KiddyCorky Posted November 9, 2013 Share Posted November 9, 2013 Hello everyone. I'am here today get help and opinion with Wilton, The Skeleton (formely known as Wilton, The Undead because who likes to call Wilton by his affiliation and not by what he is). I became very interested in debugman18's mod of Wilton. I saw the mod having great potential. But with a drawback of unbalance which is something I aim to correct so Wilton could be a more welcoming character to all players and wouldn't be something like Super Wes. So here's a list of things that I changed/left as it was. General:- HP: 70- Sanity: 40- Hunger: Doesn't exist.- Insomniac (It's to help Wilton be balanced when it comes to his huge Sanity regeneration).- Can eat any and all foods but won't recieve the benefits and penalties to Health or Sanity when done so (Dark Petals have their own special effect which reduces sanity. Plus they are EVIL).- Has a 25% speed increase (because bones are practically weightless so speed is not impaired by wind or mass).- Has Wendy's damage multiplier (meaning he will do as much damage as Wendy).- Has Maxwell's Sanity regeneration multiplier (Dapperness).- Has a Bone-a-Rang (I increased the damage done by the Bone-A-Ring to 20 (damage is affected by Wendy's damage multiplier) so simple NPC's like birds would fall in atleast two hits).- Can reincarnate from a nearest Skeleton in the generated world. But that in turn switches to the next day's morning.- Can dig up a Skeleton from a Grave Mound (very rarely).- Immune to Overheating and Freezing. Bugs/Issues:- Wilton will say the Gravestone Epitaph lines normally like every other character instead of using his own. Link to comment Share on other sites More sharing options...
debugman18 Posted November 9, 2013 Share Posted November 9, 2013 Before anyone asks, I already cleared this with him. However, I do ask that you make enough changes from mine, that it is actually a different version of Wilton. Link to comment Share on other sites More sharing options...
KiddyCorky Posted November 9, 2013 Author Share Posted November 9, 2013 Before anyone asks, I already cleared this with him. However, I do ask that you make enough changes from mine, that it is actually a different version of Wilton. Sure. I'll try. Link to comment Share on other sites More sharing options...
KiddyCorky Posted November 9, 2013 Author Share Posted November 9, 2013 Well so far I got Wilton to not lose Health when eating Spoiled and Monster Meat foods. Can't seem to understand though how would I go about making him not gain or lose Sanity and Health when eating food completely though. Link to comment Share on other sites More sharing options...
seronis Posted November 11, 2013 Share Posted November 11, 2013 Why do you want him to eat food? It would just fall through him yes ? Link to comment Share on other sites More sharing options...
Spelunky Posted November 11, 2013 Share Posted November 11, 2013 Why can't Wilton be in the real game? Link to comment Share on other sites More sharing options...
Malacath Posted November 11, 2013 Share Posted November 11, 2013 @KiddyCorky In Wiltons fn (warmod.lua) you can add the functioninst.components.eater:SetOnEatFn(function(inst, food) if food.components.edible.sanityvalue then inst.components.sanity:DoDelta(-food.components.edible.sanityvalue) endend)Sorry for the bad formatting, I'm not sure how to add code on my phone.Some names of variables might not be correct as well, but you can find everything relevant in the respective components files. Link to comment Share on other sites More sharing options...
KiddyCorky Posted November 11, 2013 Author Share Posted November 11, 2013 Why do you want him to eat food? It would just fall through him yes ? That's the point (except for the falling through part... perhaps we could say he has a black hole in his chest?). As a Skeleton. He should be able to eat any and all food. But not gain or lose Sanity and Health when done so. Basically becoming a garbage dump for useless stuff like Monster Meat when you perhaps live near a bee hive spider farm. So instead I want the players to rely on the Survival items like mentioned in my post (Spider Gland, Honey Poultice, Healing Salve) to mend his damaged bones so to speak. Link to comment Share on other sites More sharing options...
KiddyCorky Posted November 11, 2013 Author Share Posted November 11, 2013 Another thing though. I really need opinion on this. Considering I added Maxwell's Sanity regeneration to Wilton. He automatically becomes immune to simple Sanity reducing techniques like the Night and Rain. Should I keep it as is. Or should I decrease the value from HUGE to SMALL. It's important because Wilton actually gains Sanity back pretty fast and so it feels like the only way he would go insane fast would be from stuff like Monsters or getting followers from the One Man Band and so on. Also I believe keeping Sanity on Wilton is important because even if he is a Skeleton. He is still a being who can think for himself... so to speak. That's why I gave him the description of *Has little Sanity his rotting brain left him with Link to comment Share on other sites More sharing options...
seronis Posted November 11, 2013 Share Posted November 11, 2013 Characters like wilton and webby I think make perfect sense if they spend a majority of their game time insane. So I wouldnt worry about their immunities to it from environmental factors (though i agree food should have nil effect) Link to comment Share on other sites More sharing options...
KiddyCorky Posted November 11, 2013 Author Share Posted November 11, 2013 @KiddyCorky In Wiltons fn (warmod.lua) you can add the functioninst.components.eater:SetOnEatFn(function(inst, food) if food.components.edible.sanityvalue then inst.components.sanity:DoDelta(-food.components.edible.sanityvalue) endend)Sorry for the bad formatting, I'm not sure how to add code on my phone.Some names of variables might not be correct as well, but you can find everything relevant in the respective components files. Am I doing something wrong here? I keep getting errors saying end is expected after the local functions. Here's the main bit of the local fn:local fn = function(inst) -- choose which sounds this character will play inst.soundsname = "wilton" -- a minimap icon must be specified inst.MiniMapEntity:SetIcon( "wilton.png" ) inst:AddComponent("lootdropper") inst:AddTag("iswilton") -- todo: Add an example special power here. --wilton inst.components.health.maxhealth = 70 inst.components.sanity.max = 40 inst.components.combat.damagemultiplier = TUNING.WENDY_DAMAGE_MULT inst.components.sanity.dapperness = TUNING.DAPPERNESS_HUGE inst.components.eater.ignoresspoilage = true inst.components.eater.strongstomach = true --wilton does not get hungry inst.components.hunger:Pause() inst.components.hunger:SetRate(0) inst.components.hunger:SetKillRate(0) --fast wilton inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.25) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.25) --spawn with eyebone inst.components.inventory:GuaranteeItems(start_inv) --wilton food inst.components.eater:SetOnEatFn(function(inst, food) if food.components.edible.sanityvalue then inst.components.sanity:DoDelta(-food.components.edible.sanityvalue) endend) Link to comment Share on other sites More sharing options...
Malacath Posted November 11, 2013 Share Posted November 11, 2013 Am I doing something wrong here? I keep getting errors saying end is expected after the local functions. Here's the main bit of the local fn:local fn = function(inst) -- choose which sounds this character will play inst.soundsname = "wilton" -- a minimap icon must be specified inst.MiniMapEntity:SetIcon( "wilton.png" ) inst:AddComponent("lootdropper") inst:AddTag("iswilton") -- todo: Add an example special power here. --wilton inst.components.health.maxhealth = 70 inst.components.sanity.max = 40 inst.components.combat.damagemultiplier = TUNING.WENDY_DAMAGE_MULT inst.components.sanity.dapperness = TUNING.DAPPERNESS_HUGE inst.components.eater.ignoresspoilage = true inst.components.eater.strongstomach = true --wilton does not get hungry inst.components.hunger:Pause() inst.components.hunger:SetRate(0) inst.components.hunger:SetKillRate(0) --fast wilton inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.25) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.25) --spawn with eyebone inst.components.inventory:GuaranteeItems(start_inv) --wilton food inst.components.eater:SetOnEatFn(function(inst, food) if food.components.edible.sanityvalue then inst.components.sanity:DoDelta(-food.components.edible.sanityvalue) endend)Looks like fn never closes. You'll need an additional end for that. Link to comment Share on other sites More sharing options...
KiddyCorky Posted November 11, 2013 Author Share Posted November 11, 2013 Looks like fn never closes. You'll need an additional end for that. Okay that worked. But at the same time it didn't. So eating foods that give sanity reduce your sanity by 1 point. Eating foods that reduce sanity like normal will... well reduce it like normal. Also the sleeping in a tent gives full health... I should probably just give Wilton the Insomniac component. Link to comment Share on other sites More sharing options...
KiddyCorky Posted November 11, 2013 Author Share Posted November 11, 2013 Okay nevermind. I was correct. What happens is opposite of what normally food would do. Like let's say I ate a Deerclops Eyeball. It doesn't heal me by 60 HP. It decreases my HP by 60 (causing me to die). But strangely the effects are different for every food. Some decrease my sanity by little. Some increase it. Some give me health. Some don't. So I guess I still need to find a way to tweak the functions to completely stop food from doing anything to me. Link to comment Share on other sites More sharing options...
Malacath Posted November 11, 2013 Share Posted November 11, 2013 Okay nevermind. I was correct. What happens is opposite of what normally food would do. Like let's say I ate a Deerclops Eyeball. It doesn't heal me by 60 HP. It decreases my HP by 60 (causing me to die). But strangely the effects are different for every food. Some decrease my sanity by little. Some increase it. Some give me health. Some don't. So I guess I still need to find a way to tweak the functions to completely stop food from doing anything to me.Actually what my code should do is remove the same amount of sanity that was added by the food item (or add it respectively for items removing sanity). It does not yet take into account that food could change health and also doesn't work for healers (i.e. healing salve) You'll need to figure that out yourself, or at least try it. Link to comment Share on other sites More sharing options...
KiddyCorky Posted November 11, 2013 Author Share Posted November 11, 2013 Actually what my code should do is remove the same amount of sanity that was added by the food item (or add it respectively for items removing sanity). It does not yet take into account that food could change health and also doesn't work for healers (i.e. healing salve) You'll need to figure that out yourself, or at least try it. Well it doesn't matter for healers since they don't belong to the food category. I just need to make food not effect Sanity or Health at all. It's either that. Or making Wilton completely not being able to eat items from the food category. Link to comment Share on other sites More sharing options...
Nycidian Posted November 12, 2013 Share Posted November 12, 2013 There are two ways to do what you want to do one requires you to do this for ever single food and the other has the issue of not removing the sounds first you can do thislocal function berriesSet(inst) inst.components.edible.healthvalue = 0 inst.components.edible.hungervalue = 0 endAddPrefabPostInit("berries", berriesSet)You have to do it for every food separately. I tried doing a for loop using GLOBAL.Prefabs but the AddPrefabPostInit function just would not seem to work in it.function SimInit(inst) inst:ListenForEvent("oneatsomething", function(inst, data) inst.HUD.controls.status.stomach.pulse:Hide() inst.HUD.controls.status.heart.pulse:Hide() inst.components.health:DoDelta(-data.food.components.edible.healthvalue, false, "") inst.components.hunger:DoDelta(-data.food.components.edible.hungervalue) inst:DoTaskInTime(.2, function(inst, data) inst.HUD.controls.status.stomach.pulse:Show() inst.HUD.controls.status.heart.pulse:Show() end) end)endAddSimPostInit(SimInit)This works for every food but won't remove the sounds accompanying the loss/gain. Ok There is a much better way to do this I wasn't thinking straightrequire = GLOBAL.requireGetPlayer = GLOBAL.GetPlayerif GetPlayer.prefab == "wilton" then local Edible = require("components/edible") ---------------------------------------------------------------------------------- ---------------------------------------------------------------------------------- function Edible:GetHunger(eater) return 0 end function Edible:GetHealth(eater) return 0 endendThat will set all health and hunger gain form food to 0 only for wilton Link to comment Share on other sites More sharing options...
KiddyCorky Posted November 12, 2013 Author Share Posted November 12, 2013 require = GLOBAL.requireGetPlayer = GLOBAL.GetPlayerif GetPlayer.prefab == "wilton" then local Edible = require("components/edible") ---------------------------------------------------------------------------------- ---------------------------------------------------------------------------------- function Edible:GetHunger(eater) return 0 end function Edible:GetHealth(eater) return 0 endendThat will set all health and hunger gain form food to 0 only for wilton I can change GetHunger to GetSanity right? Also I should place this inside modmain.lua correct? Link to comment Share on other sites More sharing options...
Nycidian Posted November 12, 2013 Share Posted November 12, 2013 I can change GetHunger to GetSanity right? Also I should place this inside modmain.lua correct?Assuming Edible:GetSanity is the name of the sanity function in the component edible. Link to comment Share on other sites More sharing options...
KiddyCorky Posted November 12, 2013 Author Share Posted November 12, 2013 Assuming Edible:GetSanity is the name of the sanity function in the component edible. Alright. Tried the methods. But it seems the game just crashes after loading up a new game. If you want to look at the modmain.lua and the prefab lua files then here: modmain.lualocal STRINGS = GLOBAL.STRINGSGetClock = GLOBAL.GetClockGetPlayer = GLOBAL.GetPlayerPrefabFiles = { "warmond", "bonerang",}Assets = { Asset( "ATLAS", "images/saveslot_portraits/warmond.xml" ), Asset( "IMAGE", "images/saveslot_portraits/warmond.tex" ), Asset( "ATLAS", "images/selectscreen_portraits/warmond.xml" ), Asset( "IMAGE", "images/selectscreen_portraits/warmond.tex" ), Asset( "ATLAS", "images/selectscreen_portraits/warmond_silho.xml" ), Asset( "IMAGE", "images/selectscreen_portraits/warmond_silho.tex" ), Asset( "ATLAS", "bigportraits/warmond.xml" ), Asset( "IMAGE", "bigportraits/warmond.tex" ), Asset( "ATLAS", "images/inventoryimages/bonerang.xml" ), Asset( "IMAGE", "images/inventoryimages/bonerang.tex" ),}function uniqueitem1(inst) inst:AddTag("uniqueitem1")endfunction uniqueitem2(inst) inst:AddTag("uniqueitem2")endfunction doresurrect(inst, dude) print "Wilton is trying to respawn." dude:DoTaskInTime(2, function() --This removes any already-existing eyebones and bonerangs. clearduplicates1 = TheSim:FindFirstEntityWithTag("uniqueitem1") clearduplicates1:Remove() clearduplicates2 = TheSim:FindFirstEntityWithTag("uniqueitem2") clearduplicates2:Remove() dude.components.lootdropper:SetLoot({"chester_eyebone","bonerang"}) --This sets your respawnpoint to wherever the skeleton is. dude.Transform:SetPosition(inst.Transform:GetWorldPosition()) dude:Show() --Makes next day so that there are no issues with night. GetClock():MakeNextDay() --Gives you back your unique items. dude.components.lootdropper:DropLoot() dude.components.lootdropper:SetLoot({}) --These lines set your stats to half of normal. if dude.components.health and dude.components.health.maxhealth >= 10 then dude.components.health:Respawn(35) dude.components.health:SetPercent(0.5) dude.components.health.maxhealth = dude.components.health.maxhealth-10 end if dude.components.sanity then dude.components.sanity:SetPercent(0.3) end dude.sg:GoToState("wakeup") --This removes the skeleton so it can't be reused. inst.components.resurrector.used = true inst:Remove() dude:ClearBufferedAction() --This brings the HUD back up. if dude.HUD then dude.HUD:Show() end --This makes sure the health meter shows the changes. dude.components.health:DoDelta(1) dude.components.health:DoDelta(-1) return true end)endfunction reincarnate(inst) local canbehelped = false local MainCharacter = GetPlayer() if MainCharacter.prefab == "warmond" then canbehelped = true end if canbehelped == true then inst:AddComponent("resurrector") inst.components.resurrector.penalty = 0 inst.components.resurrector.active = true inst.components.resurrector.used = false inst.components.resurrector.doresurrect = doresurrect print "This is one skeleton" return inst end endlocal function ModMaxwellIntro(inst) if GLOBAL.GetPlayer().prefab == "warmond" then inst.components.maxwelltalker.speeches.SANDBOX_1 = { appearsound = "dontstarve/maxwell/disappear", voice = "dontstarve/maxwell/talk_LP", appearanim = "appear", idleanim= "idle", dialogpreanim = "dialog_pre", dialoganim="dial_loop", dialogpostanim = "dialog_pst", disappearanim = "disappear", disableplayer = true, skippable = true, { string = "Say pal, you don't look so...", wait = 3, anim = nil, sound = nil, }, { string = "Oh, it's you again. Nevermind.", wait = 3, anim = nil, sound = nil, }, } endend AddPrefabPostInit("maxwellintro", ModMaxwellIntro)AddSimPostInit(function(inst) if inst.prefab == "warmond" then inst.HUD.controls.status.brain:SetPosition( inst.HUD.controls.status.stomach:GetPosition() ) inst.HUD.controls.status.stomach:Hide() --This makes sure that Wilton can eat anything. inst.components.eater:SetOmnivore() endend)GLOBAL.STRINGS.NAMES.BONERANG = "Bone-A-Rang"AddPrefabPostInit('skeleton', reincarnate)AddPrefabPostInit('chester_eyebone', uniqueitem1)AddPrefabPostInit('bonerang', uniqueitem2)AddModCharacter("warmond")and warmond.lua (the character prefab)local MakePlayerCharacter = require "prefabs/player_common"local assets = { Asset( "ANIM", "anim/player_basic.zip" ), Asset( "ANIM", "anim/player_idles_shiver.zip" ), Asset( "ANIM", "anim/player_actions.zip" ), Asset( "ANIM", "anim/player_actions_axe.zip" ), Asset( "ANIM", "anim/player_actions_pickaxe.zip" ), Asset( "ANIM", "anim/player_actions_shovel.zip" ), Asset( "ANIM", "anim/player_actions_blowdart.zip" ), Asset( "ANIM", "anim/player_actions_eat.zip" ), Asset( "ANIM", "anim/player_actions_item.zip" ), Asset( "ANIM", "anim/player_actions_uniqueitem.zip" ), Asset( "ANIM", "anim/player_actions_bugnet.zip" ), Asset( "ANIM", "anim/player_actions_fishing.zip" ), Asset( "ANIM", "anim/player_actions_boomerang.zip" ), Asset( "ANIM", "anim/player_bush_hat.zip" ), Asset( "ANIM", "anim/player_attacks.zip" ), Asset( "ANIM", "anim/player_idles.zip" ), Asset( "ANIM", "anim/player_rebirth.zip" ), Asset( "ANIM", "anim/player_jump.zip" ), Asset( "ANIM", "anim/player_amulet_resurrect.zip" ), Asset( "ANIM", "anim/player_teleport.zip" ), Asset( "ANIM", "anim/wilson_fx.zip" ), Asset( "ANIM", "anim/player_one_man_band.zip" ), Asset( "ANIM", "anim/shadow_hands.zip" ), Asset( "SOUND", "sound/sfx.fsb" ), Asset( "SOUND", "sound/wilson.fsb" ), Asset( "ANIM", "anim/beard.zip" ), Asset( "ANIM", "anim/warmond.zip" ), Asset( "ANIM", "anim/bonerang.zip"), Asset( "ANIM", "anim/swap_bonerang.zip"), }local prefabs = { "chester_eyebone", "bonerang",}local start_inv = { "chester_eyebone", "bonerang",}function GetSpecialCharacterString(character) character = string.lower(character) if character == "warmond" then local sayings = { "Ehhhhhhhhhhhhhh.", "Eeeeeeeeeeeer.", "Rattle.", "Click click click click.", "Hissss!", "Aaaaaaaaa.", "Mooooooooooooaaaaan.", "...", } return sayings[math.random(#sayings)] elseif character == "wes" then return "" --else --print (character) endend local fn = function(inst) -- choose which sounds this character will play inst.soundsname = "wilton" -- a minimap icon must be specified inst.MiniMapEntity:SetIcon( "wilton.png" ) inst:AddComponent("lootdropper") inst:AddTag("iswilton") inst:AddTag("insomniac") -- todo: Add an example special power here. --wilton inst.components.health.maxhealth = 70 inst.components.sanity.max = 40 inst.components.combat.damagemultiplier = TUNING.WENDY_DAMAGE_MULT inst.components.sanity.dapperness = TUNING.DAPPERNESS_HUGE inst.components.eater.ignoresspoilage = true inst.components.eater.strongstomach = true --wilton does not get hungry inst.components.hunger:Pause() inst.components.hunger:SetRate(0) inst.components.hunger:SetKillRate(0) --fast wilton inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.25) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.25) --spawn with eyebone inst.components.inventory:GuaranteeItems(start_inv)endSTRINGS.CHARACTER_TITLES.warmond = "The Skeleton"STRINGS.CHARACTER_NAMES.warmond = "Wilton"STRINGS.CHARACTER_DESCRIPTIONS.warmond = "*Is brittle, fast, hits weak, reincarnates, does not starve\n*Has little sanity his rotting brain left him with\n*Carries an Eye Bone and has a spooky Bone-A-Rang"STRINGS.CHARACTER_QUOTES.warmond = "\"Rattle...\""STRINGS.CHARACTERS.WARMOND = {}STRINGS.CHARACTERS.WARMOND.DESCRIBE = {}STRINGS.CHARACTERS.WARMOND.DESCRIBE.GENERIC = "Rattle..." return MakePlayerCharacter("warmond", prefabs, assets, fn, start_inv) Link to comment Share on other sites More sharing options...
Nycidian Posted November 12, 2013 Share Posted November 12, 2013 Alright. Tried the methods. But it seems the game just crashes after loading up a new game. If you want to look at the modmain.lua and the prefab lua files then here: modmain.luaand warmond.lua (the character prefab)Please just upload the entire mod its so much easier to figure out problems that way. Also I do not even see the functions to change the health etc in those files you definitely need to upload the mod if you want help, as I'm not even sure those are correct if you did add those functions. Link to comment Share on other sites More sharing options...
KiddyCorky Posted November 12, 2013 Author Share Posted November 12, 2013 Please just upload the entire mod its so much easier to figure out problems that way. Oh sure. Here ya go: https://www.dropbox.com/s/4diyl61clpamtu2/Wilton%20The%20Skeleton.zip I just figured since the entire mod depends on the modmain.lua and the prefabs I could post them here. Link to comment Share on other sites More sharing options...
KiddyCorky Posted November 12, 2013 Author Share Posted November 12, 2013 Also I do not even see the functions to change the health etc in those files you definitely need to upload the mod if you want help, as I'm not even sure those are correct if you did add those functions. Oh sorry I removed them. I basically just added them to the warmond.lua prefab changed prefab wilton to warmond and loaded it up. It works until you press new game. So I just thought to remove them. Link to comment Share on other sites More sharing options...
Nycidian Posted November 12, 2013 Share Posted November 12, 2013 Oh sure. Here ya go: https://www.dropbox.com/s/4diyl61clpamtu2/Wilton%20The%20Skeleton.zip I just figured since the entire mod depends on the modmain.lua and the prefabs I could post them here. Oh sorry I removed them. I basically just added them to the warmond.lua prefab changed prefab wilton to warmond and loaded it up. It works until you press new game. So I just thought to remove them. The whole point of posting is to try to fix what crashed the game if you don't post what was crashign it is very hard to fix but here is my guess I changed this to the modmainAddSimPostInit(function(inst) if inst.prefab == "warmond" then inst.HUD.controls.status.brain:SetPosition( inst.HUD.controls.status.stomach:GetPosition() ) inst.HUD.controls.status.stomach:Hide() --This makes sure that Wilton can eat anything. inst.components.eater:SetOmnivore() local Edible = require("components/edible") ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- function Edible:GetHunger(eater) return 0 end function Edible:GetHealth(eater) return 0 end function Edible:GetSanity(eater) return 0 end endend)It crashed but that made me notice you didn't have...require = GLOBAL.require...in your mod as the error message said require was not defined so I added that at the top of the file and now it works. No more sanity, health or hunger change from food and you do want to keep the hunger in there I believe as while you hid the hunger widget the sounds will still trigger I believe if his hunger changes even if you can't see it. Link to comment Share on other sites More sharing options...
KiddyCorky Posted November 12, 2013 Author Share Posted November 12, 2013 The whole point of posting is to try to fix what crashed the game if you don't post what was crashign it is very hard to fix but here is my guess I changed this to the modmainAddSimPostInit(function(inst) if inst.prefab == "warmond" then inst.HUD.controls.status.brain:SetPosition( inst.HUD.controls.status.stomach:GetPosition() ) inst.HUD.controls.status.stomach:Hide() --This makes sure that Wilton can eat anything. inst.components.eater:SetOmnivore() local Edible = require("components/edible") ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- function Edible:GetHunger(eater) return 0 end function Edible:GetHealth(eater) return 0 end function Edible:GetSanity(eater) return 0 end endend)It crashed but that made me notice you didn't have...require = GLOBAL.require...in your mod as the error message said require was not defined so I added that at the top of the file and now it works. No more sanity, health or hunger change from food and you do want to keep the hunger in there I believe as while you hid the hunger widget the sounds will still trigger I believe if his hunger changes even if you can't see it. Thanks. I'll note that down. Link to comment Share on other sites More sharing options...
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