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How to change the cost of wes's balloons? (and another question)


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So i'm creating character tweaks for my friend and I got to his wes changes and he wants the sanity of wes's balloons to go from 5 to 4 buuuut I can't figure out how to change it ^^' I looked through wes.lua, balloons.lua etc. Sooo if somone could tell me where to look or how to change it that would be very appreciated

 

Second he wants wes's balloons to draw more aggro/ be more effective at it, and I have 0 idea on how to go about doing that or even start on that, so if somone could also help me with that.. that would also be great, thank you! 

 

P.S im very new to modding (basically have made character tweak mods and that's it) and im still learning and want to continue to learn ^^' sorry if this seems like a very dumb question lol

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In actions.lua there is this function:

ACTIONS.MAKEBALLOON.fn = function(act)
    if act.doer ~= nil and
        act.invobject ~= nil and
        act.invobject.components.balloonmaker ~= nil and
        act.doer:HasTag("balloonomancer") then
        if act.doer.components.sanity ~= nil then
            if act.doer.components.sanity.current < TUNING.SANITY_TINY then
                return false
            end
            act.doer.components.sanity:DoDelta(-TUNING.SANITY_TINY)
        end
        local x, y, z = act.doer.Transform:GetWorldPosition()
        local angle = act.doer.Transform:GetRotation()
        local angle_offset = GetRandomMinMax(-10, 10)
        angle_offset = angle_offset + (angle_offset < 0 and -65 or 65)
        angle = (angle + angle_offset) * DEGREES
        act.invobject.components.balloonmaker:MakeBalloon(
            x + .5 * math.cos(angle),
            0,
            z - .5 * math.sin(angle)
        )
        return true
    end
end

 

act.doer.components.sanity:DoDelta(-TUNING.SANITY_TINY)

is what you want to change if you want to reduce the sanity drain from crafting a balloon.

When you say more aggro i guess you mean to make the range of the "pop" wider? In that case you want to edit the DoAreaAttack function inside balloon.lua:

local function DoAreaAttack(inst)
    inst.components.combat:DoAreaAttack(inst, 2, nil, nil, nil, { "INLIMBO" })
end

If we look into the implementation of this function inside combat.lua, we see that the second parameter is the range:

function Combat:DoAreaAttack(target, range, weapon, validfn, stimuli, excludetags)

 

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