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broken night vision code


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well im using this code for night vision but i want it just for new moon but it gives night vision every night i don't know what to do

local function MoonsCurse(inst)

	if TheWorld.state.isnight then
        if TheWorld.state.moonphase == "new" then
            inst.components.combat:SetAttackPeriod(0.4)
            inst.components.locomotor.walkspeed = 6
            inst.components.locomotor.runspeed = 10
		
            inst.Light:Enable(true)
            inst.Light:SetRadius(18)
            inst.Light:SetFalloff(0.75)
            inst.Light:SetIntensity(.7)
            inst.Light:SetColour(70/255,230/255,12/170)
            inst.components.talker:Say("The curse has gone We are finally free! Nya~")
		end
		
        if TheWorld.state.moonphase == "full" then
            inst.components.combat:SetAttackPeriod (0.8)
            inst.components.locomotor.walkspeed = 3.2
            inst.components.locomotor.runspeed = 4
            inst.components.talker:Say("I can feel the curse of moon. The moon binds us! Nya~")
		end
	end
    if TheWorld.state.isdusk then
        if TheWorld.state.moonphase == "new" then
            inst.components.combat:SetAttackPeriod (0.4)
            inst.components.locomotor.walkspeed = 6
            inst.components.locomotor.runspeed = 10
            inst.components.talker:Say("I can't feel the moon. Finally i can be free. Nya~")
		end
		
        if TheWorld.state.moonphase == "full" then
            inst.components.combat:SetAttackPeriod (0.8)
            inst.components.locomotor.walkspeed = 3.2
            inst.components.locomotor.runspeed = 4
            inst.components.talker:Say("Oh! I can feel the moon. This night will be cursed. Nya~")
        end
	end
		
    if TheWorld.state.isday then
		inst.components.locomotor.walkspeed = 4.6
		inst.components.locomotor.runspeed = 7
		inst.components.combat:SetAttackPeriod (0.6)
    end
end

 

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3 hours ago, Ultroman said:

Remove the if-statements which say if TheWorld.state.moonphase == "full" then 

You don't seem to ever turn it off again. You should do that in the if TheWorld.state.isday then if-statement.

im not sure what you exactly mean but something like this i suppoise

local function MoonsCurse(inst)

	if TheWorld.state.isnight then
       TheWorld.state.moonphase == "new" then
            inst.components.combat:SetAttackPeriod(0.4)
            inst.components.locomotor.walkspeed = 6
            inst.components.locomotor.runspeed = 10
		
            inst.Light:Enable(true)
            inst.Light:SetRadius(18)
            inst.Light:SetFalloff(0.75)
            inst.Light:SetIntensity(.7)
            inst.Light:SetColour(70/255,230/255,12/170)
            inst.components.talker:Say("The curse has gone We are finally free! Nya~")
		
      	TheWorld.state.moonphase == "full" then
            inst.components.combat:SetAttackPeriod (0.8)
            inst.components.locomotor.walkspeed = 3.2
            inst.components.locomotor.runspeed = 4
            inst.components.talker:Say("I can feel the curse of moon. The moon binds us! Nya~")
	end

or something like this

local function MoonsCurse(inst)

	if TheWorld.state.isnight then
       TheWorld.state.moonphase == "new" then
            inst.components.combat:SetAttackPeriod(0.4)
            inst.components.locomotor.walkspeed = 6
            inst.components.locomotor.runspeed = 10
		
            inst.Light:Enable(true)
            inst.Light:SetRadius(18)
            inst.Light:SetFalloff(0.75)
            inst.Light:SetIntensity(.7)
            inst.Light:SetColour(70/255,230/255,12/170)
            inst.components.talker:Say("The curse has gone We are finally free! Nya~")
    
    inst.components.locomotor.walkspeed = 4.6
		inst.components.locomotor.runspeed = 7
		inst.components.combat:SetAttackPeriod (0.6)
		
      	TheWorld.state.moonphase == "full" then
            inst.components.combat:SetAttackPeriod (0.8)
            inst.components.locomotor.walkspeed = 3.2
            inst.components.locomotor.runspeed = 4
            inst.components.talker:Say("I can feel the curse of moon. The moon binds us! Nya~")

else

   inst.components.locomotor.walkspeed = 4.6
		inst.components.locomotor.runspeed = 7
		inst.components.combat:SetAttackPeriod (0.6)
	end

 

Edited by AkaiNight
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No. Not at all. Neither of those compile. Please take the Lua Crash Course linked in the newcomer post. It's very difficult to help modders who don't know what an if-statement is. It'll save you SO MUCH TIME! All the stuff in the newcomer post will.

local function MoonsCurse(inst)
	if TheWorld.state.isnight then
		if TheWorld.state.moonphase == "new" then
			inst.components.combat:SetAttackPeriod(0.4)
			inst.components.locomotor.walkspeed = 6
			inst.components.locomotor.runspeed = 10
		
			inst.Light:Enable(true)
			inst.Light:SetRadius(18)
			inst.Light:SetFalloff(0.75)
			inst.Light:SetIntensity(.7)
			inst.Light:SetColour(70/255,230/255,12/170)
			inst.components.talker:Say("The curse has gone We are finally free! Nya~")
		end
	end
		
	if TheWorld.state.isday then
		inst.components.locomotor.walkspeed = 4.6
		inst.components.locomotor.runspeed = 7
		inst.components.combat:SetAttackPeriod (0.6)
		inst.Light:Enable(false)
		inst.components.talker:Say("The curse falls upon me!")
	end
end

But as you can see, the code still also alters AttackPeriod, walkspeed and runspeed. If you're only after the night vision, then you don't need those lines.

Edited by Ultroman
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23 hours ago, Ultroman said:

No. Not at all. Neither of those compile. Please take the Lua Crash Course linked in the newcomer post. It's very difficult to help modders who don't know what an if-statement is. It'll save you SO MUCH TIME! All the stuff in the newcomer post will.


local function MoonsCurse(inst)
	if TheWorld.state.isnight then
		if TheWorld.state.moonphase == "new" then
			inst.components.combat:SetAttackPeriod(0.4)
			inst.components.locomotor.walkspeed = 6
			inst.components.locomotor.runspeed = 10
		
			inst.Light:Enable(true)
			inst.Light:SetRadius(18)
			inst.Light:SetFalloff(0.75)
			inst.Light:SetIntensity(.7)
			inst.Light:SetColour(70/255,230/255,12/170)
			inst.components.talker:Say("The curse has gone We are finally free! Nya~")
		end
	end
		
	if TheWorld.state.isday then
		inst.components.locomotor.walkspeed = 4.6
		inst.components.locomotor.runspeed = 7
		inst.components.combat:SetAttackPeriod (0.6)
		inst.Light:Enable(false)
		inst.components.talker:Say("The curse falls upon me!")
	end
end

But as you can see, the code still also alters AttackPeriod, walkspeed and runspeed. If you're only after the night vision, then you don't need those lines.

i do need them i just have problem with night vision. It must be only on new moon. And what about this this should be fine right??

 

local function MoonsCurse(inst)

	if TheWorld.state.isnight then
        if TheWorld.state.moonphase == "new" then
            inst.components.combat:SetAttackPeriod(0.4)
            inst.components.locomotor.walkspeed = 6
            inst.components.locomotor.runspeed = 10
			inst.AddTag("nighty")
		end
		
        if TheWorld.state.moonphase == "full" then
            inst.components.combat:SetAttackPeriod (0.8)
            inst.components.locomotor.walkspeed = 3.2
            inst.components.locomotor.runspeed = 4
            inst.components.talker:Say("I can feel the curse of moon. The moon binds us! Nya~")
		end
	end
    if TheWorld.state.isdusk then
        if TheWorld.state.moonphase == "new" then
            inst.components.combat:SetAttackPeriod (0.4)
            inst.components.locomotor.walkspeed = 6
            inst.components.locomotor.runspeed = 10
            inst.components.talker:Say("I can't feel the moon. Finally i can be free. Nya~")
		end
		
        if TheWorld.state.moonphase == "full" then
            inst.components.combat:SetAttackPeriod (0.8)
            inst.components.locomotor.walkspeed = 3.2
            inst.components.locomotor.runspeed = 4
            inst.components.talker:Say("Oh! I can feel the moon. This night will be cursed. Nya~")
        end
	end
	
	if TheWorld.state.moonphase not == "new" then
		inst.RemoveTag("nighty")
	end
	
	if inst.HasTag("nighty") then
		inst.Light:Enable(true)
        inst.Light:SetRadius(18)
        inst.Light:SetFalloff(0.75)
        inst.Light:SetIntensity(.7)
        inst.Light:SetColour(70/255,230/255,12/170)
	end
	
    if TheWorld.state.isday then
		inst.components.locomotor.walkspeed = 4.6
		inst.components.locomotor.runspeed = 7
		inst.components.combat:SetAttackPeriod (0.6)
    end
end

 

Edited by AkaiNight
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No. Don't use tags like that. If you're gonna do that, just use a bool. If you still need all the other code, then this should work:

local function MoonsCurse(inst)
	if TheWorld.state.isnight then
		if TheWorld.state.moonphase == "new" then
			inst.components.combat:SetAttackPeriod(0.4)
			inst.components.locomotor.walkspeed = 6
			inst.components.locomotor.runspeed = 10
			
			inst.Light:Enable(true)
			inst.Light:SetRadius(18)
			inst.Light:SetFalloff(0.75)
			inst.Light:SetIntensity(.7)
			inst.Light:SetColour(70/255,230/255,12/170)
			-- Indicate with a bool on our character that nightvision has been enabled.
			inst.nightvisionIsEnabled = true
			inst.components.talker:Say("The curse has gone We are finally free! Nya~")
		end
		
		if TheWorld.state.moonphase == "full" then
			inst.components.combat:SetAttackPeriod (0.8)
			inst.components.locomotor.walkspeed = 3.2
			inst.components.locomotor.runspeed = 4
			inst.components.talker:Say("I can feel the curse of moon. The moon binds us! Nya~")
		end
	else
		-- If it is not night, disable the nightvision. That way it resets whenever it changes away from night.
		-- We don't want to call inst.Light:Enable(false) all the time, though, since the player's light source
		-- is also used for other things, such as, when they get struck by lightning(!)
		-- So, we limit ourselves to only calling it if our bool indicates that nightvision is enabled.
		if inst.nightvisionIsEnabled then
			-- Disable the light.
			inst.Light:Enable(false)
			-- Reset our indicator.
			inst.nightvisionIsEnabled = false
		end
	end
	if TheWorld.state.isdusk then
		if TheWorld.state.moonphase == "new" then
			inst.components.combat:SetAttackPeriod (0.4)
			inst.components.locomotor.walkspeed = 6
			inst.components.locomotor.runspeed = 10
			inst.components.talker:Say("I can't feel the moon. Finally i can be free. Nya~")
		end
		
		if TheWorld.state.moonphase == "full" then
			inst.components.combat:SetAttackPeriod (0.8)
			inst.components.locomotor.walkspeed = 3.2
			inst.components.locomotor.runspeed = 4
			inst.components.talker:Say("Oh! I can feel the moon. This night will be cursed. Nya~")
		end
	end
		
	if TheWorld.state.isday then
		inst.components.locomotor.walkspeed = 4.6
		inst.components.locomotor.runspeed = 7
		inst.components.combat:SetAttackPeriod (0.6)
	end
end

 

Edited by Ultroman
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