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 https://forums.kleientertainment.com/forums/topic/50993-help-magic-tab/ 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 https://forums.kleientertainment.com/forums/topic/50993-help-magic-tab/#findComment-613300 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 https://forums.kleientertainment.com/forums/topic/50993-help-magic-tab/#findComment-613360 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 https://forums.kleientertainment.com/forums/topic/50993-help-magic-tab/#findComment-613372 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 https://forums.kleientertainment.com/forums/topic/50993-help-magic-tab/#findComment-613531 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 https://forums.kleientertainment.com/forums/topic/50993-help-magic-tab/#findComment-613580 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 https://forums.kleientertainment.com/forums/topic/50993-help-magic-tab/#findComment-613648 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 https://forums.kleientertainment.com/forums/topic/50993-help-magic-tab/#findComment-613653 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 https://forums.kleientertainment.com/forums/topic/50993-help-magic-tab/#findComment-613863 Share on other sites More sharing options...
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