Hurmyt Posted May 18, 2016 Share Posted May 18, 2016 Hello, I need your help... So I would like when my character is fully sane, to deal .75 damage. And to scale to 2.25 when at 0 sanity. Since the function concept is similar to Wolfgang's hunger damage scaling, I tried looking at his code, but I'm too unfamiliar with coding language to figure it out. sorry to ask for help but I was thinking this would be a good chance for me to learn. Any kind of help is appreciated. thanks for reading Link to comment Share on other sites More sharing options...
DarkXero Posted May 18, 2016 Share Posted May 18, 2016 31 minutes ago, Hurmyt said: Since the function concept is similar to Wolfgang's hunger damage scaling, I tried looking at his code, but I'm too unfamiliar with coding language to figure it out. In master_postinit of your character's file: inst:ListenForEvent("sanitydelta", CalculateStrength) And the function to put outside, on top on master_postinit: local function CalculateStrength(inst, data) inst.components.combat.damagemultiplier = Remap(1 - data.newpercent, 0, 1, 0.75, 2.25) end Sanity changes push that delta event. It passes the new percent in a table, which we receive on data argument. Remap remaps values from 0-1 to 0.75-2.25, so at percent 1 (full sanity), you remap 0, which returns 0.75. At percent 0 (no sanity), you remap 1, which returns 2.25. Link to comment Share on other sites More sharing options...
Hurmyt Posted May 18, 2016 Author Share Posted May 18, 2016 THANK YOU SO MUCH. It works, and my character's coding is complete ^_^ Link to comment Share on other sites More sharing options...
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