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Mermguard Upgrade


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Hello

I wish to mod mermguards so they immediately "upgrade" when they are spawned, even if a king doesn't exist.

I have tried this

if GLOBAL.TheNet and GLOBAL.TheNet:GetIsServer() then
AddPrefabPostInit("mermguard", function(inst)
	inst:PushEvent("onmermking_created")
  end)
end

It seems a good start because the mermguards play their "upgrade" animation and effects, but they don't actually get anything. They don't receive their healthy skin or stats. They're still frail and weak even after the event.

what am I doing wrong?

Edited by Well-met
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if GLOBAL.TheNet and GLOBAL.TheNet:GetIsServer() then
AddPrefabPostInit("mermguard", function(inst)
    inst:DoTaskInTime(math.random(), function(inst) --< a
         inst:PushEvent("onmermking_created")
     end)
  end)
end

You might need to add that, personally idk just happens some times

Edited by thomas4846
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Looked through the code it might have to manually be done as the event may only be called in regarded to the worlds events
which means that all merms would have to have the upgrade if you don't mind, but anyone feel free to correct me if i'm wrong.

 

    inst:ListenForEvent("onmermkingdestroyed", function()
        inst:DoTaskInTime(math.random()*SLIGHTDELAY,function()
            RoyalGuardDowngrade(inst)
            inst:PushEvent("onmermkingdestroyed")
        end)
    end, TheWorld) --<

    inst:DoTaskInTime(0,function()
        if not (TheWorld.components.mermkingmanager and TheWorld.components.mermkingmanager:HasKing()) then --<
            RoyalGuardDowngrade(inst)
        end
    end)

 

If you wanna just sweep it under the rug you could like 

    inst:ListenForEvent("onmermkingdestroyed", function()
        inst:DoTaskInTime(math.random()*2,function()
            --RoyalGuardDowngrade(inst)
            --inst:PushEvent("onmermkingdestroyed")
    
            --upgrade code
        end)
    end, TheWorld)

    inst:DoTaskInTime(01,function()
            --upgrade code
    end)


not too sure but good luck on ya

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