pina_colada' or food.name == 'pinot_noir' or food.name == 'porridge' or food.name == 'rocky_meat' or food.name == 'rocky_meat_cooked' or food.name == 'rollatini' 
	or food.name == 'sandwich_croque' or food.name == 'sandwich_blt' or food.name == 'sandwich_jam' or food.name == 'sausage_gravy' or food.name == 'shamcakes' or food.name == 'soup_broth' or food.name == 'soup_chowder'  
	or food.name == 'soup_squash' or food.name == 'soup_watercress' or food.name == 'spiced_cake' or food.name == 'spiced_ham' or food.name == 'spiced_rum' or food.name == 'spiced_sausage' or food.name == 'sticky_bun'  
	or food.name == 'stuffed_tomango' or food.name == 'surf_n_turf' or food.name == 'sweet_n_sour' or food.name == 'tarte_tatin' or food.name == 'tentacicle' or food.name == 'tentacle_meat' or food.name == 'tentacle_meat_cooked'  
	or food.name == 'tomango' or food.name == 'tomango_cooked' or food.name == 'tomango_dried' or food.name == 'twice_baked' or food.name == 'vino' or food.name == 'yamion' or food.name == 'yamion_cooked' or food.name == 'yamion_cooked' 
	or food.name == 'zucchilli' or food.name == 'zucchilli_cooked'  or food.name == 'cherry_cake' or food.name == 'cherry_pie'  
	
	then
	
		inst.components.tigerness:DoDelta(-1)
		
				--------- GIVE A CATZ A LEVEL!!! 
		inst.level = inst.level + 2 
		Catzisgrow(inst)	
		inst.SoundEmitter:PlaySound("dontstarve_DLC001/creatures/catcoon/pickup")
		
		
		
		
		
		
		-- Tigerness -10 : Most are Veggies
    elseif food.name == 'Berries' or food.name == 'Carrot' or food.name == 'Corn' or food.name == 'Pumpkin' or food.name == 'Eggplant' or food.name == 'Red Cap' or food.name == 'Roasted Carrot' 
	or food.name == 'Green Cap' or food.name == 'Blue Cap' or food.name == 'Mandrake' or food.name == 'Cactus' or food.name == 'Cooked Cactus Flesh' or food.name == 'Cooked Mandrake' 
    or food.name == 'Cooked Blue Cap' or food.name == 'Cooked Green Cap' or food.name == 'Cooked Red Cap' or food.name == 'Braised Eggplant' or food.name == 'Hot Pumpkin' or food.name == 'Petals' 
	or food.name == 'Dark Petals' or food.name == 'Seeds' or food.name == 'Mandrake Soup' or food.name == 'Stuffed Eggplant' or food.name == 'Pomegranate' or food.name == 'Sliced Pomegranate' 
	or food.name == 'Dragon Fruit' or food.name == 'Prepared Dragon Fruit' or food.name == 'Durian' or food.name == 'Extra Smelly Durian' or food.name == 'Roasted Berries' or food.name == 'Cave Banana' 
	or food.name == 'Cooked Cave Banana' or food.name == 'Watermelon' or food.name == 'Grilled Watermelon' or food.name == 'Dragonpie' or food.name == 'Fist Full of Jam' or food.name == 'Fruit Medley'
	or food.name == 'Waffles' or food.name == 'Melonsicle' or food.name == 'Trail Mix' or food.name == 'Ice' or food.name == 'Butter' or food.name == 'Butterfly Wings' or food.name == 'Braised Eggplant' 
	or food.name == 'Cactus Flower' or food.name == 'Glow Berry' or food.name == 'Foliage' or food.name == 'Lichen' or food.name == 'Toasted Seeds' or food.name == 'Honey Nuggets' 
	or food.name == 'Butter Muffin' or food.name == 'Flower Salad' or food.name == 'Seaweed' or food.name == 'Honey'  or food.name == 'garleek' or food.name == 'garleek_cooked' 
	or food.name == 'grapricot' or food.name == 'grapricot_cooked' or food.name == 'grapricot_dried' 
	or food.name == 'Roasted Seaweed' or food.name == 'Dried Seaweed' or food.name == 'Sweet Potato' or food.name == 'Cooked Sweet Potato' or food.name == 'California Roll' or food.name == 'Crop Seeds' 
	or food.name == 'Ratatouille' or food.name == 'Sweet Potato Souffle' or food.name == 'Cooked Banana' or food.name == 'Popcorn' or food.name == 'Lesser Glow Berry' 
	or food.name == 'Juicy Berries' or food.name == 'Roasted Juicy Berries' or food.name == 'rutabeeta' or food.name == 'rutabeeta_cooked'
	then
		
		inst.components.tigerness:DoDelta(-10)
		inst.components.talker:Say(GetString("aikawa", "ANNOUNCE_TIGERNESS_NONE"))
		
		--------- GIVE A CATZ A LEVEL!!! 
		inst.level = inst.level + 0.1
		Catzisgrow(inst)	
		inst.SoundEmitter:PlaySound("dontstarve_DLC001/creatures/catcoon/pickup")

	end

			
		local caton = math.random()
		local timeout = math.random()+.5
		
		
		--Catz Tier 3
		if  caton < 0.10 and inst.components.tigerness:GetPercent() > .99 and inst:HasTag("IAMAIGER") and not inst:HasTag("IAMAIKAWA") and not inst:HasTag("playerghost") or not inst.sg:HasStateTag("busy") then
			inst.components.talker:Say(GetString("aikawa", "ANNOUNCE_TIGERNESS_HIGHEST"))
			SpawnPrefab("lightning").Transform:SetPosition(inst:GetPosition():Get())
			onbecametiger(inst)
			inst.sg:GoToState("targetstolen")

		--Catz Tier 2
		elseif  caton < 0.05 and inst.components.tigerness:GetPercent() > .8  and inst:HasTag("IAMAIKAWA") 
		and not inst:HasTag("IAMTIGER") and not inst:HasTag("playerghost") or not inst.sg:HasStateTag("busy") then
			inst.components.talker:Say(GetString("aikawa", "ANNOUNCE_TIGERNESS_HIGHEST"))
			SpawnPrefab("lightning").Transform:SetPosition(inst:GetPosition():Get())
			onbecamepretiger(inst)
			
		elseif   inst.components.tigerness:GetPercent() > .7  and inst:HasTag("IAMAIKAWA") 
		and not inst:HasTag("IAMTIGER") and not inst:HasTag("playerghost") or not inst.sg:HasStateTag("busy") then
			inst.components.talker:Say(GetString("aikawa", "ANNOUNCE_TIGERNESS_HIGHEST"))
			
			inst:DoTaskInTime(1, function() 
			inst.AnimState:PlayAnimation("idle_hot_pre") 
			inst.AnimState:PlayAnimation("idle_hot_loop") 
			inst.AnimState:PushAnimation("idle_hot_loop",true)
    		inst.AnimState:PushAnimation("idle_hot_pst",false) 
			timeout = timeout*2
			end)	
			
			
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------			
		
		elseif inst.components.tigerness:GetPercent() >.1 and inst:HasTag("IAMAIGER")  then	
			inst.components.talker:Say(GetString("aikawa", "ANNOUNCE_GRAAOW"))
			
			
			
		elseif inst.components.tigerness:GetPercent() > .65 then
			inst.components.talker:Say(GetString("aikawa", "ANNOUNCE_TIGERNESS_HIGHER"))	

			
		elseif inst.components.tigerness:GetPercent() > .5 then
			inst.components.talker:Say(GetString("aikawa", "ANNOUNCE_TIGERNESS_AVERAGE"))
		
		elseif inst.components.tigerness:GetPercent() > .4 then
			inst.components.talker:Say(GetString("aikawa", "ANNOUNCE_TIGERNESS_LOW"))
			
		elseif inst.components.tigerness:GetPercent() > .35 then
			inst.components.talker:Say(GetString("aikawa", "ANNOUNCE_TIGERNESS_LOWER"))
		
		elseif inst.components.tigerness:GetPercent() > .25 then
			inst.components.talker:Say(GetString("aikawa", "ANNOUNCE_TIGERNESS_LOWEST"))
		
	 
			
		elseif inst.components.tigerness:GetPercent() < .10 and inst:HasTag("IAMTIGER") or inst:HasTag("IAMTIGER")  then	
			inst.components.talker:Say(GetString("aikawa", "ANNOUNCE_TIGERNESS_NO"))		
			SpawnPrefab("lightning").Transform:SetPosition(inst:GetPosition():Get())
			
			onbecameaikawa(inst)
			inst.components.talker:StopIgnoringAll("becametiger")
			 
			
	    print ('tigerness', inst.components.tigerness:GetPercent())
    end
end


------------------------------------------------------------------------
--------------------------------------------------------------------------


--Re-enter idle state right after loading because
--idle animations are determined by beaver state.

local function onpreload(inst, data)
	
	if data then
		if data.level then
			inst.level = data.level
			Catzisgrow(inst)
			--re-set these from the save data, because of load-order clipping issues
			if data.health and data.health.health then inst.components.health.currenthealth = data.health.health end
			if data.hunger and data.hunger.hunger then inst.components.hunger.current = data.hunger.hunger end
			if data.sanity and data.sanity.current then inst.components.sanity.current = data.sanity.current end
			inst.components.health:DoDelta(0)
			inst.components.hunger:DoDelta(0)
			inst.components.sanity:DoDelta(0)
		end
		if data ~= nil and data.istiger then
		inst:SetStateGraph("SGpretiger")
		inst.AnimState:SetBank("pretiger")
		inst.AnimState:SetBuild("pretiger_build")
		inst.sg:GoToState("idle")
    end
	end

end


-- When the character is revived from human
local function onbecamehuman(inst)
	-- Set speed when reviving from ghost (optional)
	inst.components.locomotor:SetExternalSpeedMultiplier(inst, "aikawa_speed_mod", 1)
	inst.components.locomotor.walkspeed = 14
    inst.components.locomotor.runspeed = 16
	    inst.Light:Enable(false)
end

local function onbecameghost(inst)

	-- Remove speed modifier when becoming a ghost
    inst.components.locomotor:SetExternalSpeedMultiplier(inst, "aikawa_speed_mod", 1)
   	inst.components.locomotor.walkspeed = 14
    inst.components.locomotor.runspeed = 16
	inst.Light:Enable(true)
	
end


-- When loading or spawning the character

local function OnCollide(inst, other)
    if other ~= nil and
        other:IsValid() and
        other.components.workable ~= nil and
        other.components.workable:CanBeWorked() and
        other.components.workable.action ~= ACTIONS.NET and
        Vector3(inst.Physics:GetVelocity()):LengthSq() >= 1 and
		not inst:HasTag("IAMTIGER") and
        not inst.recentlycharged[other] then
        inst:DoTaskInTime(2 * FRAMES, OnDestroyOther, other)
    end
end

local function onsave(inst, data)
	data.istiger = inst.istigermode:value() or nil
	data.level = inst.level
	data.charge_time = inst.charge_time
end

local function onload(inst)
    
	if inst.istigermode:value() and not inst:HasTag("playerghost") then
        inst.components.inventory:Show()
    end

    inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman)
    inst:ListenForEvent("ms_becameghost", onbecameghost)
	
    if inst:HasTag("playerghost") then
        onbecameghost(inst)
    else
        onbecamehuman(inst)
    end

end
--------------------------------------------------------------------------
-------------------------------------------------------------------------------

-- WERETIGER FUNCTIONS END --

-- This initializes for both the server and client. Tags can be added here.
local function common_postinit(inst)

	inst:AddTag("birdwhisperer")
	inst:RemoveTag("scarytoprey")
	inst:AddTag("tiger")
	
	inst:AddComponent("keyhandler")
    --inst.components.keyhandler:AddActionListener("aikawa", TUNING.AIKAWA.KEY , "TIGER")
	inst.components.keyhandler:AddActionListener("aikawa", TUNING.AIKAWA.KEY2 , "POUND")
	inst.components.keyhandler:AddActionListener("aikawa", TUNING.AIKAWA.KEY3 , "SLEEP")
	inst.components.keyhandler:AddActionListener("aikawa", TUNING.AIKAWA.KEY5 , "WAKE")
	inst.components.keyhandler:AddActionListener("aikawa", TUNING.AIKAWA.KEY6 , "TARGETSTOLEN")	
	inst.components.keyhandler:AddActionListener("aikawa", TUNING.AIKAWA.KEY7 , "ATTACK")	
	inst.components.keyhandler:AddActionListener("aikawa", TUNING.AIKAWA.KEY8 , "POUNCEATTACK")	
	
   
    inst:AddTag("tigerness")
	
	inst.GetTigerness = GetTigerness
	inst.onbecametiger = onbecametiger
	inst.onbecamepretiger = onbecamepretiger
	
	inst.istigermode = net_bool(inst.GUID, "aikawa.istigermode", "istigermodedirty")
    --inst:ListenForEvent("playeractivated", OnPlayerActivated)
    --inst:ListenForEvent("playerdeactivated", OnPlayerDeactivated)
	
		
end

-- This initializes for the server only. Components are added here.
local function master_postinit(inst)

	inst.level = 0
	Catzisgrow(inst)


		-- Stats
	local Light = inst.entity:AddLight()
    inst.Light:Enable(false)
    inst.Light:SetRadius(50)
    inst.Light:SetFalloff(.75)
    inst.Light:SetIntensity(.75)
    inst.Light:SetColour(205/255,0/255,0/255)
	
	
	inst.entity:SetPristine()
	
	if not TheWorld.ismastersim then
 		
	
	
	inst:AddComponent("sanityaura")
	inst.components.sanityaura.aura = 8.3-- 8.3
	
	inst:AddComponent("heater")	
	inst:AddComponent("lootdropper")
	inst:AddComponent("damagereflect")
	
	inst.components.damagereflect:SetReflectDamageFn(CalcReflect)
	--------------------------------------------------------------
 
	inst.components.heater.heat = 100
	
	inst.components.health:StartRegen(2, 2.5)
	inst.components.combat:SetDefaultDamage(2)
	
	inst.components.hunger.hungerrate = 0.8 * TUNING.WILSON_HUNGER_RATE
	
    inst.components.sanity.rate_modifier = 1
	inst.components.sanity.night_drain_mult = 1.2
	inst.components.sanity.neg_aura_mult = 0
	inst.components.temperature.maxtemp = 50
	inst.components.temperature.mintemp = 20
	inst.components.combat.damagemultiplier = 2
	inst.components.health.fire_damage_scale = 1
	--inst.components.sanity.dapperness = 1
	
	SetStandState(inst, "quad")--SetStandState(inst, "BI")
    inst.SetStandState = SetStandState
    inst.IsStandState = IsStandState
	inst.num_good_food_eaten = 0
    inst.num_food_cherrypicked = 0

	
	-- Custom Sound
	inst.soundsname = "willow"	
	
	inst._getstatus = nil


	
	-- WERETIGER --

        inst:AddComponent("tigerness")
        inst.components.tigerness.makeperson = onbecameaikawa
        inst.components.tigerness.maketiger = onbecametiger
		inst.components.tigerness.makepretiger = onbecamepretiger
	
	
	onbecameaikawa(inst)
	onbecamepretiger(inst)
	onbecametiger(inst)
	
    inst.components.eater:SetOnEatFn(onaikawaeat)
	
	
	inst:WatchWorldState("isfullmoon" , OnIsFullmoon)
	OnIsFullmoon(inst, TheWorld.state.isfullmoon)
	
	-- WERETIGER END --

    inst.OnLoad = onload
    inst.OnPreLoad = onpreload
	inst.OnNewSpawn = onload
	inst.OnSave = onsave
return inst
	end
end

return MakePlayerCharacter("aikawa", prefabs, assets, common_postinit, master_postinit , start_inv)

 

 

My Full Files :  aikawa.lua Aika_Test.rar

Edited by Yagenius
Thanks to Ultroman and YakumoYukari for they Kindness
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 I think you bit off a bit too much on this one. This is a huuuge mod!

First thing: Why do you call all of these on lines 1342-1344, when you've just hooked your tigerness-component up to them, which supposedly controls when the character becomes a tiger?

onbecameaikawa(inst)
onbecamepretiger(inst)
onbecametiger(inst)

Bonus: You also declare two variables on lines 1262 and 1263, and set them to point to onbecametiger and onbecamepretiger, but you never use them anywhere.

Second thing: In your SetTigerMode(inst, istiger), you almost do exactly the same things whether istiger is true or false. The only difference is, whether inst.CanExamine is set to nil or an actual value.

Third thing: All your errors seem to stem from your character not having an inventory component available to the replica. Double-check how this can be. All the errors you've posted, try to do something like

self.inst.replica.inventory

and your character's replica (client version) doesn't have one, for whatever reason.

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♥♥♥♥ Thank you for your reply !!! ♥♥♥♥

 

4 hours ago, Ultroman said:

 I think you bit off a bit too much on this one. This is a huuuge mod!

< omg .. I'm feel bad for making this trouble , i'm sorry D'X > 

I just want him to has LvL + Custom Food and Transforming skill.. ,  I'm so sorry I don't know How big It is--..

 

4 hours ago, Ultroman said:

First thing: Why do you call all of these on lines 1342-1344, when you've just hooked your tigerness-component up to them, which supposedly controls when the character becomes a tiger?


onbecameaikawa(inst)
onbecamepretiger(inst)
onbecametiger(inst)

 

I just want to fixed the Inventory error by put them in the MasterPosinit. ( Maybe just maybe it will fixed them. X'D ) 

 

 

4 hours ago, Ultroman said:

Bonus: You also declare two variables on lines 1262 and 1263, and set them to point to onbecametiger and onbecamepretiger, but you never use them anywhere.

Oh.. Those Two Fn is on lines 558 and 701 .. Is it not declared ? 

Lines 558 - 699 :

Spoiler

local function onbecametiger(inst)
    if inst.sg.currentstate.name ~= "reviver_rebirth" then
        inst.components.skinner:HideAllClothing(inst.AnimState)
		inst.AnimState:SetBank("WERETIGER")
		inst.AnimState:SetBuild("weretiger_build")
    end
	
    inst.tiger = true
	
 
	inst.entity:AddDynamicShadow()
	inst.DynamicShadow:SetSize(12, 6.5)
	
    inst.Transform:SetScale(2, 2, 2, 2)
	inst.MiniMapEntity:SetIcon( "ai_tiger.tex" )

    inst.components.eater:SetDiet(TIGER_DIET) 
	
	inst.components.talker:IgnoreAll("becametiger")	

  inst:AddTag("IAMTIGER")
	
	inst:RemoveTag("IAMAIKAWA")
	inst:RemoveTag("IAMAIGER")

    inst.AnimState:SetBuild("weretiger_build")
    inst.AnimState:SetBank("WERETIGER")
	inst:SetStateGraph("SGpretiger")
	
	    if not TheWorld.ismastersim then
        
  
-------------------------------------------------------------------------------------

	 
    inst.components.waterproofer:SetEffectiveness(TUNING.WATERPROOFNESS_LARGE*2)
	
-------------------------------------------------------------------------------------	
 
-------------------------------------------	
	
	inst.components.locomotor.walkspeed = 5
	inst.components.locomotor.runspeed = 6
	
    inst.components.sanity.night_drain_mult = 6
	inst.components.sanity.neg_aura_mult = 5
	
	inst.components.temperature.maxtemp = 50
	inst.components.temperature.mintemp = 20
	
	--inst.components.health.fire_damage_scale = 0
	inst.components.health:SetAbsorptionAmount(1000)
	
	inst.components.eater.eatwholestack = true
	
	inst.components.health:StartRegen(100 , 2.5)
	
	inst.components.combat:SetDefaultDamage(5000*5) -- 20
	inst.components.combat:SetAreaDamage(10, 10)
   	
	
    if inst.components.playercontroller ~= nil then
        inst.components.playercontroller:SetCanUseMap(false)
    end  
	
	
	
	inst.components.inventory:DropEverything(true)
	
	--inst.components.sanity:SetPercent(1)
    --inst.components.health:SetPercent(1)
    --inst.components.hunger:SetPercent(1)

    inst.components.pinnable.canbepinned = false
    --inst.components.hunger:Pause()
	
    --inst.components.sanity.ignore = true
    inst.components.health.redirect = tigerhurt
    inst.components.health.redirect_percent = 5
	
		inst:AddComponent("inspectable")
	if inst.components.inspectable.getstatus ~= TigerGetStatus then
        inst._getstatus = inst.components.inspectable.getstatus
        inst.components.inspectable.getstatus = TigerGetStatus
    end

    inst.CanExamine = CannotExamine
	
    inst.components.eater.strongstomach = true
    inst.components.eater.monsterimmune = true   
	
	SetAikawaWorker(inst, true)
    SetTigerActions(inst, true)
	SetTigerSounds(inst, false)
	SetGroundPTags(inst, true)
 
	
	if not inst.istigermode:value() then
        inst:AddTag("IAMTIGER")
        inst.Network:AddUserFlag(USERFLAGS.CHARACTER_STATE_1)
        inst.istigermode:set(true)
        inst:PushEvent("tigerstart")
        --OnTigerModeDirty(inst)
		 inst:DoTaskInTime(0.5, function() SetHUDState(inst) end)
    end
	
	inst.Light:Enable(true)
    inst.SoundEmitter:KillSound("eating")
    --inst.SoundEmitter:PlaySound("dontstarve/music/music_epicfight_winter", "danger")
	return inst
	end
end	

local function onbecamepretiger(inst)
    if inst.sg.currentstate.name ~= "reviver_rebirth" then
        inst.components.skinner:HideAllClothing(inst.AnimState)
		inst.AnimState:SetBank("pretiger")
		inst.AnimState:SetBuild("pretiger_build")
    end
    inst.tiger = false
	
	
    inst.Transform:SetScale(2, 2, 2, 2)

    inst.components.eater:SetDiet(TIGER_DIET) 
	inst.MiniMapEntity:SetIcon( "aikawa.tex" )	
	
	  inst:AddTag("IAMAIGER")

	inst:RemoveTag("IAMAIKAWA")
	inst:RemoveTag("IAMTIGER")

    inst.AnimState:SetBuild("pretiger_build")
    inst.AnimState:SetBank("pretiger")
	inst:SetStateGraph("SGpretiger")
-----------------------------------------------------------------------------------------
		    if not TheWorld.ismastersim then
        
-------------------------------------------------------------------------------------


    inst.components.waterproofer:SetEffectiveness(TUNING.WATERPROOFNESS_LARGE*20)
	
-------------------------------------------------------------------------------------	
 
-------------------------------------------	
	
	inst.components.locomotor.walkspeed = 11
	inst.components.locomotor.runspeed = 12
	
    inst.components.sanity.night_drain_mult = 0
	inst.components.sanity.neg_aura_mult = 0
	
	inst.components.temperature.maxtemp = 50
	inst.components.temperature.mintemp = 20
	
	--inst.components.health.fire_damage_scale = 0
	inst.components.health:SetAbsorptionAmount(50)
	
	inst.components.eater.eatwholestack = true
	
	inst.components.health:StartRegen(100 , 2.5)
	
	inst.components.combat:SetDefaultDamage(50*5) -- 20
	 inst.components.combat:SetAreaDamage(7, 7)
 
     if inst.components.playercontroller ~= nil then
        inst.components.playercontroller:SetCanUseMap(true)
    end
	
		inst.CanExamine = CannotExamine
		inst.components.inventory:DropEverything(true)
		
	--inst.components.sanity:SetPercent(1)
    --inst.components.health:SetPercent(1)
    --inst.components.hunger:SetPercent(1)

    inst.components.pinnable.canbepinned = false
    --inst.components.hunger:Pause()
	
    --inst.components.sanity.ignore = true
    inst.components.health.redirect = tigerhurt
    inst.components.health.redirect_percent = 5
	

    inst.components.eater.strongstomach = true
    inst.components.eater.monsterimmune = true   
	
	SetAikawaWorker(inst, true)
    SetTigerActions(inst, true)
	SetTigerSounds(inst, true)
	SetGroundPTags(inst, false)
 
	
	inst.Light:Enable(true)
    inst.SoundEmitter:KillSound("eating")
    --inst.SoundEmitter:PlaySound("dontstarve/music/music_epicfight_winter", "danger")
 return inst
end	
end

 

 

line 701 - 787 :

Spoiler

local function onbecamepretiger(inst)
    if inst.sg.currentstate.name ~= "reviver_rebirth" then
        inst.components.skinner:HideAllClothing(inst.AnimState)
		inst.AnimState:SetBank("pretiger")
		inst.AnimState:SetBuild("pretiger_build")
    end
    inst.tiger = false
	
	
    inst.Transform:SetScale(2, 2, 2, 2)

    inst.components.eater:SetDiet(TIGER_DIET) 
	inst.MiniMapEntity:SetIcon( "aikawa.tex" )	
	
	  inst:AddTag("IAMAIGER")

	inst:RemoveTag("IAMAIKAWA")
	inst:RemoveTag("IAMTIGER")

    inst.AnimState:SetBuild("pretiger_build")
    inst.AnimState:SetBank("pretiger")
	inst:SetStateGraph("SGpretiger")
-----------------------------------------------------------------------------------------
		    if not TheWorld.ismastersim then
        
-------------------------------------------------------------------------------------


    inst.components.waterproofer:SetEffectiveness(TUNING.WATERPROOFNESS_LARGE*20)
	
-------------------------------------------------------------------------------------	
 
-------------------------------------------	
	
	inst.components.locomotor.walkspeed = 11
	inst.components.locomotor.runspeed = 12
	
    inst.components.sanity.night_drain_mult = 0
	inst.components.sanity.neg_aura_mult = 0
	
	inst.components.temperature.maxtemp = 50
	inst.components.temperature.mintemp = 20
	
	--inst.components.health.fire_damage_scale = 0
	inst.components.health:SetAbsorptionAmount(50)
	
	inst.components.eater.eatwholestack = true
	
	inst.components.health:StartRegen(100 , 2.5)
	
	inst.components.combat:SetDefaultDamage(50*5) -- 20
	 inst.components.combat:SetAreaDamage(7, 7)
 
     if inst.components.playercontroller ~= nil then
        inst.components.playercontroller:SetCanUseMap(true)
    end
	
		inst.CanExamine = CannotExamine
		inst.components.inventory:DropEverything(true)
		
	--inst.components.sanity:SetPercent(1)
    --inst.components.health:SetPercent(1)
    --inst.components.hunger:SetPercent(1)

    inst.components.pinnable.canbepinned = false
    --inst.components.hunger:Pause()
	
    --inst.components.sanity.ignore = true
    inst.components.health.redirect = tigerhurt
    inst.components.health.redirect_percent = 5
	

    inst.components.eater.strongstomach = true
    inst.components.eater.monsterimmune = true   
	
	SetAikawaWorker(inst, true)
    SetTigerActions(inst, true)
	SetTigerSounds(inst, true)
	SetGroundPTags(inst, false)
 
	
	inst.Light:Enable(true)
    inst.SoundEmitter:KillSound("eating")
    --inst.SoundEmitter:PlaySound("dontstarve/music/music_epicfight_winter", "danger")
 return inst
end	
end

 

 

( If I misunderstood something, i'm so sorry.)

 

4 hours ago, Ultroman said:

Second thing: In your SetTigerMode(inst, istiger), you almost do exactly the same things whether istiger is true or false. The only difference is, whether inst.CanExamine is set to nil or an actual value.

Does that mean .. I need to erase one of those lines in SetTigerMode like this right ?

Spoiler

local function SetTigerMode(inst, istiger)
    if istiger then

        if not TheWorld.ismastersim then
            inst.CanExamine = inst.istigermode:value() and CannotExamine or nil
			onbecameaikawa(inst)
            SetTigerActions(inst, false)

            if inst.components.locomotor ~= nil then
                inst.components.locomotor.runspeed = 14
            end
        end
end
end

 

 

 

 

5 hours ago, Ultroman said:

Third thing: All your errors seem to stem from your character not having an inventory component available to the replica. Double-check how this can be. All the errors you've posted, try to do something like


self.inst.replica.inventory

and your character's replica (client version) doesn't have one, for whatever reason.

I have checked my SGweretiger / Modmain / Tigerness Components and they never touched the inventory replica.

except my aikawa.lua that has one lines about inventory. ( not a Replica )

onbecametiger , onbecamepretiger Fn.

inst.components.inventory:DropEverything(true)

I also tried to Disable It. And It seems it still has Inventory error.

( I have similar error about replica before :: Sanity.Replica, Health.Replica, Hunger.Replica :: I have disabled it on lines 657 - 659 and it's fixed )  

Another one is  my Custom Sgwilson, that has so many inventory. < I just replacing " Beaver " to " Pretiger " Tags  and replacing Beaver build. >

 

 

Honestly.. I really don't know how to fix the replica ... If you don't mind Could you tech me how to fix it, please?

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I'm sorry in advance. This is going to sound a little rough, but I think you need to hear these things.

I have no idea what's going on in your mod. It seems like it was thrown together by a hurricane. Fixing an error by commenting out the code generating it and forgetting about it, is not a good way to do things. I can't even begin to fathom what is going on. The one person who's supposed to know what is going on, is you. You have to know what's going on, so you can ask specific questions about how to do a specific thing. You have thousands of lines of code, giving you grief about several different things at once; the mouse/player actions, the replica, and all the things in your other threads. It would take at least a full day or two for me to properly inspect your code, to learn exactly what you're doing, and even then, it would be hard to get and retain a complete overview, in order to know which lines of code should or should not be where they are.

If all of these features are giving you so much trouble when you combine them, you should stop and step back. Take the code you have now, and put it aside. Recognize that you have learned A LOT since you started. Give yourself a pat on the back. Take a deep breath...and start over. From the very beginning. It hurts, I know. "Kill your darlings" is one of the first lessons most programmers learn, and it is the toughest. Don't be afraid to throw out code.

Start from scratch. Get your character moving around with your graphics. Simple stuff. Get it done in a way that's nice and neat code-wise. Put in comments for things that are out of the ordinary for your mod, so you can see later why you put that code there (remember, assume that the person reading the comments is not yourself...since you will be asking for help, other people need to know why your code is made the way it is made, especially when you're doing complicated stuff, like you are).

Now that you have the basics, take one feature and implement it fully. Don't just take the code from your old project. Rethink every step. Remember, you've learned since last time. You're better this time. You can steal code from your old version, but rethink the structure all the way through. Whenever you think "oh, I might as well just copy all of this over as well...", stop yourself. Get each and every little thing working by itself first. Don't go for "the big bang" where everything works at the same time. E.g. if you're implementing the transformation, instead of doing everything at once, implement the trigger first, and simply print() to the log that the transformation happened, and set a bool or something. Then make sure that it works for doing the transformation backwards. This way you'll be completely sure that that part works as intended. Test it on servers with and without caves. When you're sure it works, take another little piece, and implement and test that. At some point, you'll see that you run into the problem you have now, and since it can ONLY be the fault of the code you've JUST done, since you tested everything else, you will have a much easier time figuring out where the problem is, and you can ask questions much better, because you can tell us exactly what you were trying to do, when you ran into the problem.

I'm sorry, but it's just too big for me to spend my spare time on. I will gladly help with bits and pieces, but I will not consult on full projects, especially not when they're huge, and the creator cannot help narrow down the area from which the errors are coming.

I really hope you fix the problems, because the mod sounds super awesome! Good luck with everything. Don't give up!

Edited by Ultroman
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Seems you have exceeded the entity tags size limit.
In DST, an entity's tags must not have more than 31 tags.
If exceeds, the client will fail to deserialize data from the server and cause crashes just like yours.

Tags are the fastest method to identify something that will be synced to the client easily.
As you can see the game code, tags are used in 'Optimization' because it's the fastest.
But therefore, It is used in many cases especially the player prefab. Even vanilla Wilson has 19 tags by default.
If you simply abuse tags, this will be exceeded really quick.
Debug tags by entity:GetDebugString() 
i.e) print(ThePlayer.entity:GetDebugString()) 


Try to remove some tags that aren't necessary.
Basically, tags are recommended to use in these cases in DST:
1) To check when you want to identify a certain type of prefabs(that is in a certain state) really quickly.
2) To find entities with filters. (See simutil for more information)
3) To filter actions or recipes condition which should be synced with the client. 
4) To function the entity by tag(like "umbrella", "fastbuilder" things) that is already well(or hard)-coded in the game.

Since Klei doesn't want to update tags size, you should always be aware of this issue.

If you have to add tags inevitably, try to make custom classified and attach netvars into it.
https://github.com/HimekaidouHatate/YakumoYukari-DST

This is a good example(which is my mod :P) of using netvars attached to a custom classified.
I didn't write that much explanation overall but PM me if you have something that is unable to implement just with my mod.
GL with modding

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Did you do what YakumoYukari said? Put in 

print(ThePlayer.entity:GetDebugString())

at the bottom of your initialization function for your character, and possibly also at the bottom of some of the functions you have which add tags. Then play and trigger those functions, and check your logs. You should find your prints in there, where it lists a lot of stuff about the player, including the tags it has. Count those.

What do you mean you have 17-18 tags? Is that the number of custom tags you use for your character? If so, as he said, vanilla Wilson has 19 tags, and 31 is the limit. Players have a bunch of tags inherently, so you might be over that limit.

If you're not over the limit, then I'm not sure what's wrong.

Edited by Ultroman
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[00:25:08]: Serializing user: session/39521E4CC0FA031E/C7GSC53084I801G0653I8O8/0000000001
[00:25:17]: SendRemoteExecute(print(ThePlayer.entity:GetDebugString()), 391.301605, -686.893982)
[00:25:21]: GUID:100560 Name:  Tags: tiger _sheltered birdwhisperer trader _health FROMNUM FROMNUM player idle _builder _sanity _inventory FROMNUM FROMNUM _combat FROMNUM _moisture FROMNUM FROMNUM debuffable FROMNUM _hunger _rider character lightningtarget tigerness 
Prefab: aikawa
AnimState: bank: wilson build: aikawa anim: idle_loop anim/player_idles.zip:idle_loop Frame: 34.00/66 Facing: 3
Transform: Pos=(386.00,0.00,-686.00) Scale=(1.20,1.20,1.20) Heading=0.00
DynamicShadow: 
Network: NetworkID=4748 Owner=6903582000048810625 NetSleep=0000000000000000000000000000000000000000000000000000000000000000
LightWatcher: IN LIGHT: 19.10-->1.48/0.08
Light: 
MiniMapEntity: 
Physics: Collision Group: 1024 Mask: 64,128, (ACTIVE) Vel: 0.00
SoundEmitter: 

Yes I do , as YakumoYukari said.

If I including the FROMNUM Tags Things , It will has around 26 Tags. and .. It doesn't seems like over 31 limit.

or Did i miss something?

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Well, then it's probably not that. With all the stuff you have going on, there must be something missing, that messes up the client's replica...or something that makes it look like that. I have no idea. I would start over, and go slowly, piece by piece.

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You can count tags with that method. (Actually, you can just count by your eyes though :p)
But, seems your case is odd. multiple same tags have existed which should not. I assume that's because of the uppercase..? or not.
I don't have any clues where FROMNUM is coming from unless I see your full code.

Edited by YakumoYukari
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!!  WOAH--- !! The problem of FROMNUM , is really the UPPERCASE !!! Thank you !! 

 

BTW , I still have one of FRONUM Tags , when I trying to Trigger other form.

:: I have change all of my Uppercase tags to lowercase and I'm not sure now why I still getting this FRONUM. X''D  ::

 

: Tags result : Trigger first form :

Spoiler

 

image.thumb.png.0e2296efa8e319216fda6e7f32e24230.png 


[00:04:44]: GUID:101325 Name:  Tags: tiger VEGGIE_eater _sheltered birdwhisperer trader _health inspectable FROMNUM freezable player RAW_eater idle _builder _sanity _inventory HASHEATER HORRIBLE_eater iamaiger _combat MEAT_eater locomotor _moisture nolight debuffable waterproofer _hunger _rider character lightningtarget tigerness 
Prefab: aikawa
AnimState: bank: FROMNUM build: pretiger_build anim: idle_loop ../mods/Aika_Test/anim/pretiger_build.zip:idle_loop Frame: 157.33/29 Facing: 3

 

 

: Tags result : Trigger second form :

Spoiler

 

image.thumb.png.c516fb4dd7e04169ba0a00294aa7a034.png


[00:05:43]: GUID:101325 Name:  Tags: tiger VEGGIE_eater _sheltered birdwhisperer trader _health inspectable FROMNUM freezable player RAW_eater ignoretalking idle _builder _sanity _inventory HASHEATER HORRIBLE_eater _combat MEAT_eater locomotor IAMTIGER _moisture nolight debuffable waterproofer _hunger _rider character lightningtarget tigerness 
Prefab: aikawa
AnimState: bank: FROMNUM build: weretiger_build anim: idle_loop ../mods/Aika_Test/anim/weretiger_build.zip:idle_loop Frame: 225.33/85 Facing: 3

 

 

:  Tags result : back to hoomane form :

Spoiler

image.thumb.png.234962b102e717405e41ac92b3a52649.png


[00:06:57]: GUID:101325 Name:  Tags: busy tiger _sheltered birdwhisperer trader _health inspectable freezable nopredict player ignoretalking _builder _sanity _inventory HASHEATER iamaikawa _combat locomotor _moisture OMNI_eater nolight debuffable waterproofer sleeping _hunger _rider character lightningtarget tigerness 
Prefab: aikawa
AnimState: bank: wilson build: aikawa anim: sleep_loop anim/player_knockedout.zip:sleep_loop Frame: 26.00/59 Facing: 3

 

The result is I's not crash anymore!!!!

!!! OMGGGGGGGGG !!!!

 

♥♥ !!!! You are the life savior !!!! ♥♥

!! Thank you Thank you very very much ♥ !! 

 

oh... umm.. I have a little problem with some animations invisible, I known I didn't have some of those animations for player. 

 

If you don't mind could you tell me how to add the Custom animations , ( for my mod only but other player can see it. ) 

or disable some actions for my First and Second form? ( I don't want to use player actions when in other form. )

 

FULL LASTEST FILE :    Aika_Test.rar

Edited by Yagenius
Forgot to save SG file
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I haven't really tried to add custom animations but you can follow this thread.
FROMNUM is.. I don't know. my character also has one. But I don't know what that exactly do.

If you want to make preventing-action in a specific situation,
look for ACTION fn you want to change.

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