Sacco Posted March 23 Share Posted March 23 So, i don't know why but this change to the loot table of trees in some worlds work and in some doesn't (the game doesn't crash or anything else, the change is just not applied) if GLOBAL.TheNet:GetIsClient() then return end local custom_loot_table = { short = { guaranteed = { }, random = { { "killerbee", 0.5 }, { "twigs", 0.5 }, { "log", 1 } } }, normal = { guaranteed = { "log" }, random = { { "bird_egg", 0.1 }, { "log", 1 } } }, tall = { guaranteed = { "log", "log", "twigs", "pinecone" }, random = { { "bird_egg", 0.5 }, { "rottenegg", 0.5 }, { "crow", 0.5 }, { "pinecone", 1 } } }, old = { guaranteed = { "twigs", "pinecone", "pinecone" }, random = { { "rottenegg", 0.1 }, { "pinecone", 1 } } }, burnt = { guaranteed = { "coal" }, random = { { "coal", 1 }, { "coal", 0.5 }, { "feather_crow", 0.5 } } }, haunted = { guaranteed = { "terrorbeak" }, random = {} } } local function SetRandomLoot(self, random) self.inst.components.lootdropper:SetLootSetupFn(function(lootdropper) for i = 1, #random do lootdropper:AddRandomLoot(random[i][1], random[i][2]) end lootdropper.numrandomloot = 1 end) end local SetLootOld local function SetLoot(self, loots) local names = { "short", "normal", "tall", "old" } local random = {} if (self.inst:HasTag("burnt")) then random = custom_loot_table["burnt"].random loots = custom_loot_table["burnt"].guaranteed elseif (self.inst:HasTag("haunted")) then random = custom_loot_table["haunted"].random loots = custom_loot_table["haunted"].guaranteed else random = custom_loot_table[names[self.inst.components.growable.stage]].random loots = custom_loot_table[names[self.inst.components.growable.stage]].guaranteed end SetRandomLoot(self, random) SetLootOld(self, loots) end AddPrefabPostInit("evergreen", function(inst) if not GLOBAL.TheWorld.ismastersim then return end SetLootOld = inst.components.lootdropper.SetLoot inst.components.lootdropper.SetLoot = SetLoot end) Link to comment Share on other sites More sharing options...
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