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[Help] :1281: bad argument #1 to 'ipairs'


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I had started work on a character mod, I managed to get it to work and stuff how I wanted but then I tried making a custom item via following a tutorial and now whenever I start a world with the character enabled the game crashes with this error:

Spoiler

[string "scripts/prefabs/player_common.lua"]:1281: bad argument #1 to 'ipairs' (table expected, got function)
LUA ERROR stack traceback:
        =[C] in function 'ipairs'
        scripts/prefabs/player_common.lua(1281,1)
        =(tail call) ?
        scripts/mainfunctions.lua(153,1)
        =(tail call) ?
        =[C] in function 'xpcall'
        scripts/mods.lua(158,1)
        scripts/mods.lua(600,1) in function 'RegisterPrefabs'
        scripts/gamelogic.lua(277,1) in function 'LoadAssets'
        scripts/gamelogic.lua(860,1) in function 'cb'
        scripts/saveindex.lua(285,1)

This is the item's lua:

Spoiler

 

local assets =
{
    Asset("ANIM", "anim/REBOUND.zip"),
    Asset("ATLAS", "images/inventoryimages/REBOUND.xml")
}

local function OnFinished(inst)
    inst.AnimState:PlayAnimation("used")
    inst:ListenForEvent("animover", inst.Remove)
end

local function OnEquip(inst, owner)
    local skin_build = inst:GetSkinBuild()
    if skin_build ~= nil then
        owner:PushEvent("equipskinneditem", inst:GetSkinName())
        owner.AnimState:OverrideItemSkinSymbol("swap_object", skin_build, "swap_REBOUND", inst.GUID, "swap_REBOUND")
    else
        owner.AnimState:OverrideSymbol("swap_object", "swap_REBOUND", "swap_REBOUND")
    end
    owner.AnimState:Show("ARM_carry")
    owner.AnimState:Hide("ARM_normal")
end

local function OnDropped(inst)
    inst.AnimState:PlayAnimation("idle")
end

local function OnUnequip(inst, owner)
    owner.AnimState:Hide("ARM_carry")
    owner.AnimState:Show("ARM_normal")
    local skin_build = inst:GetSkinBuild()
    if skin_build ~= nil then
        owner:PushEvent("unequipskinneditem", inst:GetSkinName())
    end
end

local function OnThrown(inst, owner, target)
    if target ~= owner then
        owner.SoundEmitter:PlaySound("dontstarve/wilson/boomerang_throw")
    end
    inst.AnimState:PlayAnimation("spin_loop", true)
end

local function OnCaught(inst, catcher)
    if catcher ~= nil and catcher.components.inventory ~= nil and catcher.components.inventory.isopen then
        if inst.components.equippable ~= nil and not catcher.components.inventory:GetEquippedItem(inst.components.equippable.equipslot) then
            catcher.components.inventory:Equip(inst)
        else
            catcher.components.inventory:GiveItem(inst)
        end
        catcher:PushEvent("catch")
    end
end

local function ReturnToOwner(inst, owner)
    if owner ~= nil and not (inst.components.finiteuses ~= nil and inst.components.finiteuses:GetUses() < 1) then
        owner.SoundEmitter:PlaySound("dontstarve/wilson/boomerang_return")
        inst.components.projectile:Throw(owner, owner)
    end
end

local function OnHit(inst, owner, target)
    if owner == target or owner:HasTag("playerghost") then
        OnDropped(inst)
    else
        ReturnToOwner(inst, owner)
    end
    if target ~= nil and target:IsValid() then
        local impactfx = SpawnPrefab("impact")
        if impactfx ~= nil then
            local follower = impactfx.entity:AddFollower()
            follower:FollowSymbol(target.GUID, target.components.combat.hiteffectsymbol, 0, 0, 0)
            impactfx:FacePoint(inst.Transform:GetWorldPosition())
        end
    end
end

local function OnMiss(inst, owner, target)
    if owner == target then
        OnDropped(inst)
    else
        ReturnToOwner(inst, owner)
    end
end

local function fn()
    local inst = CreateEntity()

    inst.entity:AddTransform()
    inst.entity:AddAnimState()
    inst.entity:AddNetwork()

    MakeInventoryPhysics(inst)
    RemovePhysicsColliders(inst)

    inst.AnimState:SetBank("boomerang")
    inst.AnimState:SetBuild("boomerang")
    inst.AnimState:PlayAnimation("idle")
    inst.AnimState:SetRayTestOnBB(true)

    inst:AddTag("thrown")

    --weapon (from weapon component) added to pristine state for optimization
    inst:AddTag("weapon")

    --projectile (from projectile component) added to pristine state for optimization
    inst:AddTag("projectile")

    inst.entity:SetPristine()

    if not TheWorld.ismastersim then
        return inst
    end

    inst:AddComponent("weapon")
    inst.components.weapon:SetDamage(TUNING.BOOMERANG_DAMAGE-2)
    inst.components.weapon:SetRange(TUNING.BOOMERANG_DISTANCE, TUNING.BOOMERANG_DISTANCE+2)
    -------

    inst:AddComponent("finiteuses")
    inst.components.finiteuses:SetMaxUses(TUNING.BOOMERANG_USES+20)
    inst.components.finiteuses:SetUses(TUNING.BOOMERANG_USES+20)

    inst.components.finiteuses:SetOnFinished(OnFinished)

    inst:AddComponent("inspectable")

    inst:AddComponent("projectile")
    inst.components.projectile:SetSpeed(11)
    inst.components.projectile:SetCanCatch(true)
    inst.components.projectile:SetOnThrownFn(OnThrown)
    inst.components.projectile:SetOnHitFn(OnHit)
    inst.components.projectile:SetOnMissFn(OnMiss)
    inst.components.projectile:SetOnCaughtFn(OnCaught)

    inst:AddComponent("inventoryitem")
    inst.components.inventoryitem:SetOnDroppedFn(OnDropped)

    inst:AddComponent("equippable")
    inst.components.equippable:SetOnEquip(OnEquip)
    inst.components.equippable:SetOnUnequip(OnUnequip)

    MakeHauntableLaunch(inst)

    return inst
end

    inst:AddComponent("inventoryitem")    inst.components.inventoryitem.atlasname = "images/inventoryimages/rebound.xml"

return Prefab("rebound", fn, assets)

 

 

This is the character's lua"

Spoiler

 

local MakePlayerCharacter = require "prefabs/player_common"

local assets = {
    Asset("SCRIPT", "scripts/prefabs/player_common.lua"),
}
local prefabs = {}

-- Custom starting inventory
local start_inv = {"lantern","panflute","rebounderang",}local fn = function(inst)
end
-- When the character is revived from human
local function onbecamehuman(inst)
    -- Set speed when not a ghost (optional)
    inst.components.locomotor:SetExternalSpeedMultiplier(inst, "liam_speed_mod", 1.05)
end

local function onbecameghost(inst)
    -- Remove speed modifier when becoming a ghost
   inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "liam_speed_mod")
end

-- When loading or spawning the character
local function onload(inst)
    inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman)
    inst:ListenForEvent("ms_becameghost", onbecameghost)

    if inst:HasTag("playerghost") then
        onbecameghost(inst)
    else
        onbecamehuman(inst)
    end
end

-- This initializes for both the server and client. Tags can be added here.
local common_postinit = function(inst) 
    -- Minimap icon
    inst.MiniMapEntity:SetIcon( "liam.tex" )
end

-- This initializes for the server only. Components are added here.
local master_postinit = function(inst)
inst:AddComponent("sanityaura")
inst.components.sanityaura.aura = TUNING.SANITYAURA_TINY 
inst.components.temperature.hurtrate = 2.5
inst.components.sanity.neg_aura_mult = 0
if inst.components.freezable then -- Makes you never freeze.
inst:RemoveComponent("freezable")
end 
    -- choose which sounds this character will play
    inst.soundsname = "maxwell"
    
    -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used
    --inst.talker_path_override = "dontstarve_DLC001/characters/"
    
    -- Stats    
    inst.components.health:SetMaxHealth(200)
    inst.components.hunger:SetMax(250)
    inst.components.sanity:SetMax(80)
    
    -- Damage multiplier (optional)
    inst.components.combat.damagemultiplier = 1.4
    
    -- Hunger rate (optional)
    inst.components.hunger.hungerrate = 1.3 * TUNING.WILSON_HUNGER_RATE
    
    inst.OnLoad = onload
    inst.OnNewSpawn = onload
    
end

return MakePlayerCharacter("liam", nil, prefabs, assets, fn, common_postinit, master_postinit, start_inv)

 

I'm really new to modding and have no understanding of what is going wrong with it and I need someone's help...

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You have accidentally copy/pasted something into the wrong place. Look at your character's LUA near the top where it says:

-- Custom starting inventory
local start_inv = {"lantern","panflute","rebounderang",}local fn = function(inst)
end

That should just be:

-- Custom starting inventory
local start_inv = {"lantern", "panflute", "rebounderang",}

 

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3 minutes ago, Ultroman said:

You have accidentally copy/pasted something into the wrong place. Look at your character's LUA near the top where it says:


-- Custom starting inventory
local start_inv = {"lantern","panflute","rebounderang",}local fn = function(inst)
end

That should just be:


-- Custom starting inventory
local start_inv = {"lantern", "panflute", "rebounderang",}

 

Ok I managed to fix the problem that it was having thanks to you! Thank you!
but...

now their's a new error message...

Spoiler

[00:01:03]: [string "../mods/liam/scripts/prefabs/liam.lua"]:71: variable 'fn' is not declared
LUA ERROR stack traceback:
        =[C] in function 'error'
        scripts/strict.lua(23,1)
        ../mods/liam/scripts/prefabs/liam.lua(71,1) in function 'fn'
        scripts/mainfunctions.lua(153,1)
        =(tail call) ?
        =[C] in function 'xpcall'
        scripts/mods.lua(158,1)
        scripts/mods.lua(600,1) in function 'RegisterPrefabs'
        scripts/gamelogic.lua(277,1) in function 'LoadAssets'
        scripts/gamelogic.lua(860,1) in function 'cb'
        scripts/saveindex.lua(285,1)
    ...
        =[C] in function 'GetPersistentString'
        scripts/saveindex.lua(250,1) in function 'Load'
        scripts/gamelogic.lua(1066,1) in function 'callback'
        scripts/playerprofile.lua(966,1) in function 'Set'
        scripts/playerprofile.lua(821,1)
        =[C] in function 'GetPersistentString'
        scripts/playerprofile.lua(819,1) in function 'Load'
        scripts/gamelogic.lua(1065,1) in main chunk
        =[C] in function 'require'
        scripts/mainfunctions.lua(925,1)
[00:01:03]: [string "../mods/liam/scripts/prefabs/liam.lua"]:71: variable 'fn' is not declared
LUA ERROR stack traceback:
        =[C] in function 'error'
        scripts/strict.lua(23,1)
        ../mods/liam/scripts/prefabs/liam.lua(71,1) in function 'fn'
        scripts/mainfunctions.lua(153,1)
        =(tail call) ?
        =[C] in function 'xpcall'
        scripts/mods.lua(158,1)
        scripts/mods.lua(600,1) in function 'RegisterPrefabs'
        scripts/gamelogic.lua(277,1) in function 'LoadAssets'
        scripts/gamelogic.lua(860,1) in function 'cb'
        scripts/saveindex.lua(285,1)
    ...
        =[C] in function 'GetPersistentString'
        scripts/saveindex.lua(250,1) in function 'Load'
        scripts/gamelogic.lua(1066,1) in function 'callback'
        scripts/playerprofile.lua(966,1) in function 'Set'
        scripts/playerprofile.lua(821,1)
        =[C] in function 'GetPersistentString'
        scripts/playerprofile.lua(819,1) in function 'Load'
        scripts/gamelogic.lua(1065,1) in main chunk
        =[C] in function 'require'
        scripts/mainfunctions.lua(925,1)    

o.o and I have no clue what is causing it this time... something to do with my prefab files?

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Go to your liam.lua and at the very bottom, change this:

return MakePlayerCharacter("liam", nil, prefabs, assets, fn, common_postinit, master_postinit, start_inv)

to this:

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

I think you ended up merging the two MakePlayerCharacter functions from DS and DST respectively.

Edited by Ultroman
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Just now, Ultroman said:

Go to your liam.lua and at the very bottom, change this:


return MakePlayerCharacter("liam", nil, prefabs, assets, fn, common_postinit, master_postinit, start_inv)

to this:


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

 

Ok... now it is giving me an error that has to do with my rebound prefab...

Spoiler


[string "../mods/liam/scripts/prefabs/rebound.lua"]:148: variable 'inst' is not declared
LUA ERROR stack traceback:
        =[C] in function 'error'
        scripts/strict.lua(23,1)
        ../mods/liam/scripts/prefabs/rebound.lua(148,1) in function 'fn'
        scripts/mainfunctions.lua(153,1)
        =(tail call) ?
        =[C] in function 'xpcall'
        scripts/mods.lua(158,1)
        scripts/mods.lua(600,1) in function 'RegisterPrefabs'
        scripts/gamelogic.lua(277,1) in function 'LoadAssets'
        scripts/gamelogic.lua(860,1) in function 'cb'
        scripts/saveindex.lua(285,1)
    ...
        =[C] in function 'GetPersistentString'
        scripts/saveindex.lua(250,1) in function 'Load'
        scripts/gamelogic.lua(1066,1) in function 'callback'
        scripts/playerprofile.lua(966,1) in function 'Set'
        scripts/playerprofile.lua(821,1)
        =[C] in function 'GetPersistentString'
        scripts/playerprofile.lua(819,1) in function 'Load'
        scripts/gamelogic.lua(1065,1) in main chunk
        =[C] in function 'require'
        scripts/mainfunctions.lua(925,1)    

 

How do yall just like almost instantly know what line of code the problem lies in...

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1 hour ago, Sqweepsss said:

How do yall just like almost instantly know what line of code the problem lies in...

Do we have a Texan in the house? :)

Jokes aside, it actually tells you exactly which line of code is creating the problem, and the whole call-stack. The call-stack is the series of function calls that led to where the error was encountered. Let's take the example from before.

[00:01:03]: [string "../mods/liam/scripts/prefabs/liam.lua"]:71: variable 'fn' is not declared
LUA ERROR stack traceback:
        =[C] in function 'error'
        scripts/strict.lua(23,1)
        ../mods/liam/scripts/prefabs/liam.lua(71,1) in function 'fn'
        scripts/mainfunctions.lua(153,1)
        =(tail call) ?
        =[C] in function 'xpcall'
        scripts/mods.lua(158,1)
        scripts/mods.lua(600,1) in function 'RegisterPrefabs'
        scripts/gamelogic.lua(277,1) in function 'LoadAssets'
        scripts/gamelogic.lua(860,1) in function 'cb'
        scripts/saveindex.lua(285,1)

It's in reverse order, so the calls actually start from the bottom, but we're mostly interested in where the error occurred. On the first line it tells your the file where the error was encountered ("../mods/liam/scripts/prefabs/liam.lua"), and the line number (71) (you can see the line numbers in your file, if you're using Notepad++ or similar). In this case, it tells us it cannot find a variable called fn. Then I went and looked at your code, searched for fn in it, and found it in your last line there and NOWHERE ELSE. Any variable you use has to come from somewhere, and this one was nowhere to be found. I then studied your line, and it had both the fn, master_postinit and common_postinit parameters. The first is usually used for prefabs, while the latter two are used for player characters. I also didn't remember ever seeing "nil" as the second parameter, so something was wrong. Then I opened the code of another character, and checked its corresponding line, and it was very different. Fix found!

Here's your other problem. You added two lines OUTSIDE your fn function (notice that since we're working in an item and not a player, we are now using the "fn" nomenclature, instead of the paired common_postinit and master_postinit functions which are used for players. Technically, you can name them whatever you like, but for consistency and easier reading for other modders, it's nice to keep a recognizable structure and nomenclature. Anyway, you may not even need the atlasname-line, but if you need it, it needs to go where the empty red box is, and the other line you have above it (which I have crossed out) should be removed.

image.thumb.png.934497173c401813202170637a7efd19.png

Edited by Ultroman
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6
7 minutes ago, Ultroman said:

Do we have a Texan in the house? :)

Jokes aside, it actually tells you exactly which line of code is creating the problem, and the whole call-stack. The call-stack is the series of function calls that led to where the error was encountered. Let's take the example from before.

12 minutes ago, Ultroman said:

[00:01:03]: [string "../mods/liam/scripts/prefabs/liam.lua"]:71: variable 'fn' is not declared LUA ERROR stack traceback: =[C] in function 'error' scripts/strict.lua(23,1) ../mods/liam/scripts/prefabs/liam.lua(71,1) in function 'fn' scripts/mainfunctions.lua(153,1) =(tail call) ? =[C] in function 'xpcall' scripts/mods.lua(158,1) scripts/mods.lua(600,1) in function 'RegisterPrefabs' scripts/gamelogic.lua(277,1) in function 'LoadAssets' scripts/gamelogic.lua(860,1) in function 'cb' scripts/saveindex.lua(285,1)

It's in reverse order, so the calls actually start from the bottom, but we're mostly interested in where the error occurred. On the first line it tells your the file where the error was encountered, and the line number (you can see those in your file, if you're using Notepad++ or similar). In this case, it tells us it cannot find a variable called fn. Then I went and looked at your code, searched for fn in it, and found it in your last line there and NOWHERE ELSE. Any variable you use has to come from somewhere, and this one was nowhere to be found. I then studied your line, and it had both the fn, master_postinit and common_postinit parameters. The first is usually used for prefabs, while the latter two are used for player characters. I also didn't remember ever seeing "nil" as the second parameter, so something was wrong. Then I opened the code of another character, and checked its corresponding line, and it was very different. Fix found!

Here's your other problem. You added two lines OUTSIDE your fn function (notice that since we're working in an item and not a player, we are now using the "fn" nomenclature, instead of the paired common_postinit and master_postinit functions which are used for players. Technically, you can name them whatever you like, but for consistency and easier reading for other modders, it's nice to keep a recognizable structure and nomenclature. Anyway, you may not even need the atlasname-line, but if you need it, it needs to go where the empty red box is, and the other line you have above it (which I have crossed out) should be removed.

image.thumb.png.934497173c401813202170637a7efd19.png

Thank you id never be able to figure that out lol.

But there is a new error and I think it might be that I don't have a correct file path set up... but im gonna try and fix this one on my own cause I think I can have a crack at it! (If not expect me to be back here in a few minutes... lol)

but could you go more into depth when you said:

 
 
 
 
3
10 minutes ago, Ultroman said:

It's in reverse order, so the calls actually start from the bottom, but we're mostly interested in where the error occurred. On the first line it tells your the file where the error was encountered, and the line number (you can see those in your file, if you're using Notepad++ or similar). In this case, it tells us it cannot find a variable called fn. Then I went and looked at your code, searched for fn in it, and found it in your last line there and NOWHERE ELSE. Any variable you use has to come from somewhere, and this one was nowhere to be found. I then studied your line, and it had both the fn, master_postinit and common_postinit parameters. The first is usually used for prefabs, while the latter two are used for player characters. I also didn't remember ever seeing "nil" as the second parameter, so something was wrong. Then I opened the code of another character, and checked its corresponding line, and it was very different. Fix found!

Because trust me, I read it, but did I fully understand it: nope.

uhhmmm what happened to my post why is there such a big space at the start... o.o

Ok... So

I Altered This Line in my Rebound Lua

local assets =
 

Spoiler

{
    Asset("ANIM", "anim/REBOUND.zip"),
    Asset("ATLAS", "images/inventoryimages/REBOUND.xml")
}

To:

Spoiler

local assets =
{
    Asset("ANIM", "anim/rebounderang_build.zip"),
    Asset("ATLAS", "images/inventoryimages/REBOUND.xml")
}

Because I thought that was what I needed to do...

But now the game just shuts down when I try entering a world with the mod enabled...

Here's what I could find in the log:

Spoiler

[00:00:46]: Could not preload undefined prefab (rebounderang)
[00:00:46]:     LOAD BE    
[00:00:48]: ..\source\animlib\animmanager.cpp(504) :: Tried to add build [boomerang] from file [anim/boomerang.zip] but we've already added a build with that name!

Any clues as to what I did wrong..?
Am I like... missing a file I'm supposed to have or something... cause that's all I can come up with...

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I have no idea about your file structure. I would need a zip of your mod to help you with these things.

The assets are...your assets, as in animations and images you've created for your character and item. To reference (point to) which files to use, we use what's called "relative path", so the given file-path, e.g., "anim/rebounderang_build.zip", is you telling the game "Please use the file called 'rebounderang_build.zip' in the folder 'anim' in my mod-folder." That you only give it the path relative to your mod-folder, is why we call it a relative path.

If it worked before you changed the file-path of your reference, then it's because you are now referencing files that are no longer there or have the wrong name.

Also, these paths and filenames are CASE-SENSITIVE! So, for a file named "REBOUND.zip" a reference like "anim/rebound.zip" will not work.

I can clarify my description of the call-stack, if you tell me at which point I lost you :) It might be easier if you remember that this is not a multi-threaded game. Everything runs in a loop, one function call after the other, one line after the other. When one function ends, the function that called it continues, and when that function ends the function that called it continues, etc. So, the call-stack is just the game taking a few steps back in time, telling you where it came from. Sort of how crime scene investigators investigate, e.g., a solo-accident in a car. The car crashed...what caused that crash? Is it that it hit the tree? No, it hit the tree, because it slid off the road. By why did it slip off the road? It slid off the road, because someone had spilled oil all over the road. (This is where the example should stop, because I think you get it by now, but this is so perfect a setup for a description of the life of a programmer, that I can't help myself). So you're saying there was actually nothing wrong with the car or the driver? Well, where's the problem, then? Who knows? Let's see if we can dig through the logs and find out where that oil spill came from.

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... I think I'm just going to make a copy of the mod and make the current version without the Rebounderang... because I am too tired to get it to work, But hey At least you managed to help me fix my formatting errors,

I'll post in here if I ever manage to get the rebounder to work...

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Ok This is officially the area im going to just ask for help with my mod...

because I need a lot of it...

Basically my problem right now is that im TRYING to introduce a new crafting tab, with new recipes for already existing items... just for the character... The mod doesn't crash at all... but the tab is nowhere to be seen...

Here's the Lua with the new stuff for the recipes:

 

Spoiler

 

PrefabFiles = {
    "liam",
    "liam_none",
}

Assets = {
    Asset( "IMAGE", "images/saveslot_portraits/liam.tex" ),
    Asset( "ATLAS", "images/saveslot_portraits/liam.xml" ),

    Asset( "IMAGE", "images/selectscreen_portraits/liam.tex" ),
    Asset( "ATLAS", "images/selectscreen_portraits/liam.xml" ),
    
    Asset( "IMAGE", "images/selectscreen_portraits/liam_silho.tex" ),
    Asset( "ATLAS", "images/selectscreen_portraits/liam_silho.xml" ),

    Asset( "IMAGE", "bigportraits/liam.tex" ),
    Asset( "ATLAS", "bigportraits/liam.xml" ),
    
    Asset( "IMAGE", "images/map_icons/liam.tex" ),
    Asset( "ATLAS", "images/map_icons/liam.xml" ),
    
    Asset( "IMAGE", "images/avatars/avatar_liam.tex" ),
    Asset( "ATLAS", "images/avatars/avatar_liam.xml" ),
    
    Asset( "IMAGE", "images/avatars/avatar_ghost_liam.tex" ),
    Asset( "ATLAS", "images/avatars/avatar_ghost_liam.xml" ),
    
    Asset( "IMAGE", "images/avatars/self_inspect_liam.tex" ),
    Asset( "ATLAS", "images/avatars/self_inspect_liam.xml" ),
    
    Asset( "IMAGE", "images/names_liam.tex" ),
    Asset( "ATLAS", "images/names_liam.xml" ),
    
    Asset( "IMAGE", "images/names_gold_liam.tex" ),
    Asset( "ATLAS", "images/names_gold_liam.xml" ),
    
    Asset( "IMAGE", "bigportraits/liam_none.tex" ),
    Asset( "ATLAS", "bigportraits/liam_none.xml" ),

    Asset( "ATLAS", "images/inventoryimages/bluerprint.xml" ),
    Asset( "IMAGE", "images/inventoryimages/bluerprint.tex" ),
    
}

AddMinimapAtlas("images/map_icons/liam.xml")

local require = GLOBAL.require
local STRINGS = GLOBAL.STRINGS

-- The character select screen lines
STRINGS.CHARACTER_TITLES.liam = "The Eveready"
STRINGS.CHARACTER_NAMES.liam = "Liam"
STRINGS.CHARACTER_DESCRIPTIONS.liam = "*Perk 1\n*Perk 2\n*Perk 3"
STRINGS.CHARACTER_QUOTES.liam = "\"I'm ready! I think...\""

-- Custom speech strings
STRINGS.CHARACTERS.LIAM = require "speech_liam"

-- The character's name as appears in-game 
STRINGS.NAMES.LIAM = "Esc"

-- adds custom build tab
local sort_key = 99
local prepared_tab = AddRecipeTab( 
"Preparation", -- Display Name.
sort_key, -- Sort Key.
"images/inventoryimages/bluerprint.xml", -- Atlas File.
"bluerprint.tex", -- Icon File.
"liam" -- Builder Tag.
)

----START RECIPES ADD

AddRecipe("lantern", { Ingredient("cutgrass", 3), Ingredient("cutreeds", 3), Ingredient("lightbulb", 1) }, prepared_tab)

-- Add mod character to mod character list. Also specify a gender. Possible genders are MALE, FEMALE, ROBOT, NEUTRAL, and PLURAL.
AddModCharacter("liam", "MALE")

-- Positive sanity aura for frog ponds.
function AddSanityAura(inst)
    inst:AddComponent("sanityaura")
    --inst.components.sanityaura.aura = -TUNING.SANITYAURA_LARGE
    inst.components.sanityaura.aura = TUNING.SANITYAURA_LARGE
    --AddPrefabPostInit("researchlab", AddSanityAura)
    --print("TEST 3")
end

AddPrefabPostInit("pond", AddSanityAura)
AddPrefabPostInit("pond_mos", AddSanityAura)
AddPrefabPostInit("pond_cave", AddSanityAura)

 

Any idea what I am doing Wrong?

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I get the infatuation people have for custom crafting tabs, but IMO they're overrated. Mostly because they can block or be blocked by the other crafting tabs fighting for the bottom slot. But you do you :) Just mentioning it, in case you're testing in a situation where your tab is being blocked by, e.g., Sculpting Table, Rock Den, Mad Scientist Lab, etc.

In order for the crafting tab to only be available to your character, you have to put the code for it into the character's master_postinit function. For making the recipes character-specific, take a look here, and make sure to look at the DST version). And you can't create duplicate recipes that way. Making a new recipe with the same name (the first parameter) as an existing recipe, removes the original recipe. Here's the code for creating duplicate recipes (look at the "spoiler" at the bottom of that post).

The way you've done your sanity auras make the aura work for everyone in the game, since they're put on the ponds instead of on the character. You can use this code to do what you want. Just replace "bee" with "watersource", and then add a check within the for-loop (which runs over all the found entities) for whether the prefab name of the entity starts with "pond".

if str:sub(1, 4) == "pond" then

Like this:

-- DoPeriodicTask calls the given function every X seconds.
-- I set it to 1.0. You can set it to e.g. 0.5 seconds if you want.
inst:DoPeriodicTask(1.0, function(inst)
	-- Do nothing if the player is dead.
	if inst.components.health:IsDead() or inst:HasTag("playerghost") then
		return
	end
	
	local x,y,z = inst.Transform:GetWorldPosition()
	-- Description of important function:
	-- TheSim:FindEntities(x, y, z, radius, mustHaveTags, cantHaveTags, mustHaveOneOfTheseTags)
	-- I have set the radius to be 10. You can set it to whatever radius you want.
	local ents = TheSim:FindEntities(x, y, z, 10, {"watersource"}, {"player","INLIMBO","FX","DECOR"}, nil)
	for i,v in ipairs(ents) do
		if str:sub(1, 4) == "pond" then
			inst.components.sanity.DoDelta(TUNING.SANITYAURA_LARGE, true)
			return
		end
	end
end)

 

Edited by Ultroman
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21 hours ago, Ultroman said:

 


if str:sub(1, 4) == "pond" then

Like this:


-- DoPeriodicTask calls the given function every X seconds.
-- I set it to 1.0. You can set it to e.g. 0.5 seconds if you want.
inst:DoPeriodicTask(1.0, function(inst)
	-- Do nothing if the player is dead.
	if inst.components.health:IsDead() or inst:HasTag("playerghost") then
		return
	end
	
	local x,y,z = inst.Transform:GetWorldPosition()
	-- Description of important function:
	-- TheSim:FindEntities(x, y, z, radius, mustHaveTags, cantHaveTags, mustHaveOneOfTheseTags)
	-- I have set the radius to be 10. You can set it to whatever radius you want.
	local ents = TheSim:FindEntities(x, y, z, 10, {"watersource"}, {"player","INLIMBO","FX","DECOR"}, nil)
	for i,v in ipairs(ents) do
		if str:sub(1, 4) == "pond" then
			inst.components.sanity.DoDelta(TUNING.SANITYAURA_LARGE, true)
			return
		end
	end
end)

 

this line of the code keeps giving me an error on the first part saying "inst is not declared"

inst:DoPeriodicTask(1.0, function(inst)

IT HAPPENED AGAIN WITH THE LOG MESSAGE

 

long*

 

Spoiler

[string "../mods/liam/scripts/prefabs/liam.lua"]:43: variable 'inst' is not declared
LUA ERROR stack traceback:
        =[C] in function 'error'
        scripts/strict.lua(23,1)
        ../mods/liam/scripts/prefabs/liam.lua(43,1) in function 'fn'
        scripts/mainfunctions.lua(153,1)
        =(tail call) ?
        =[C] in function 'xpcall'
        scripts/mods.lua(158,1)
        scripts/mods.lua(600,1) in function 'RegisterPrefabs'
        scripts/gamelogic.lua(277,1) in function 'LoadAssets'
        scripts/gamelogic.lua(860,1) in function 'cb'
        scripts/saveindex.lua(285,1)
    ...

Error btw ^^^

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Spoiler

 

local MakePlayerCharacter = require "prefabs/player_common"

local assets = {
    Asset("SCRIPT", "scripts/prefabs/player_common.lua"),
}
local prefabs = {}

-- Custom starting inventory
local start_inv = {"panflute", "boomerang", "lightbulb", "lightbulb", "lantern_blueprint", "panflute_blueprint", "boomerang_blueprint", "fishingrod_blueprint", "backpack_blueprint", "armorwood_blueprint",}

-- When the character is revived from human
local function onbecamehuman(inst)
    -- Set speed when not a ghost (optional)
    inst.components.locomotor:SetExternalSpeedMultiplier(inst, "liam_speed_mod", 1.05)
end

local function onbecameghost(inst)
    -- Remove speed modifier when becoming a ghost
   inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "liam_speed_mod")
end

-- When loading or spawning the character
local function onload(inst)
    inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman)
    inst:ListenForEvent("ms_becameghost", onbecameghost)

    if inst:HasTag("playerghost") then
        onbecameghost(inst)
    else
        onbecamehuman(inst)
    end
end

-- This initializes for both the server and client. Tags can be added here.
local common_postinit = function(inst) 
    -- Minimap icon
    inst.MiniMapEntity:SetIcon( "liam.tex" )
end

-- This initializes for the server only. Components are added here.
-- DoPeriodicTask calls the given function every X seconds.
-- I set it to 1.0. You can set it to e.g. 0.5 seconds if you want.
inst:DoPeriodicTask(1.0, function(inst)
    -- Do nothing if the player is dead.
    if inst.components.health:IsDead() or inst:HasTag("playerghost") then
        return
    end
    
    local x,y,z = inst.Transform:GetWorldPosition()
    -- Description of important function:
    -- TheSim:FindEntities(x, y, z, radius, mustHaveTags, cantHaveTags, mustHaveOneOfTheseTags)
    -- I have set the radius to be 10. You can set it to whatever radius you want.
    local ents = TheSim:FindEntities(x, y, z, 10, {"watersource"}, {"player","INLIMBO","FX","DECOR"}, nil)
    for i,v in ipairs(ents) do
        if str:sub(1, 4) == "pond" then
            inst.components.sanity.DoDelta(TUNING.SANITYAURA_LARGE, true)
            return
        end
    end
end)
if inst.components.freezable then -- Makes you never freeze.
inst:RemoveComponent("freezable")
end 
    
    -- choose which sounds this character will play
    inst.soundsname = "maxwell"
    
    -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used
    --inst.talker_path_override = "dontstarve_DLC001/characters/"
    
    -- Stats    
    inst.components.health:SetMaxHealth(200)
    inst.components.hunger:SetMax(250)
    inst.components.sanity:SetMax(80)
    
    -- Damage multiplier (optional)
    inst.components.combat.damagemultiplier = 1.4
    
    -- Hunger rate (optional)
    inst.components.hunger.hungerrate = 1.3 * TUNING.WILSON_HUNGER_RATE
    
    inst.OnLoad = onload
    inst.OnNewSpawn = onload

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

 

The Lua I put it into. ^^^

 

Also, I understand what you mean by crafting tabs being hella glitchy...
So I just kinda gave up on it and I decided I'm just gonna have the character spawn with some blueprints and have their third perk be: "Starts with some blueprints."

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This should work. You had deleted your master_postinit function, but left 80% of the code hanging,

Spoiler

local MakePlayerCharacter = require "prefabs/player_common"

local assets = {
    Asset("SCRIPT", "scripts/prefabs/player_common.lua"),
}
local prefabs = {}

-- Custom starting inventory
local start_inv = {"panflute", "boomerang", "lightbulb", "lightbulb", "lantern_blueprint", "panflute_blueprint", "boomerang_blueprint", "fishingrod_blueprint", "backpack_blueprint", "armorwood_blueprint",}

-- When the character is revived from human
local function onbecamehuman(inst)
    -- Set speed when not a ghost (optional)
    inst.components.locomotor:SetExternalSpeedMultiplier(inst, "liam_speed_mod", 1.05)
end

local function onbecameghost(inst)
    -- Remove speed modifier when becoming a ghost
   inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "liam_speed_mod")
end

-- When loading or spawning the character
local function onload(inst)
    inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman)
    inst:ListenForEvent("ms_becameghost", onbecameghost)

    if inst:HasTag("playerghost") then
        onbecameghost(inst)
    else
        onbecamehuman(inst)
    end
end

-- This initializes for both the server and client. Tags can be added here.
local common_postinit = function(inst) 
    -- Minimap icon
    inst.MiniMapEntity:SetIcon( "liam.tex" )
end

-- This initializes for the server only. Components are added here.
local master_postinit = function(inst)
	-- choose which sounds this character will play
    inst.soundsname = "maxwell"
    
    -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used
    --inst.talker_path_override = "dontstarve_DLC001/characters/"
    
    -- Stats    
    inst.components.health:SetMaxHealth(200)
    inst.components.hunger:SetMax(250)
    inst.components.sanity:SetMax(80)
    
    -- Damage multiplier (optional)
    inst.components.combat.damagemultiplier = 1.4
    
    -- Hunger rate (optional)
    inst.components.hunger.hungerrate = 1.3 * TUNING.WILSON_HUNGER_RATE

	if inst.components.freezable then -- Makes you never freeze.
		inst:RemoveComponent("freezable")
	end 
    
    inst.OnLoad = onload
    inst.OnNewSpawn = onload
	
	-- This initializes for the server only. Components are added here.
	-- DoPeriodicTask calls the given function every X seconds.
	-- I set it to 1.0. You can set it to e.g. 0.5 seconds if you want.
	inst:DoPeriodicTask(1.0, function(inst)
		-- Do nothing if the player is dead.
		if inst.components.health:IsDead() or inst:HasTag("playerghost") then
			return
		end
		
		local x,y,z = inst.Transform:GetWorldPosition()
		-- Description of important function:
		-- TheSim:FindEntities(x, y, z, radius, mustHaveTags, cantHaveTags, mustHaveOneOfTheseTags)
		-- I have set the radius to be 10. You can set it to whatever radius you want.
		local ents = TheSim:FindEntities(x, y, z, 10, {"watersource"}, {"player","INLIMBO","FX","DECOR"}, nil)
		for i,v in ipairs(ents) do
			if v.prefab:sub(1, 4) == "pond" then
				inst.components.sanity:DoDelta(TUNING.SANITYAURA_LARGE, true)
				return
			end
		end
	end)
end
    
return MakePlayerCharacter("liam", prefabs, assets, common_postinit, master_postinit, start_inv)

 

 

Edited by Ultroman
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Sweet it seems to be working fin-
...
nvm when I go near the frog ponds I crash... lol (I wish there weren't this many errors.)

The Error of Chaos. v v v
 

Spoiler

 

[00:01:51]: [string "../mods/liam/scripts/prefabs/liam.lua"]:81: variable 'str' is not declared
LUA ERROR stack traceback:
=[C]:-1 in (global) error (C) <-1--1>
scripts/strict.lua:23 in () ? (Lua) <21-26>
   t = table: 2C88EE88
   n = str
../mods/liam/scripts/prefabs/liam.lua:81 in (field) fn (Lua) <69-86>
   inst = 113639 - liam (valid:true)
   x = -236.22708129883
   y = 0
   z = -115.70321655273
   ents = table: 435B2720
   i = 1
   v = 100423 - pond (valid:true)
scripts/scheduler.lua:177 in (method) OnTick (Lua) <155-207>
   self =
      running = table: 11AFA698
      waitingfortick = table: 11AFA760
      tasks = table: 11AFA580
      waking = table: 7823F4A0
      attime = table: 11AFA918
      hibernating = table: 11AFA8C8
   tick = 1999
   k = PERIODIC 113639: 1.000000
   v = true
   already_dead = nil
scripts/scheduler.lua:371 in (global) RunScheduler (Lua) <369-377>
   tick = 1999
scripts/update.lua:170 in () ? (Lua) <149-228>
   dt = 0.033333335071802
   tick = 1999
   i = 1999

[00:01:51]: [string "../mods/liam/scripts/prefabs/liam.lua"]:81: variable 'str' is not declared
LUA ERROR stack traceback:
    =[C]:-1 in (global) error (C) <-1--1>
    scripts/strict.lua:23 in () ? (Lua) <21-26>
    ../mods/liam/scripts/prefabs/liam.lua:81 in (field) fn (Lua) <69-86>
    scripts/scheduler.lua:177 in (method) OnTick (Lua) <155-207>
    scripts/scheduler.lua:371 in (global) RunScheduler (Lua) <369-377>
    scripts/update.lua:170 in () ? (Lua) <149-228>

 

I feel kinda bad that I am taking up this much of your time...

Imma test my mods other features while I wait for your reply

(Pray nothing else is bugged lol.)

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OK I NEED LIKE ACTUAL HELP NOW...

BASICALLY
WHILE I WAS ADJUSTING TEXTURES AND WAS EDITING SOMETHING, THE ANIM liam.zip FILE'S ATLAS FILES STOPPED WORKING AND I TRIED TO FIX IT AND I JUST BROKE EM MORE!

DOES ANYONE HAVE ANY CLUE HOW TO REMAKE ONE OF THOSE ATLAS FILES!?
PLEASE...

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Hmm... Now there is an error in line 82..???

Error:
 

Spoiler

 

[00:01:29]: [string "scripts/components/sanity.lua"]:188: attempt to index local 'self' (a number value)
LUA ERROR stack traceback:
scripts/components/sanity.lua:188 in (field) DoDelta (Lua) <187-232>
   self = 1.6666666666667
   delta = true
   overtime = nil
../mods/liam/scripts/prefabs/liam.lua:82 in (field) fn (Lua) <69-86>
   inst = 110172 - liam (valid:true)
   x = 158.50836181641
   y = 0
   z = -114.11143493652
   ents = table: 7BE34168
   i = 1
   v = 111322 - pond (valid:true)
scripts/scheduler.lua:177 in (method) OnTick (Lua) <155-207>
   self =
      running = table: 11BCB7F8
      waitingfortick = table: 11BCB460
      tasks = table: 11BCB578
      waking = table: 7BE32CA0
      attime = table: 11BCB5C8
      hibernating = table: 11BCB320
   tick = 494
   k = PERIODIC 110172: 1.000000
   v = true
   already_dead = nil
scripts/scheduler.lua:371 in (global) RunScheduler (Lua) <369-377>
   tick = 494
scripts/update.lua:170 in () ? (Lua) <149-228>
   dt = 0.033333335071802
   tick = 494
   i = 494

[00:01:29]: [string "scripts/components/sanity.lua"]:188: attempt to index local 'self' (a number value)
LUA ERROR stack traceback:
    scripts/components/sanity.lua:188 in (field) DoDelta (Lua) <187-232>
    ../mods/liam/scripts/prefabs/liam.lua:82 in (field) fn (Lua) <69-86>
    scripts/scheduler.lua:177 in (method) OnTick (Lua) <155-207>
    scripts/scheduler.lua:371 in (global) RunScheduler (Lua) <369-377>
    scripts/update.lua:170 in () ? (Lua) <149-228>
    

 

something about a number value?

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That's me again.

Replace this:

inst.components.sanity.DoDelta(TUNING.SANITYAURA_LARGE, true)

with this:

inst.components.sanity:DoDelta(TUNING.SANITYAURA_LARGE, true)

 

Whenever it says that it can't find self and it's in a function that's not yours, it's usually because you forgot to use : to call a function which has been declared with a :.

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Sweet everything appears to work fine!

Imma still test EVERYTHING tho just to be sure lol.

Ok there was a bug. BUT IT WAS MY FAULT!

I had forgotten to remove some of my old frog pond code from the MODMAIN lua and it was causing other characters to regen sanity... LOL

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