UnionGaming Posted July 2, 2015 Share Posted July 2, 2015 This is for a Waverly mod I'm making. It needs to be able to craft Wickerbottom's books, and must make all neutral and hostile, or other, mobs to attack her on sight. Thanks in advance.~Union Link to comment Share on other sites More sharing options...
Auth Posted July 2, 2015 Share Posted July 2, 2015 Now I'm imagining even rabbits, chester, and butterflies trying to beat you up Link to comment Share on other sites More sharing options...
Lumina Posted July 2, 2015 Share Posted July 2, 2015 In the Wickerbottom files, there is : local function common_postinit(inst) inst:AddTag("insomniac") inst:AddTag("bookbuilder")end I suppose that the "bookbuilder" make her able to craft book. Since she has also a "reader" component i suppose that be able to craft book don't implie that you will be able to read it too. But i don't know if you need also something special to have access to the book tab or if the tag is enough. Link to comment Share on other sites More sharing options...
UnionGaming Posted July 2, 2015 Author Share Posted July 2, 2015 I tried that @above, to no avail. I tried adding the reader component also, even messing with books prefab. Impossible, then? Link to comment Share on other sites More sharing options...
UnionGaming Posted July 3, 2015 Author Share Posted July 3, 2015 bump Link to comment Share on other sites More sharing options...
rons0n Posted July 3, 2015 Share Posted July 3, 2015 inst:AddTag("bookbuilder") you put in your characters common_postinit inst:AddComponent("reader") is added in your master_postinit example: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/rin.zip" ), Asset( "ANIM", "anim/ghost_rin_build.zip" ),}local prefabs = { "amulet", "firestaff", "redgem", "bluegem", "purplegem", "orangegem", "greengem", "yellowgem", "thulecite",} local start_inv = { -- Custom starting items "amulet", "gandr", "papyrus", "papyrus",}-- This initializes for both clients and the hostlocal common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "rin.tex" ) inst:AddTag("ancient_builder") inst:AddTag("bookbuilder") inst:AddTag("insomniac")endlocal function RespawnFromGhost(inst) if inst.components.health then if inst.components.health.numrevives >= 1 then inst.components.health.numrevives = 1 end endend-- This initializes for the host onlylocal master_postinit = function(inst) -- choose which sounds this character will play inst.soundsname = "willow" -- Stats inst:AddComponent("reader") inst.components.health:SetMaxHealth(100) inst.components.hunger:SetMax(125) inst.components.sanity:SetMax(250) inst.components.builder.ancient_bonus = 4 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED) inst:ListenForEvent("respawnfromghost", RespawnFromGhost)endreturn MakePlayerCharacter("rin", prefabs, assets, common_postinit, master_postinit, start_inv) Link to comment Share on other sites More sharing options...
UnionGaming Posted July 4, 2015 Author Share Posted July 4, 2015 We'll have to see if that works. Thanks! Link to comment Share on other sites More sharing options...
UnionGaming Posted July 4, 2015 Author Share Posted July 4, 2015 Nope! Doesn't work. Even with Science Level 1 bonus. Link to comment Share on other sites More sharing options...
UnionGaming Posted July 4, 2015 Author Share Posted July 4, 2015 Scrap it. No books and monster tag, Link to comment Share on other sites More sharing options...
rons0n Posted July 4, 2015 Share Posted July 4, 2015 (edited) I don't seem to understand what you're doing. I added both the tag and component to your character in the workshop and it worked perfectly. How are you applying this? Yours is the waverly character in the workshop yes? The one that starts out with an ice staff, 4 papyrus, 1 eyebone, and 9 nightmarefuel? If it is, this is how I added it to your character and it worked just as intended.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/waverly.zip" ), Asset( "ANIM", "anim/ghost_waverly_build.zip" ),}local prefabs = {}-- Custom starting itemslocal start_inv = { "icestaff", "papyrus", "papyrus", "papyrus", "papyrus", "chester_eyebone", "nightmarefuel", "nightmarefuel", "nightmarefuel", "nightmarefuel", "nightmarefuel", "nightmarefuel", "nightmarefuel", "nightmarefuel", "nightmarefuel",}-- When the character is revived from humanlocal function onbecamehuman(inst) -- Set speed when loading or reviving from ghost (optional) inst.components.locomotor.walkspeed = 3 inst.components.locomotor.runspeed = 4end-- When loading or spawning the characterlocal function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) if not inst:HasTag("playerghost") then onbecamehuman(inst) endend-- This initializes for both the server and client. Tags can be added here.local common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "waverly.tex" ) inst:AddTag("bookbuilder") inst:AddTag("insomniac") inst:AddTag("witch") inst:AddTag("waverly") inst:AddTag("monster")end-- This initializes for the server only. Components are added here.local master_postinit = function(inst) -- choose which sounds this character will play inst.soundsname = "waverly" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used --inst.talker_path_override = "dontstarve_DLC001/characters/" -- Stats inst:AddComponent("reader") inst.components.health:SetMaxHealth(115) inst.components.hunger:SetMax(150) inst.components.sanity:SetMax(75) inst.components.builder.magic_bonus = 2 -- Damage multiplier (optional) inst.components.combat.damagemultiplier = 0.8 -- Hunger rate (optional) inst.components.hunger.hungerrate = 0.8 * TUNING.WILSON_HUNGER_RATE inst.OnLoad = onload inst.OnNewSpawn = onloadendreturn MakePlayerCharacter("waverly", prefabs, assets, common_postinit, master_postinit, start_inv) EDIT: Oh your problem was obvious. You had two local common_postinit in your character prefabs. Did a quick fix, it should work now. Edited July 4, 2015 by rons0n Link to comment Share on other sites More sharing options...
UnionGaming Posted July 9, 2015 Author Share Posted July 9, 2015 Not a scripter @above. Thank you! Link to comment Share on other sites More sharing options...
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