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So, a little while back i made this suggestion thread about willow's pyromania, it includes some of the details so i'll just discuss here what i'd actually like to do - http://forums.kleientertainment.com/topic/33020-willows-pyromania/

 

Number 1, I'd like to create an invisible meter, similar to woodies beaver-meter, in which, once a certain action is performed, said meter rises,

Number 2, occasionally, (not after an action is completed like woodies) the character would make a remark that would differ depending on the fullness of the meter

Number 3, Have negative effects when the meter is low, and positive ones when its high

Number 4, Take out a certain action that the character performs (Willow's lighting fires when she's insane) and transfer it over as a negative effect,

 

I'm currently studying woodies code for an idea on how to do this, any help would be appreciated though, (partially im not sure of what files i should put where)

This looks as if to be the code in which, upon chopping, adds a value to the beaverness

 

----

local function onworked(inst, data)if not inst.components.beaverness:IsBeaver() and data.target and data.target.components.workable and data.target.components.workable.action == ACTIONS.CHOP theninst.components.beaverness:DoDelta(3)--local dist = easing.linear(inst.components.beaverness:GetPercent(), 0, .1, 1)--TheCamera:Shake("SIDE", .15, .05, dist*.66)--else--TheCamera:Shake("SIDE", .15, .05, .1)endend

So then, change it to something like this -

local function onworked(inst, data)if not inst.components.pyromania:IsWillow() and data.target and data.target.components.workable and data.target.components.workable.action == ACTIONS.LIGHT theninst.components.pyromania:DoDelta(X)--local dist = easing.linear(inst.components.pyromania:GetPercent(), 0, .1, 1)endend

Also

inst:AddComponent("pyromania")
Edited by Blazingice26

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