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How to tweak a base character?


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You would copy wormwood.lua into your mods scrips/prefabs folder and add it to the PrefabFiles in the modmain like any other prefab in a mod, but I would advise against modding it like that unless you have no other option.  It's better to use AddPrefabPostInit("wormwood", myfunction).

Edited by Wolf_EX
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Definitely DO NOT copy/paste a game file into your mod folder, unless you're absolutely sure about what you're doing. Use the mod utility functions, like Wolf_EX said. Describe what you want to do. Maybe there's already a post on the forum where it is solved, or we can help you get started.

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On 6/29/2019 at 7:29 PM, Ultroman said:

Definitely DO NOT copy/paste a game file into your mod folder, unless you're absolutely sure about what you're doing. Use the mod utility functions, like Wolf_EX said. Describe what you want to do. Maybe there's already a post on the forum where it is solved, or we can help you get started.

Literally trying to use the regen code you gave me lmao

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2 minutes ago, Hornete said:

What are you trying to do?

 

Give wormwood a passive regen as long as its raining and his wetness is below a certain amount. I also want to give him custom lines when it starts raining and he hits the wetness threshold but im not sure how to do that part at all

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Just now, JustCrimson said:

Give wormwood a passive regen as long as its raining and his wetness is below a certain amount. I also want to give him custom lines when it starts raining and he hits the wetness threshold but im not sure how to do that part at all

AddPrefabPostInit("wormwood", function(inst)
	if not TheWorld.ismastersim then
		return
	end
	inst:DoPeriodicTask(1, function()
		if inst.components.moisture.moisture == 0 then
			print("No health regen")
		else
			if inst.components.moisture.moisture > 80 then --Over 80 stops the health -regen, you can adjust this to what you'd like
				print("Too wet!")
			else
				inst.components.health:DoDelta(1) --Heals 1 hp every secound, you can adjust this
			end
		end
	end)
end)
			

Tell me how that works

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Just now, JustCrimson said:

my game appears to be permanently loading now lmao 

nvm restart fixed 

its working, so now all i need is to add the custom lines (which i still dont know how to do) thanks

    STRINGS.CHARACTER.WORMWOOD.ANNOUNCE_DAMP = "Rain!",
    STRINGS.CHARACTER.WORMWOOD.ANNOUNCE_WET = "Little wet",
    STRINGS.CHARACTER.WORMWOOD.ANNOUNCE_WETTER = "Really wet",
    STRINGS.CHARACTER.WORMWOOD.ANNOUNCE_SOAKED = "Too wet!",

Put those lines in your modmain.lua and put local STRINGS = GLOBAL.STRINGS before these lines, and edit the strings as you wish.

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2 minutes ago, Hornete said:

    STRINGS.CHARACTER.WORMWOOD.ANNOUNCE_DAMP = "Rain!",
    STRINGS.CHARACTER.WORMWOOD.ANNOUNCE_WET = "Little wet",
    STRINGS.CHARACTER.WORMWOOD.ANNOUNCE_WETTER = "Really wet",
    STRINGS.CHARACTER.WORMWOOD.ANNOUNCE_SOAKED = "Too wet!",

Put those lines in your modmain.lua and put local STRINGS = GLOBAL.STRINGS before these lines, and edit the strings as you wish.

apparently items become slippery at wetness level 35? is there any way i could change this for wormwood (also thanks two times)

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Just now, JustCrimson said:

apparently items become slippery at wetness level 35? is there any way i could change this for wormwood (also thanks two times)

AddPrefabPostInit("wormwood", function(inst)
	if not GLOBAL.TheWorld.ismastersim then
		return
	end
	inst:DoPeriodicTask(1, function()
		if inst.components.moisture.moisture == 0 then
			print("No health regen")
		else
			if inst.components.moisture.moisture > 80 then --Over 80 stops the health -regen, you can adjust this to what you'd like
				print("Too wet!")
			else
				inst.components.health:DoDelta(1) --Heals 1 hp every secound, you can adjust this
			end
		end
	end)
	local function DropWetTool(inst, data)
    --Tool slip.
    if inst.components.moisture:GetSegs() < 6 then
        return
    end

    local tool = inst.components.inventory:GetEquippedItem(GLOBAL.EQUIPSLOTS.HANDS)
    if tool ~= nil and tool:GetIsWet() and math.random() < easing.inSine(GLOBAL.TheWorld.state.wetness, 0, .15, inst.components.moisture:GetMaxMoisture()) then
        local projectile =
            data.weapon ~= nil and
            data.projectile == nil and
            (data.weapon.components.projectile ~= nil or data.weapon.components.complexprojectile ~= nil)

        if projectile then
            local num = data.weapon.components.stackable ~= nil and data.weapon.components.stackable:StackSize() or 1
            if num <= 1 then
                return
            end
            inst.components.inventory:Unequip(GLOBAL.EQUIPSLOTS.HANDS, true)
            tool = data.weapon.components.stackable:Get(num - 1)
            tool.Transform:SetPosition(inst.Transform:GetWorldPosition())
            if tool.components.inventoryitem ~= nil then
                tool.components.inventoryitem:OnDropped()
            end
        else
            inst.components.inventory:Unequip(GLOBAL.EQUIPSLOTS.HANDS, true)
            inst.components.inventory:DropItem(tool)
        end

        if tool.Physics ~= nil then
            local x, y, z = tool.Transform:GetWorldPosition()
            tool.Physics:Teleport(x, .3, z)

            local angle = (math.random() * 20 - 10) * DEGREES
            if data.target ~= nil and data.target:IsValid() then
                local x1, y1, z1 = inst.Transform:GetWorldPosition()
                x, y, z = data.target.Transform:GetWorldPosition()
                angle = angle + (
                    (x1 == x and z1 == z and math.random() * 2 * PI) or
                    (projectile and math.atan2(z - z1, x - x1)) or
                    math.atan2(z1 - z, x1 - x)
                )
            else
                angle = angle + math.random() * 2 * PI
            end
            local speed = projectile and 2 + math.random() or 3 + math.random() * 2
            tool.Physics:SetVel(math.cos(angle) * speed, 10, math.sin(angle) * speed)
        end
    end
end
end)

Uh, try this? I'm not too sure if this'd work. I made the slipperyness happen at 60 wetness.

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12 minutes ago, Hornete said:

AddPrefabPostInit("wormwood", function(inst)
	if not GLOBAL.TheWorld.ismastersim then
		return
	end
	inst:DoPeriodicTask(1, function()
		if inst.components.moisture.moisture == 0 then
			print("No health regen")
		else
			if inst.components.moisture.moisture > 80 then --Over 80 stops the health -regen, you can adjust this to what you'd like
				print("Too wet!")
			else
				inst.components.health:DoDelta(1) --Heals 1 hp every secound, you can adjust this
			end
		end
	end)
	local function DropWetTool(inst, data)
    --Tool slip.
    if inst.components.moisture:GetSegs() < 6 then
        return
    end

    local tool = inst.components.inventory:GetEquippedItem(GLOBAL.EQUIPSLOTS.HANDS)
    if tool ~= nil and tool:GetIsWet() and math.random() < easing.inSine(GLOBAL.TheWorld.state.wetness, 0, .15, inst.components.moisture:GetMaxMoisture()) then
        local projectile =
            data.weapon ~= nil and
            data.projectile == nil and
            (data.weapon.components.projectile ~= nil or data.weapon.components.complexprojectile ~= nil)

        if projectile then
            local num = data.weapon.components.stackable ~= nil and data.weapon.components.stackable:StackSize() or 1
            if num <= 1 then
                return
            end
            inst.components.inventory:Unequip(GLOBAL.EQUIPSLOTS.HANDS, true)
            tool = data.weapon.components.stackable:Get(num - 1)
            tool.Transform:SetPosition(inst.Transform:GetWorldPosition())
            if tool.components.inventoryitem ~= nil then
                tool.components.inventoryitem:OnDropped()
            end
        else
            inst.components.inventory:Unequip(GLOBAL.EQUIPSLOTS.HANDS, true)
            inst.components.inventory:DropItem(tool)
        end

        if tool.Physics ~= nil then
            local x, y, z = tool.Transform:GetWorldPosition()
            tool.Physics:Teleport(x, .3, z)

            local angle = (math.random() * 20 - 10) * DEGREES
            if data.target ~= nil and data.target:IsValid() then
                local x1, y1, z1 = inst.Transform:GetWorldPosition()
                x, y, z = data.target.Transform:GetWorldPosition()
                angle = angle + (
                    (x1 == x and z1 == z and math.random() * 2 * PI) or
                    (projectile and math.atan2(z - z1, x - x1)) or
                    math.atan2(z1 - z, x1 - x)
                )
            else
                angle = angle + math.random() * 2 * PI
            end
            local speed = projectile and 2 + math.random() or 3 + math.random() * 2
            tool.Physics:SetVel(math.cos(angle) * speed, 10, math.sin(angle) * speed)
        end
    end
end
end)

Uh, try this? I'm not too sure if this'd work. I made the slipperyness happen at 60 wetness.

Dont think that worked, weapon got soaked while at 56 wetness so im not sure although it doesnt really matter

however the dialog didnt work, i forgot what the error was but i zoned in on the "="

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Just now, JustCrimson said:

Dont think that worked, weapon got soaked while at 56 wetness so im not sure although it doesnt really matter

however the dialog didnt work, i forgot what the error was but i zoned in on the "="

Get rid of the commas for the dialog, as for the tool soak, Yes the weapons still get soaked, but do they slip?

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1 minute ago, Hornete said:

Get rid of the commas for the dialog, as for the tool soak, Yes the weapons still get soaked, but do they slip?

I actually didnt check that lmao

my game crashes and the log file says "attempt to index field 'CHARACTER'" (talking about the dialog)

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I believe it's supposed to be STRINGS.CHARACTERS

1 hour ago, Hornete said:
Spoiler


AddPrefabPostInit("wormwood", function(inst)
	if not GLOBAL.TheWorld.ismastersim then
		return
	end
	inst:DoPeriodicTask(1, function()
		if inst.components.moisture.moisture == 0 then
			print("No health regen")
		else
			if inst.components.moisture.moisture > 80 then --Over 80 stops the health -regen, you can adjust this to what you'd like
				print("Too wet!")
			else
				inst.components.health:DoDelta(1) --Heals 1 hp every secound, you can adjust this
			end
		end
	end)
	local function DropWetTool(inst, data)
    --Tool slip.
    if inst.components.moisture:GetSegs() < 6 then
        return
    end

    local tool = inst.components.inventory:GetEquippedItem(GLOBAL.EQUIPSLOTS.HANDS)
    if tool ~= nil and tool:GetIsWet() and math.random() < easing.inSine(GLOBAL.TheWorld.state.wetness, 0, .15, inst.components.moisture:GetMaxMoisture()) then
        local projectile =
            data.weapon ~= nil and
            data.projectile == nil and
            (data.weapon.components.projectile ~= nil or data.weapon.components.complexprojectile ~= nil)

        if projectile then
            local num = data.weapon.components.stackable ~= nil and data.weapon.components.stackable:StackSize() or 1
            if num <= 1 then
                return
            end
            inst.components.inventory:Unequip(GLOBAL.EQUIPSLOTS.HANDS, true)
            tool = data.weapon.components.stackable:Get(num - 1)
            tool.Transform:SetPosition(inst.Transform:GetWorldPosition())
            if tool.components.inventoryitem ~= nil then
                tool.components.inventoryitem:OnDropped()
            end
        else
            inst.components.inventory:Unequip(GLOBAL.EQUIPSLOTS.HANDS, true)
            inst.components.inventory:DropItem(tool)
        end

        if tool.Physics ~= nil then
            local x, y, z = tool.Transform:GetWorldPosition()
            tool.Physics:Teleport(x, .3, z)

            local angle = (math.random() * 20 - 10) * DEGREES
            if data.target ~= nil and data.target:IsValid() then
                local x1, y1, z1 = inst.Transform:GetWorldPosition()
                x, y, z = data.target.Transform:GetWorldPosition()
                angle = angle + (
                    (x1 == x and z1 == z and math.random() * 2 * PI) or
                    (projectile and math.atan2(z - z1, x - x1)) or
                    math.atan2(z1 - z, x1 - x)
                )
            else
                angle = angle + math.random() * 2 * PI
            end
            local speed = projectile and 2 + math.random() or 3 + math.random() * 2
            tool.Physics:SetVel(math.cos(angle) * speed, 10, math.sin(angle) * speed)
        end
    end
end
end)

 

Uh, try this? I'm not too sure if this'd work. I made the slipperyness happen at 60 wetness.

You cannot overwrite local functions like that, Hornete. Doesn't work that way.

If this was DS, it would be easy, because in the places where it drops the items for being wet, it checks for a "notslippery" tag. It does not have this check in DST.

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It's pretty convenient that the Unequip function gets a boolean saying whether the item was dropped because it was slippery, so we can stop the unequip from happening by extending that function, BUT...it'll still call DropItem() afterwards, which we can't do anything about, since the code is in a local function. An interesting idea just came to me, though. Since we know that the code in that local function will always execute in the same frame, we can do some trickery. Try putting this in your character prefab Lua at the bottom of the master_postinit function:

local function oldUnequip = inst.components.inventory.Unequip
inst.components.inventory.Unequip = function(self, equipslot, slip, ...)
	-- If the item was unequipped due to it slipping, and it is a hand-item...
	if slip and equipslot == GLOBAL.EQUIPSLOTS.HANDS then
		local item = self.equipslots[equipslot]
		if item ~= nil then
			-- Store the item in a custom variable on the inventory.
			self.tempitem = item
			-- Exit, not unequipping the item
			return
		end
	end
	-- Otherwise, proceed normally.
	oldUnequip(self, equipslot, slip, ...)
end

local function oldDropItem = inst.components.inventory.DropItem
inst.components.inventory.DropItem = function(self, item, wholestack, randomdir, pos, skipfall, tossdir, setspeed, ...)
	-- If we have an item stored in the tempitem variable, then it means Unequip was just called,
	-- and it is about to try to drop the item which we prevented from being unequipped due to a slip.
	if self.tempitem and self.tempitem == item then
		-- We remove the item from the stored variable...
		self.tempitem = nil
		-- And return immediately, not dropping the item.
		return
	end
	oldDropItem(self, item, wholestack, randomdir, pos, skipfall, tossdir, setspeed, ...)
end

 

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