RedMattis Posted December 20, 2014 Share Posted December 20, 2014 (edited) I used these commands (which worked pre-Together)"inst.components.eater:SetCarnivore()inst.components.eater.strongstomach = true"Doesn't seem to do anything now though. Anyone know where to look for a solution to this? Here is the rest of my primary lua file: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/seras.zip" ), Asset( "ANIM", "anim/seras_fed.zip" ), Asset( "ANIM", "anim/seras_starved.zip" ), Asset( "ANIM", "anim/seras_sunlight.zip" ), Asset( "ANIM", "anim/seras_nightmare.zip" ),}local prefabs = {}local commentMoonlight = 1--startregen parameters: first parameter = tick size. second parameter = tick frequency-- stat/apperance differences night/day hungry/starvedlocal function updatestats(inst) local health_percent = inst.components.health:GetPercent() if GetClock():IsDay() then if inst.strength == "mighty" then inst.components.health.maxhealth = 160 inst.components.health:StopRegen() inst.components.combat.damagemultiplier = 1 inst.components.hunger:SetRate(2*TUNING.WILSON_HUNGER_RATE) inst.components.sanity.dapperness = TUNING.DAPPERNESS_SMALL inst.components.temperature.inherentinsulation = 30*6 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.1) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.1) inst.AnimState:SetBuild("seras") commentMoonlight = 1 elseif inst.strength == "normal" then inst.components.health.maxhealth = 120 inst.components.health:StopRegen() inst.components.combat.damagemultiplier = 0.8 inst.components.hunger:SetRate(0.8*TUNING.WILSON_HUNGER_RATE) inst.components.sanity.dapperness = 0 inst.components.temperature.inherentinsulation = 30*4 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.0) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.0) inst.AnimState:SetBuild("seras_sunlight") commentMoonlight = 1 elseif inst.strength == "wimpy" then inst.components.health.maxhealth = 60 inst.components.health:StopRegen() inst.components.combat.damagemultiplier = 0.4 inst.components.hunger:SetRate(0.7*TUNING.WILSON_HUNGER_RATE) inst.components.sanity.dapperness = TUNING.DAPPERNESS_SMALL*-1 inst.components.temperature.inherentinsulation = 30*2 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.0) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.0) inst.AnimState:SetBuild("seras_starved") commentMoonlight = 1 end inst.components.health:SetPercent(health_percent) inst.Light:Enable(false) elseif GetClock():IsDusk() then if inst.strength == "mighty" then inst.components.health.maxhealth = 250 inst.components.health:StartRegen(1, 5) --regeneration speed 1hp/ 3sec inst.components.combat.damagemultiplier = 1.5 inst.components.hunger:SetRate(1.5*TUNING.WILSON_HUNGER_RATE) inst.components.sanity.dapperness = TUNING.DAPPERNESS_SMALL inst.components.temperature.inherentinsulation = 30*6 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.2) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.2) inst.AnimState:SetBuild("seras_fed") elseif inst.strength == "normal" then inst.components.health.maxhealth = 200 inst.components.health:StopRegen() inst.components.combat.damagemultiplier = 1.2 inst.components.hunger:SetRate(0.8*TUNING.WILSON_HUNGER_RATE) inst.components.sanity.dapperness = 0 inst.components.temperature.inherentinsulation = 30*4 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.1) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.1) inst.AnimState:SetBuild("seras") elseif inst.strength == "wimpy" then inst.components.health.maxhealth = 70 inst.components.health:StopRegen() inst.components.combat.damagemultiplier = 0.7 inst.components.hunger:SetRate(0.7*TUNING.WILSON_HUNGER_RATE) inst.components.sanity.dapperness = TUNING.DAPPERNESS_MED*-1 inst.components.temperature.inherentinsulation = 30*2 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.0) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.0) inst.AnimState:SetBuild("seras_starved") end inst.components.health:SetPercent(health_percent) inst.Light:Enable(false) elseif GetClock():IsNight() then if GetClock():GetMoonPhase() == "full" then inst.components.health.maxhealth = 500 inst.components.health:StartRegen(2, 0.5) --regeneration speed 2hp/ 1sec inst.components.combat.damagemultiplier = 1.5 inst.components.hunger:SetRate(-5*TUNING.WILSON_HUNGER_RATE) inst.components.sanity.dapperness = TUNING.DAPPERNESS_HUGE*-5 inst.components.temperature.inherentinsulation = 30*20 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.8) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.8) inst.AnimState:SetBuild("seras_nightmare") if commentMoonlight == 1 then inst.components.talker:Say("It's full moon. I don't feel right...") commentMoonlight = 0 end elseif inst.strength == "mighty" then inst.components.health.maxhealth = 260 inst.components.health:StartRegen(1, 2) --regeneration speed 1hp/ 2sec inst.components.combat.damagemultiplier = 2.0 inst.components.hunger:SetRate(1*TUNING.WILSON_HUNGER_RATE) inst.components.sanity.dapperness = TUNING.DAPPERNESS_SMALL inst.components.temperature.inherentinsulation = 30*6 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.3) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.3) inst.AnimState:SetBuild("seras_fed") elseif inst.strength == "normal" then inst.components.health.maxhealth = 250 inst.components.health:StartRegen(1, 3) --regeneration speed 1hp/ 3sec inst.components.combat.damagemultiplier = 1.5 inst.components.hunger:SetRate(0.8*TUNING.WILSON_HUNGER_RATE) inst.components.sanity.dapperness = 0 inst.components.temperature.inherentinsulation = 30*4 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.2) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.2) inst.AnimState:SetBuild("seras_fed") elseif inst.strength == "wimpy" then inst.components.health.maxhealth = 80 inst.components.health:StopRegen() inst.components.combat.damagemultiplier = 1.1 inst.components.hunger:SetRate(0.7*TUNING.WILSON_HUNGER_RATE) inst.components.sanity.dapperness = TUNING.DAPPERNESS_LARGE*-1 inst.components.temperature.inherentinsulation = 30*2 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.0) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.0) inst.AnimState:SetBuild("seras_starved") end inst.components.health:SetPercent(health_percent) inst.Light:Enable(true) end end-- hunger speechlocal function onhungerchange(inst, data) if inst.strength == "mighty" then if inst.components.hunger.current < 130 then inst.strength = "normal" inst.components.talker:Say("The hunger has returned...") end elseif inst.strength == "wimpy" then if inst.components.hunger.current > 60 then inst.strength = "normal" inst.components.talker:Say("I need more!") end else if inst.components.hunger.current > 145 then inst.strength = "mighty" inst.components.talker:Say("I feel alive!") elseif inst.components.hunger.current < 55 then inst.strength = "wimpy" inst.components.talker:Say("Bloody hell... feels like I'm slowly fading away.") end end updatestats(inst)endlocal starting_inventory ={ -- Put vampire attack 'item' here}local fn = function(inst) -- choose which sounds this character will play inst.soundsname = "willow" -- a minimap icon must be specified inst.MiniMapEntity:SetIcon( "wendy.png" ) -- default hunger level inst.strength = "normal" inst.components.hunger.current = 125 -- Emit light at night / Night vision local light = inst.entity:AddLight() inst.Light:Enable(false) inst.Light:SetRadius(10) inst.Light:SetFalloff(0.75) inst.Light:SetIntensity(.6) inst.Light:SetColour(235/255,12/255,12/255) -- Stats varies day/night inst:ListenForEvent( "dusktime", function() updatestats(inst) end , GetWorld()) inst:ListenForEvent( "daytime", function() updatestats(inst) end , GetWorld()) inst:ListenForEvent( "nighttime", function() updatestats(inst) end , GetWorld()) updatestats(inst) -- Sanity Changes inst.components.sanity.night_drain_mult = 0.5 inst.components.sanity.neg_aura_mult = 1.1 inst.components.sanity:SetMax(TUNING.WILLOW_SANITY) --Update hunger status inst:ListenForEvent("hungerdelta", onhungerchange) --Carnivore, can only eat meat. Can Eat Monster Meat. inst.components.eater:SetCarnivore() inst.components.eater.strongstomach = true return inst endreturn MakePlayerCharacter("seras", prefabs, assets, nil, nil, starting_inventory)The code for the Wolfgang-like hunger (along with day/night power changes) isn't working at the moment either, but I figure it might be the same problem at the core. Thanks! Edited December 20, 2014 by RedMattis Link to comment Share on other sites More sharing options...
rezecib Posted December 20, 2014 Share Posted December 20, 2014 @RedMattis, You need to actually be passing the function fn() to MakePlayerCharacter. To keep the naming convention with DST, I'd call it master_postinit now as well. These are the arguments to MakePlayerCharacter now:MakePlayerCharacter(name, customprefabs, customassets, common_postinit, master_postinit, starting_inventory)As you can see, you're providing nil to both common_postinit and master_postinit, so you should be getting a totally generic character. You shouldn't need a common_postinit, so just make sure you're providing the master. Link to comment Share on other sites More sharing options...
RedMattis Posted December 21, 2014 Author Share Posted December 21, 2014 It worked. Thanks man. Link to comment Share on other sites More sharing options...
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