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I used to use this code for such purposes:

local TUNING = GLOBAL.TUNING

local require = GLOBAL.require
local resolvefilepath = GLOBAL.resolvefilepath

local FOODTYPE = GLOBAL.FOODTYPE
FOODTYPE.GURI = "GURI"

_G = GLOBAL
require = _G.require

PrefabFiles = {
	"woodie",
	"lucy",
}

local Screen=require "widgets/screen"
local Widget=require "widgets/widget"

--(edible log)
AddComponentPostInit("eater", function(self)
	function self:SetCanEatLogs()
		table.insert(self.preferseating, FOODTYPE.GURI)
		table.insert(self.caneat, FOODTYPE.GURI)
		self.inst:AddTag(FOODTYPE.GURI.."_eater")
	end
end)


AddPrefabPostInit("woodie", function(inst)
	if not GLOBAL.TheWorld.ismastersim then
		return inst
	end
	inst.components.eater:SetCanEatLogs()
end)

local HUNGER_CHANGE = GetModConfigData("HUNGER")
local SANITY_CHANGE = GetModConfigData("SANITY")
local HEALTH_CHANGE = GetModConfigData("HEALTH")


function new_fn(inst)
    if GLOBAL.TheWorld.ismastersim then
		inst:AddComponent("edible")
        inst.components.edible.foodtype = FOODTYPE.GURI
        inst.components.edible.hungervalue = HUNGER_CHANGE
        inst.components.edible.sanityvalue = SANITY_CHANGE
        inst.components.edible.healthvalue = HEALTH_CHANGE
	end
end

AddPrefabPostInit("log", new_fn)

but now I have a need to add more edible items that will have their own value for food. Is there any modular example where it would be possible to enter an item tag, and then set the desired values for it?

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