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I'm new to DST modding, so I'm unaware of all the ins and outs.  At the moment, I want to rework the sanity system for a character and need help with editing how sanity works.  How would I make a character --

A.) Not have a constant drain on sanity (time of day / negative sanity auras / instant sanity drops).
B.) Make the character lose sanity to other sources, that might not usually drop sanity.

Thanks ahead of time, any responses are greatly appreciated! 

local GOOD_REQUIRED_SANITY_TAGS = { "tree" }
local GOOD_EXCLUDE_SANITY_TAGS = { "burnt", "stump", "fire" }
local BAD_REQUIRED_SANITY_TAGS = { "tree" }
local BAD_EXCLUDE_SANITY_TAGS = { "burnt", "stump", "fire" }

local function UpdateExtraSanityGain(inst)
    local x, y, z = inst.Transform:GetWorldPosition()
    local num_good_entities = #TheSim:FindEntities(x, y, z, 10, GOOD_REQUIRED_SANITY_TAGS, GOOD_EXCLUDE_SANITY_TAGS)
    --local num_bad_entities = #TheSim:FindEntities(x, y, z, 10, BAD_REQUIRED_SANITY_TAGS, BAD_EXCLUDE_SANITY_TAGS)
    --------(x,y,z,a range to find what effect your san,what inclued,what excluded)
    --here we look for tree that is not on fire
    inst._extra_sanity_gain = num_good_entities --- num_bad_entities
end

local function CustomSanityFn(inst, dt)
    return inst._extra_sanity_gain
end
local master_postinit = function(inst)
    inst._extra_sanity_gain = 0
    inst._update_extra_sanity_task = inst:DoPeriodicTask(1, UpdateExtraSanityGain)
    inst.components.sanity.get_equippable_dappernessfn = GetEquippableDapperness--this will make equip sanity effect you no more
    inst.components.sanity.night_drain_mult = 0--this is night and dawn san decrease
    inst.components.sanity.neg_aura_mult = 0--this is negative creature effect
end
--as for flower thing, it changes your sanity in their fn,you may need to write a listener to deduct it

 

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