Green_Pikmin Posted August 19, 2022 Share Posted August 19, 2022 I've been trying to mod a character with a signature Weapon that has fuel like the mining hat or a Lamp, but the more the fuel decreases, the more the power decreases. Unfortunately I have no substantial experience with modding, and I've not gotten much farther than a basic weapon with infinite durability. Link to comment https://forums.kleientertainment.com/forums/topic/142718-modding-a-weapon-to-function-like-a-fueled-hambat/ Share on other sites More sharing options...
ADM Posted August 19, 2022 Share Posted August 19, 2022 Hi, you should be able to do this following how the Hambat weapon component is done, which has a custom function run when you'll be dealing damage which update them, they're just calculated it out of the freshness and what you'll need to do is instead apply it from the fuel left on it, as for the fuel part, you can look into how other refuelable are done and basically make it out of the two things together if you have easy understanding of the code, but in case here's how you could be doing : -- add this local function up in your weapon file local function UpdateDamage(inst) if inst.components.fueled and inst.components.weapon then local dmg = TUNING.HAMBAT_DAMAGE * inst.components.fueled:GetPercent() -- same as the hambat right now, but if you want it differently done then you can always replace the calculation method and numbers :) dmg = Remap(dmg, 0, TUNING.HAMBAT_DAMAGE, TUNING.HAMBAT_MIN_DAMAGE_MODIFIER*TUNING.HAMBAT_DAMAGE, TUNING.HAMBAT_DAMAGE) inst.components.weapon:SetDamage(dmg) end end ------------------- -- add this to your item main function (fn) after the weapon component : inst.components.weapon:SetOnAttack(UpdateDamage) -- still in the fn, you should configure the "fueled" component, look up mininglantern.lua or such but as long as you have the component set up then it will be alright, inst:AddComponent("fueled") inst.components.fueled.fueltype = FUELTYPE.CAVE inst.components.fueled:InitializeFuelLevel(TUNING.LANTERN_LIGHTTIME) -- many other things can be changed as for when to consume fuel (probably on equipped so check the onequip / unequip functions of your script vs lantern one or such -- you can configure the tuning values with your owns (just replace with numbers directly) to anything you prefer and even the fueltype or create your own If you have any other question just DM me and we can set it up together with more customisation for your preferences, also since you'll be told soon or ever, remember to post those modding related topics here which is more fit on the forums 1 Link to comment https://forums.kleientertainment.com/forums/topic/142718-modding-a-weapon-to-function-like-a-fueled-hambat/#findComment-1594980 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now