TortelliniK Posted June 14 Share Posted June 14 I'm trying to set my character's max sanity very low (80) as well as make it so that his sanity declines faster than normal. I've edited the character.lua file and it won't take effect in the game, despite other edits working. Here's the character.lua (andy.lua) code: local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("SCRIPT", "scripts/prefabs/player_common.lua"), } -- Your character's stats TUNING.ANDY_HEALTH = 150 TUNING.ANDY_HUNGER = 100 TUNING.ANDY_SANITY = 80 -- Custom starting inventory TUNING.GAMEMODE_STARTING_ITEMS.DEFAULT.ANDY = { "fishsticks", } local start_inv = {} for k, v in pairs(TUNING.GAMEMODE_STARTING_ITEMS) do start_inv[string.lower(k)] = v.ANDY end local prefabs = FlattenTree(start_inv, true) -- When the character is revived from human local function onbecamehuman(inst) -- Set speed when not a ghost (optional) inst.components.locomotor:SetExternalSpeedMultiplier(inst, "andy_speed_mod", 1) end local function onbecameghost(inst) -- Remove speed modifier when becoming a ghost inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "andy_speed_mod") end -- When loading or spawning the character local function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) inst:ListenForEvent("ms_becameghost", onbecameghost) if inst:HasTag("playerghost") then onbecameghost(inst) else onbecamehuman(inst) end end -- This initializes for both the server and client. Tags can be added here. local common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "andy.tex" ) end -- This initializes for the server only. Components are added here. local master_postinit = function(inst) -- Set starting inventory inst.starting_inventory = start_inv[TheNet:GetServerGameMode()] or start_inv.default -- choose which sounds this character will play inst.soundsname = "wortox" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used --inst.talker_path_override = "dontstarve_DLC001/characters/" -- Stats inst.components.health:SetMaxHealth(TUNING.ANDY_HEALTH) inst.components.hunger:SetMax(TUNING.ANDY_HUNGER) inst.components.sanity:SetMax(TUNING.ANDY_SANITY) -- Damage multiplier (optional) inst.components.combat.damagemultiplier = 1 -- Hunger rate (optional) inst.components.hunger.hungerrate = 1 * TUNING.WILSON_HUNGER_RATE inst.OnLoad = onload inst.OnNewSpawn = onload -- Sanity rate inst.components.sanity:SetMax(TUNING.WOLFGANG_SANITY) inst.components.sanity.night_drain_mult = 1.5 -- This one is a night sanity drain multiplier inst.components.sanity.neg_aura_mult = 1.1 -- This one is a regular sanity drain multiplier (from any source) end return MakePlayerCharacter("andy", prefabs, assets, common_postinit, master_postinit, prefabs) (I found another post that provided Wolfgang's sanity drain effect, so I added that. If that has something to do with this... :[ ) (I'm also using Dragon Wolf Leo's Extended Sample Character DST template, if that changes anything.) (also the character's name is Blueberry, ignore that all of the code says andy lol) While I'm new to DST modding, I've modded another character into the game and never ran into this problem. I've tried to find tutorials on how to do this but I've found none that work. Please help....................... Link to comment Share on other sites More sharing options...
Chesed Posted June 14 Share Posted June 14 (edited) Hey hey! It looks like under your sanity rate section, you appear to have accidentally re-set your character's max sanity stat to be equal to Wolfgang's max sanity here: Quote inst.components.sanity:SetMax(TUNING.WOLFGANG_SANITY) Removing this should fix things I believe. Edited June 14 by Chesed 1 Link to comment Share on other sites More sharing options...
TortelliniK Posted June 14 Author Share Posted June 14 10 hours ago, Chesed said: Hey hey! It looks like under your sanity rate section, you appear to have accidentally re-set your character's max sanity stat to be equal to Wolfgang's max sanity here: Removing this should fix things I believe. It worked, thank you! 1 Link to comment Share on other sites More sharing options...
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