Flufferbat Posted April 4, 2019 Share Posted April 4, 2019 Ok so I'm not a coder or anything but I like to fiddle with stuff so made this Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1702617912 Anyway I want to get the orangeamulet AKA: The Lazy Forager to stop picking up certain stuff like Traps for eg. My theory is i need to change the amulet.lua in prefabs and include that? but i'm not sure.. Any help would be greatly appreciated and yea i'l say you helped and link your profile or whatever lol This just would be so much better if you didn't have to remove the amulet to go check your traps or place them even.. Link to comment Share on other sites More sharing options...
Flufferbat Posted April 4, 2019 Author Share Posted April 4, 2019 Is this what i need to change? or do i need to change the :TheSim:FindEntities files? (This is from the amulet.lua in the prefabs folder). EDIT: I missed this bit off the top it says trap so hmm.. But um yea how do i add a changed version of it, I mean i know i have to put the files in my mod and reference them but do i just need the amulet.lua or more? ---ORANGE local function SpawnEffect(inst) local pt = inst:GetPosition() local fx = SpawnPrefab("small_puff") fx.Transform:SetPosition(pt.x, pt.y, pt.z) fx.Transform:SetScale(0.5,0.5,0.5) end local function getitem(player, amulet, item) --Amulet will only ever pick up items one at a time. Even from stacks. SpawnEffect(item) amulet.components.finiteuses:Use(1) if item.components.stackable then item = item.components.stackable:Get() end -- vv Its got to be this right? how do i change this so it doesn't pick them up at all?? also want to stop seeds being picked up -- Also noticed it doesn't seem to do what it says and still picks up traps you just placed or that are not "sprung" -- EDIT: I think maybe deleting this "item.components.trap and " might do it.. if item.components.trap and item.components.trap:IsSprung() then item.components.trap:Harvest(player) return end player.components.inventory:GiveItem(item) end -- ^^ bit i missed local function pickup(inst, owner) local pt = owner:GetPosition() local ents = TheSim:FindEntities(pt.x, pt.y, pt.z, TUNING.ORANGEAMULET_RANGE) for k,v in pairs(ents) do if v.components.inventoryitem and v.components.inventoryitem.canbepickedup and v.components.inventoryitem.cangoincontainer and not v.components.inventoryitem:IsHeld() then if not owner.components.inventory:IsFull() then --Your inventory isn't full, you can pick something up. getitem(owner, inst, v) return elseif v.components.stackable then --Your inventory is full, but the item you're trying to pick up stacks. Check for an exsisting stack. --An acceptable stack should: Be of the same item type, not be full already and not be in the "active item" slot of inventory. local stack = owner.components.inventory:FindItem(function(item) return (item.prefab == v.prefab and not item.components.stackable:IsFull() and item ~= owner.components.inventory.activeitem) end) if stack then getitem(owner, inst, v) return end end end end end local function onequip_orange(inst, owner) owner.AnimState:OverrideSymbol("swap_body", "torso_amulets", "orangeamulet") inst.task = inst:DoPeriodicTask(TUNING.ORANGEAMULET_ICD, function() pickup(inst, owner) end) end local function onunequip_orange(inst, owner) owner.AnimState:ClearOverrideSymbol("swap_body") if inst.task then inst.task:Cancel() inst.task = nil end end Link to comment Share on other sites More sharing options...
Flufferbat Posted April 4, 2019 Author Share Posted April 4, 2019 Well i tried deleting "if item.components.trap and" also adding ""PrefabFiles = { "amulet" }"" to my file and added a prefabs folder with the new amulet.lua in the scripts folder didn't do anything, then i deleted the whole: if item.components.trap and item.components.trap:IsSprung() then item.components.trap:Harvest(player) return end still didnt do anything lol.. Link to comment Share on other sites More sharing options...
YiinHikari Posted April 23, 2019 Share Posted April 23, 2019 Ummmm not clue about what you are doing, I mean not clue how to help you, but I will say that you may get more help if the post is more understandable. Try using the spoiler or other options you have to modify your future posts (or edit the previous ones if you like) to make more clear what is code, what is comment (inside the code), what is explanation, etc. I hope you acomplish what you are trying to do with this mod! Good luck! Link to comment Share on other sites More sharing options...
Flufferbat Posted April 24, 2019 Author Share Posted April 24, 2019 Um.. right.. ok.. whatever.. don't really think I could be any clearer.. I mean honestly I even included the download link, like if you want to see the rest of the code why not just download it, also I can't see how this is confusing.. I said pretty clearly what I wanted.. Link to comment Share on other sites More sharing options...
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