mathem99 Posted July 17, 2016 Share Posted July 17, 2016 Hello, I'm making a personal mod that tweaks a bunch of stuff that I want to change. I am in need of help from someone to tell me how I can change lets say... Warg's loot drop, how do I make that? I also need help tweaking Wickerbottom's book durability so all her books have 10 uses. Thank you. Link to comment Share on other sites More sharing options...
DarkXero Posted July 18, 2016 Share Posted July 18, 2016 14 hours ago, mathem99 said: Warg's loot drop, how do I make that? AddSimPostInit(function() -- Access to the old loot table local old_warg_loot = GLOBAL.LootTables["warg"] -- Adding new loot table.insert(old_warg_loot, {"goldnugget", 1.00}) -- Removing loot (the first table value) table.remove(old_warg_loot, 1) -- OR -- Replacing the table entirely local new_warg_loot = { {"monstermeat", 1.00}, {"goldnugget", 1.00}, {"houndstooth", 0.66}, } GLOBAL.SetSharedLootTable("warg", new_warg_loot) end) 14 hours ago, mathem99 said: Wickerbottom's book durability so all her books have 10 uses local function MakeTenUses(inst) if inst.components.finiteuses then inst.components.finiteuses:SetMaxUses(10) inst.components.finiteuses:SetUses(10) end end AddPrefabPostInit("book_tentacles", MakeTenUses) AddPrefabPostInit("book_birds", MakeTenUses) AddPrefabPostInit("book_brimstone", MakeTenUses) AddPrefabPostInit("book_sleep", MakeTenUses) AddPrefabPostInit("book_gardening", MakeTenUses) Link to comment Share on other sites More sharing options...
mathem99 Posted July 18, 2016 Author Share Posted July 18, 2016 6 hours ago, DarkXero said: AddSimPostInit(function() -- Access to the old loot table local old_warg_loot = GLOBAL.LootTables["warg"] -- Adding new loot table.insert(old_warg_loot, {"goldnugget", 1.00}) -- Removing loot (the first table value) table.remove(old_warg_loot, 1) -- OR -- Replacing the table entirely local new_warg_loot = { {"monstermeat", 1.00}, {"goldnugget", 1.00}, {"houndstooth", 0.66}, } GLOBAL.SetSharedLootTable("warg", new_warg_loot) end) local function MakeTenUses(inst) if inst.components.finiteuses then inst.components.finiteuses:SetMaxUses(10) inst.components.finiteuses:SetUses(10) end end AddPrefabPostInit("book_tentacles", MakeTenUses) AddPrefabPostInit("book_birds", MakeTenUses) AddPrefabPostInit("book_brimstone", MakeTenUses) AddPrefabPostInit("book_sleep", MakeTenUses) AddPrefabPostInit("book_gardening", MakeTenUses) Much obliged. 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