ELEMENTALCRAFTER009 Posted February 15, 2015 Share Posted February 15, 2015 How would I make it so that my character has access to the magic tab by default? Link to comment Share on other sites More sharing options...
Jjmarco Posted February 15, 2015 Share Posted February 15, 2015 @ELEMENTALCRAFTER009, as easy as putting this line in master_postinit:inst.components.builder.magic_bonus = 1 Link to comment Share on other sites More sharing options...
ELEMENTALCRAFTER009 Posted February 15, 2015 Author Share Posted February 15, 2015 @ELEMENTALCRAFTER009, as easy as putting this line in master_postinit:inst.components.builder.magic_bonus = 1Already tried that. Link to comment Share on other sites More sharing options...
Jjmarco Posted February 15, 2015 Share Posted February 15, 2015 @ELEMENTALCRAFTER009, what about inst.components.builder.magic_bonus = 2 ? Link to comment Share on other sites More sharing options...
ELEMENTALCRAFTER009 Posted February 16, 2015 Author Share Posted February 16, 2015 @ELEMENTALCRAFTER009, what about inst.components.builder.magic_bonus = 2 ?Nope, still doesn't work. Link to comment Share on other sites More sharing options...
Jjmarco Posted February 16, 2015 Share Posted February 16, 2015 @ELEMENTALCRAFTER009, now that's weird, because I tested it, and it works just fine.I have access to the magic tab and all tier 1 magic recipes are unlocked. Did you put that line in master_postinit? Or maybe that's not the effect you want? Link to comment Share on other sites More sharing options...
ELEMENTALCRAFTER009 Posted February 16, 2015 Author Share Posted February 16, 2015 (edited) @ELEMENTALCRAFTER009, now that's weird, because I tested it, and it works just fine.I have access to the magic tab and all tier 1 magic recipes are unlocked. Did you put that line in master_postinit? Or maybe that's not the effect you want? here's my character.lualocal 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/trent.zip" ), Asset( "ANIM", "anim/ghost_trent_build.zip" ), Asset( "ANIM", "anim/trent_form.zip" ),}local prefabs = {}local start_inv = { "multitool_axe_pickaxe", "goldenshovel", "nightsword", } local function becometrent_form(inst) inst:AddTag("insomniac") inst:AddTag("monster") inst.trentform = true inst.AnimState:SetBuild("trent_form") inst.Transform:SetScale(1.4, 1.4, 1.4) inst.components.hunger:SetRate(TUNING.WILSON_HUNGER_RATE * 1.5) inst.components.health:SetMaxHealth(250) inst.components.combat.damagemultiplier = 2.75 inst.components.sanity.dapperness = TUNING.DAPPERNESS_HUGE inst.components.sanity.night_drain_mult = 2.2 inst.components.sanity.neg_aura_mult = 0.5 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.2) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.2) inst.components.builder.magic_bonus = 1endlocal function becometrent(inst) inst:AddTag("insomniac") inst.trentform = false inst.AnimState:SetBuild("trent") inst.Transform:SetScale(1, 1, 1) inst.components.health:SetMaxHealth(150) inst.components.hunger:SetMax(200) inst.components.sanity:SetMax(80) inst.components.sanity.dapperness = (TUNING.DAPPERNESS_HUGE * 0.7) inst.components.sanity.night_drain_mult = 2 inst.components.sanity.neg_aura_mult = 1.2 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.07) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.07) inst.components.builder.magic_bonus = 1end local becomeformtreshold = 33local unbecomeformtreshold = 45local function sanity_event_listener(inst, data)if inst.components.sanity.current <= becomeformtreshold and not inst.trentform then becometrent_form(inst)elseif inst.components.sanity.current >= unbecomeformtreshold and inst.trentform then becometrent(inst) endendlocal function sanityfn(inst) local x,y,z = inst.Transform:GetWorldPosition() local delta = 0 local rad = 10 local rad_sq = rad*rad for k,v in pairs(AllPlayers) do if v ~= inst then local distsq = inst:GetDistanceSqToInst(v) if distsq < rad_sq then local sz = TUNING.SANITYAURA_TINY * 0.75 delta = delta + sz/math.max(1, distsq) end endend return delta end -- Map Iconlocal common_postinit = function(inst) inst.MiniMapEntity:SetIcon( "trent.tex" )end-- This initializes for the host onlylocal master_postinit = function(inst) -- choose which sounds this character will play inst.soundsname = "trent" -- Stats inst:AddTag("insomniac") inst.components.health:SetMaxHealth(150) inst.components.hunger:SetMax(200) inst.components.sanity:SetMax(80) inst.components.sanity.dapperness = (TUNING.DAPPERNESS_HUGE * 0.7) inst.components.sanity.night_drain_mult = 2 inst.components.sanity.neg_aura_mult = 2 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.06) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.06) inst.components.builder.magic_bonus = 1 inst.components.sanity.custom_rate_fn = sanityfn inst:ListenForEvent("sanitydelta", sanity_event_listener)endreturn MakePlayerCharacter("trent", prefabs, assets, common_postinit, master_postinit, start_inv) Edited February 16, 2015 by ELEMENTALCRAFTER009 Link to comment Share on other sites More sharing options...
Jjmarco Posted February 16, 2015 Share Posted February 16, 2015 @ELEMENTALCRAFTER009, this should definetly work if you set magic_bonus to 2.Why do you have magic_bonus in master_postinit and in becometrent_form though? Link to comment Share on other sites More sharing options...
ELEMENTALCRAFTER009 Posted February 17, 2015 Author Share Posted February 17, 2015 @ELEMENTALCRAFTER009, this should definetly work if you set magic_bonus to 2.Why do you have magic_bonus in master_postinit and in becometrent_form though?FIXED IT! (Weird things were happening with don't starve.) Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now