Hector1324

(SOLVED)Need some help with event listeners (item that restores its durability every morning )

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Hector1324    3

As i said in the title i want to make a weapon that is limited to 1 use per day, i tough of doing it by making its durability 1, and every morning restoring it back, but i cant seem to find a way to get that to happen every morning, i thought of using ListenForEvent() but i don't really know how it works, and i don't know if there's an event for that, the part of restoring the durability  i tried to doing it with

local function Morning("inst","dont know if i should add other variable")
		if inst.components.finiteuses.current == 0 and TheWorld.state.isday then
 			inst.components.finiteuses:SetUses(1)
		end
end

but i don't understand event listeners very well, im kinda new to coding

thanks in advance

Edited by Hector1324

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local function Morning(inst)
	if inst.components.finiteuses.current == 0 and TheWorld.state.isday then
		inst.components.finiteuses:SetUses(1)
	end
end

You need this function,

inst:ListenForEvent("phasechanged", Morning) --this
================================
inst:WatchWorldState("isday", Morning) --or this one

and add one line in your item's main function.

I don't know below one would work but upper one should be work.

  • Thanks 1

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Hector1324    3

Thanks, it worked with WatchWorldState. I checked worldstate.lua and i wondered if it was that event, thanks, so i need to write the events in lowercase, i have another question, can i create a custom event, for example i want to make an item that, after being used, grants the weapon another use, so can i create an event on the item that gets activated after being used and place somethting like:
 

local function Mana(inst)
		inst.components.finiteuses:DoDelta(1)
end

===================================
 inst:ListenForEvent("eaten", Mana)

with eaten being a new event created for my item?

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Yes, you can make custom events.

but inst:ListenForEvent, will only 'listen' to event, so you have to push the event first,

inst:PushEvent("eventname", value_to_send, can_be_more_than_one)

Like this one.

In this case, you have to make consumable(edible I guess?) item coded like:

local function PushEvent(inst, eater)
	if eater.components.inventory then
		local item = eater.components.inventory:FindItem(function(item) return item.prefab == "youritemprefabname" end)
		if item ~= nil then
			item:PushEvent("eaten")
		end
	end
end
============================

inst:AddComponent("edible")
inst.components.edible.oneaten = PushEvent

wow what a mess

It will find your item is in your inventory, then will push event to that item.

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