Alkalissa Posted July 7, 2015 Share Posted July 7, 2015 I'm trying to create a character that has a starting item that's not at 100% durability. If I add the item to the start_inv list, it always gets put in at 100%, and I can't seem to find a way around this. I tried creating one with SpawnPrefab in the general startup code (local fn = function(inst)) so I could set the percent on the fueled component, but this runs every time the character is loaded, not just created, so reloading a save gives them the item again.Any ideas? Link to comment https://forums.kleientertainment.com/forums/topic/55955-starting-item-with-reduced-durability/ Share on other sites More sharing options...
Blueberrys Posted July 7, 2015 Share Posted July 7, 2015 (edited) @Alkalissa I think the most stable way of doing it would probably be to make a copy of the original item and making one with less durability specifically for your character. Alternately, you could dig into how inventory:GuaranteeItems works. For reference:inventory.luafunction Inventory:GuaranteeItems(items) self.inst:DoTaskInTime(0,function() for k,v in pairs(items) do local item = v local equipped = false for k,v in pairs (self.equipslots) do if v and v.prefab == item then equipped = true end end if equipped or self:Has(item, 1) then for k,v in pairs(Ents) do if v.prefab == item and v.components.inventoryitem:GetGrandOwner() ~= GetPlayer() then v:Remove() end end else for k,v in pairs(Ents) do if v.prefab == item then item = nil break end end if item then self:GiveItem(SpawnPrefab(item)) end end end end)end Edited July 7, 2015 by Blueberrys Link to comment https://forums.kleientertainment.com/forums/topic/55955-starting-item-with-reduced-durability/#findComment-652456 Share on other sites More sharing options...
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