Kubekokou Posted December 6, 2021 Share Posted December 6, 2021 Hello! For the past few days I've been making a DST mod for a character I wanted him to have three states, that would depend on his sanity level with changing sprites and a damage multiplier, but even after looking up previous posts, looking into wolfgangs code and some mods I knew had a simmilar mechanic I still can't really understand it, outside a few more obvious lines I'd be glad if someone would help me with either setting it up or leading me onto the right path, maybe even draw somehing for helpers if I get it right It's my first time really making anything like this and I did get a bit too excited, expecting the coding to be easier, while now I'm stuck not being even exacly sure where to put it all (it's charactername.lua, right?) Im using the most popular ESCTemplate I'm also sending whatever I could tryhard at making so feel free to laugh at my awful attempts at coding this Thank you for reading my post and have a good day/night! nowy 1.txt Link to comment https://forums.kleientertainment.com/forums/topic/135890-needed-help-with-modding-the-mightiness-mechanic/ Share on other sites More sharing options...
AkaiNight Posted December 9, 2021 Share Posted December 9, 2021 (edited) can you send me your mod file so i can try it local characterlook1 = false local characterlook2 = false local function character_normal(inst) inst.AdmiNState:SetBuild("character")--replace character with your character name characterlook1 = false characterlook2 = false end local function characterlook1(inst) inst.AdmiNState:SetBuild("characterlook1") -- replace characterlook1 with build file u want to use characterlook1 = true characterlook2 = false end local function characterlook2(inst) inst.AdmiNState:SetBuild("characterlook2") -- replace characterlook2 with build file u want to use characterlook1 = false characterlook2 = true end local function AllMightiness(inst)-- change numbers as you like if inst.HasTag("playerghost") then return end if inst.components.sanity.current <= 50 then inst.components.locomotor.walkspeed = TUNING.WILSON.WALK_SPEED * 1.25 inst.components.combat.damagemultipler = 0.75 characterlook1(inst) inst.components.talker:Say("I am using characterlook1") inst.SoundEmitter:PlaySound("dontstarve/characters/wendy/talk") end if inst.components.sanity.current <= 75 then inst.components.locomotor.walkspeed = TUNING.WILSON.WALK_SPEED * 1.33 inst.components.combat.damagemultipler = 1 characterlook2(inst) inst.components.talker:Say("I am using characterlook2") inst.SoundEmitter:PlaySound("dontstarve/characters/wendy/talk") end if inst.components.sanity.current >= 75 then inst.components.locomotor.walkspeed = TUNING.WILSON.WALK_SPEED * 1.5 inst.components.combat.damagemultipler = 1.5 character_normal(inst) inst.components.talker:Say("I am using character_normal") inst.SoundEmitter:PlaySound("dontstarve/characters/wendy/talk") end end inst:ListenForEven("AllMightiness", AllMightiness) the first and long one in character.lua and second one is under master_postinit Edited December 9, 2021 by AkaiNight Link to comment https://forums.kleientertainment.com/forums/topic/135890-needed-help-with-modding-the-mightiness-mechanic/#findComment-1519797 Share on other sites More sharing options...
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