Sign in to follow this  
Tesumoto

Please help with the editing of the character

Recommended Posts

Tesumoto    19

Hello everybody!
I want to make my character add a bonus heat it in winter is not freezing.
What do I need to write in "
character".lua?

Also I would like to know which parameter is responsible for the rate of descent of the mind at night?

inst.components.sanity.night_drain_mult it forces the mind to fall, but how to get the mind to recover at night?

Edited by Tezumoto

Share this post


Link to post
Share on other sites
kavaline    13

1) Bonus heat in winter:

Add in your "character".lua, inside of master_postinit(inst):

    inst:WatchWorldState("season", WatchSeason )

And add this function:

local function WatchSeason(inst, season)
	if season == "winter" then
        inst.components.temperature.inherentinsulation = inst.components.temperature.inherentinsulation + value --Default is 0, increase for add resistance
	else
		inst.components.temperature.inherentinsulation = inst.components.temperature.inherentinsulation - value --Remove the bonus if not winter
    end
end

2) The parameter for lost sanity during night, inside of master_postinit(inst):

inst.components.sanity.night_drain_mult = 1 --Default is 1

 

Share this post


Link to post
Share on other sites
Tesumoto    19
4 minutes ago, kavaline said:

1) Bonus heat in winter:

Add in your "character".lua, inside of master_postinit(inst):


    inst:WatchWorldState("season", WatchSeason )

And add this function:


local function WatchSeason(inst, season)
	if season == "winter" then
        inst.components.temperature.inherentinsulation = inst.components.temperature.inherentinsulation + value --Default is 0, increase for add resistance
	else
		inst.components.temperature.inherentinsulation = inst.components.temperature.inherentinsulation - value --Remove the bonus if not winter
    end
end

2) The parameter for lost sanity during night, inside of master_postinit(inst):


inst.components.sanity.night_drain_mult = 1 --Default is 1

 

Thank for help

inst.components.sanity.night_drain_mult it forces the mind to fall, but how to get the mind to recover at night?

Edited by Tezumoto

Share this post


Link to post
Share on other sites
kavaline    13
2 minutes ago, Tezumoto said:

Thank for help

inst.components.sanity.night_drain_mult it forces the mind to fall, but how to get the mind to recover at night?

Just put a negative value:

inst.components.sanity.night_drain_mult = -1

Instead of lose sanity, you will recover =]

Share this post


Link to post
Share on other sites
Tesumoto    19
2 minutes ago, kavaline said:

Just put a negative value:


inst.components.sanity.night_drain_mult = -1

Instead of lose sanity, you will recover =]

Thank you)

Share this post


Link to post
Share on other sites
Tesumoto    19
8 minutes ago, kavaline said:

Just put a negative value:


inst.components.sanity.night_drain_mult = -1

Instead of lose sanity, you will recover =]

Can make to decrease the mind in the daytime?
inst.components.sanity.day_drain_mult = 1 or -1 don't work

Share this post


Link to post
Share on other sites
kavaline    13

For the daytime, is:

inst.components.sanity.dapperness = -TUNING.DAPPERNESS_SMALL --Also, change for _TINY, _MED, _LARGE, etc. Waxwell have _LARGE (positive)

 

Edited by kavaline
put a better example

Share this post


Link to post
Share on other sites
--- -.-    3633
local function drain_sanity_at_day(inst, phase)
if phase == "day" then
if inst:HasTag("playerghost") then
return
end

inst.components.sanity.dapperness = -TUNING.DAPPERNESS_MED -- Instead of MED you can also use TINY , SMALL , LARGE , HUGE

elseif phase == "night" then
if inst:HasTag("playerghost") then
return
end

inst.components.sanity.dapperness = 0

elseif phase == "dusk" then
if inst:HasTag("playerghost") then
return
end

inst.components.sanity.dapperness = 0

end
end




put code below in master_postinit put code above outside of master_postinit

inst:WatchWorldState("phase", drain_sanity_at_day)

Here this should make your character decrease mind in day :).

Edited by SuperDavid

Share this post


Link to post
Share on other sites
Tesumoto    19
24 minutes ago, kavaline said:

For the daytime, is:


inst.components.sanity.dapperness = -TUNING.DAPPERNESS_SMALL --Also, change for _TINY, _MED, _LARGE, etc. Waxwell have _LARGE (positive)

 

inst.components.sanity.dapperness = -1
It works, but the mind is empties too quickly.
What value is the standard (evening and night)?

My English is very bad.
Therefore, I can miss something.

Edited by Tezumoto

Share this post


Link to post
Share on other sites
kavaline    13

I edit my example, try the new code =]

See data/scripts/tuning.lua for understand the TUNING values.

This is the lines for dapperness values:

DAPPERNESS_TINY = 100/(day_time*15)
DAPPERNESS_SMALL = 100/(day_time*10)
DAPPERNESS_MED = 100/(day_time*6)
DAPPERNESS_MED_LARGE = 100/(day_time*4.5)
DAPPERNESS_LARGE = 100/(day_time*3)
DAPPERNESS_HUGE = 100/(day_time)

Different of " day_drain_mult ", "dapperness" isn't a rate ("-1" don't mean "multiply the value for -1", is a value)

@Edit 

Also, day_time = 300

Edited by kavaline

Share this post


Link to post
Share on other sites
kavaline    13

@SuperDavid This code will not conflict with character equipaments? '-'

Change the lines with:

inst.component.sanity.dapperness = value

for:

inst.component.sanity.dapperness = inst.component.sanity.dapperness * value

isn't better, or it don't cause any issue?

Share this post


Link to post
Share on other sites
Tesumoto    19
8 minutes ago, kavaline said:

I edit my example, try the new code =]

See data/scripts/tuning.lua for understand the TUNING values.

This is the lines for dapperness values:

DAPPERNESS_TINY = 100/(day_time*15)
DAPPERNESS_SMALL = 100/(day_time*10)
DAPPERNESS_MED = 100/(day_time*6)
DAPPERNESS_MED_LARGE = 100/(day_time*4.5)
DAPPERNESS_LARGE = 100/(day_time*3)
DAPPERNESS_HUGE = 100/(day_time)

Different of " day_drain_mult ", "dapperness" isn't a rate ("-1" don't mean "multiply the value for -1", is a value)

I'm a little confused in all this)
I need to day mind is emptied at a rate in the evening.
And in the evening the mind has not changed.

Share this post


Link to post
Share on other sites
--- -.-    3633

@Tezumoto  Here this code should decrease mind in daytime and mind no decrease in evening.

Above master_postinit

local function drain_sanity_at_day(inst, phase)
if phase == "day" then
if inst:HasTag("playerghost") then
return
end

inst.components.sanity.night_drain_mult = -1
inst.component.sanity.dapperness = inst.component.sanity.dapperness * -TUNING.DAPPERNESS_SMALL

elseif phase == "night" then
if inst:HasTag("playerghost") then
return
end

inst.components.sanity.night_drain_mult = -1
inst.component.sanity.dapperness = inst.component.sanity.dapperness * 0

elseif phase == "dusk" then
if inst:HasTag("playerghost") then
return
end

inst.components.sanity.night_drain_mult = 0
inst.component.sanity.dapperness = inst.component.sanity.dapperness * 0

end
end

Under master_postinit

inst:WatchWorldState("phase", drain_sanity_at_day)

 

Edited by SuperDavid

Share this post


Link to post
Share on other sites
kavaline    13
25 minutes ago, Tezumoto said:

I'm a little confused in all this)
I need to day mind is emptied at a rate in the evening.
And in the evening the mind has not changed.

Well, let's go:

During the daytime, inst.component.sanity.dapperness will manage your sanity gain (or lost, if the value is negative). During dusktime and nighttime, is inst.components.sanity.night_drain_mult that will manage. So, when one is active, the other isn't active =]

Also, inst.component.sanity.dapperness = -TUNING.DAPPERNESS_SMALL is the same as inst.component.sanity.dapperness = -100/(300*10). If you change for inst.component.sanity.dapperness = -TUNING.DAPPERNESS_TINY, is the same of inst.component.sanity.dapperness = -100/(300*15). Note, the only change is the divisor value, from (300*10) to (300*15). If you think this value drain a high sanity, change for inst.component.sanity.dapperness = -100/(300*20), for example, until you find the fine decrease =]

(You can use a calculator for find the decimal values)

Share this post


Link to post
Share on other sites
Tesumoto    19
1 hour ago, kavaline said:

1) Bonus heat in winter:

Add in your "character".lua, inside of master_postinit(inst):


    inst:WatchWorldState("season", WatchSeason )

And add this function:


local function WatchSeason(inst, season)
	if season == "winter" then
        inst.components.temperature.inherentinsulation = inst.components.temperature.inherentinsulation + value --Default is 0, increase for add resistance
	else
		inst.components.temperature.inherentinsulation = inst.components.temperature.inherentinsulation - value --Remove the bonus if not winter
    end
end

 

Bonus appears at the beginning of winter, and then immediately begins to fade.

Share this post


Link to post
Share on other sites
kavaline    13
56 minutes ago, Tezumoto said:

Bonus appears at the beginning of winter, and then immediately begins to fade.

Yes, I grab the idea of "Bonus heat in Winter", and only in Winter xD

If you want this bonus in all seasons, just put in master_postinit(inst) this:

if inst.components.temperature.inherentinsulation ~= nil then
    inst.components.temperature.inherentinsulation = inst.components.temperature.inherentinsulation + VALUE
else
    inst.components.temperature.inherentinsulation = VALUE
end

It will make the job =]

For reference, the VALUE of some items (from dontstarve.wikia):

Rabbit earmuffs = 60
Breezy vest = 60
Cat cap = 60
Winter hat = 120
Beefalo hat = 240
Puffy vest = 240

@edit 

I miss the "temperature" piece in the codes xD

Edited by kavaline

Share this post


Link to post
Share on other sites
Tesumoto    19
37 minutes ago, kavaline said:

Yes, I grab the idea of "Bonus heat in Winter", and only in Winter xD

If you want this bonus in all seasons, just put in master_postinit(inst) this:

if inst.components.inherentinsulation ~= nil then
    inst.components.inherentinsulation = inst.components.inherentinsulation + VALUE
else
    inst.components.inherentinsulation = VALUE
end

It will make the job =]

For reference, the VALUE of some items (from dontstarve.wikia):

Rabbit earmuffs = 60
Breezy vest = 60
Cat cap = 60
Winter hat = 120
Beefalo hat = 240
Puffy vest = 240

On the first day of winter, there is a bonus.
The character temperature of 15, and the ground of 5.
But after a couple of seconds, the character becomes the same temperature as that of the ground.
I want to character constantly in the winter was 10 degrees more than the ground.

Edited by Tezumoto

Share this post


Link to post
Share on other sites
kavaline    13
2 minutes ago, Tezumoto said:

On the first day of winter, there is a bonus.
The character temperature of 15, and the ground 5
But after a couple of seconds, the character becomes the same temperature as that of the ground.

In my last post, I put

 inst.components.inherentinsulation

The right is

 inst.components.temperature.inherentinsulation

I miss the temperature...

So, put a high VALUE (like 400) and test if the temperature goes down quickly. If work, post here =]

Share this post


Link to post
Share on other sites
Tesumoto    19
8 minutes ago, kavaline said:

In my last post, I put

 inst.components.inherentinsulation

The right is

 inst.components.temperature.inherentinsulation

I miss the temperature...

So, put a high VALUE (like 400) and test if the temperature goes down quickly. If work, post here =]

Oh...
I thought there indicated temperature)
I changed at 10 and 10 degrees always will be more)

Edited by Tezumoto

Share this post


Link to post
Share on other sites
kavaline    13
22 minutes ago, Tezumoto said:

On the first day of winter, there is a bonus.
The character temperature of 15, and the ground of 5.
But after a couple of seconds, the character becomes the same temperature as that of the ground.
I want to character constantly in the winter was 10 degrees more than the ground.

It is beyond of my actual knowledge...

This code is for reduce the rate of temperature decrease; you will lose heat, but at reduced rate. Have a code for set minimum temperature, but I don't know how works (and don't remember the code...).

Share this post


Link to post
Share on other sites
Tesumoto    19
24 minutes ago, kavaline said:

So, put a high VALUE (like 400) and test if the temperature goes down quickly. If work, post here =]

local function WatchSeason(inst, season)
	if season == "winter" then
		inst.components.temperature.inherentinsulation = 960 --Default is 0, increase for add resistance
	else
		inst.components.temperature.inherentinsulation = 0 --Remove the bonus if not winter
	end
end

I set the value of 960, but the character temperature still drops very quickly =(

inst: WatchWorldState ( "season", Watch Season) also placed in the right place.

This my full code:

local MakePlayerCharacter = require "prefabs/player_common"

local assets = {Asset("SCRIPT", "scripts/prefabs/player_common.lua")}

local prefabs = {}

local start_inv = {"sewing_kit", "bedroll_furry"}

local function onbecamehuman(inst)

	inst.components.locomotor:SetExternalSpeedMultiplier(inst, "kagerou_speed_mod", 1)
	
end

local function onbecameghost(inst)

   inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "kagerou_speed_mod")
   
end

local function onload(inst)

    inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman)
    inst:ListenForEvent("ms_becameghost", onbecameghost)

    if inst:HasTag("playerghost") then
	
        onbecameghost(inst)
		
    else
	
        onbecamehuman(inst)
		
    end
end

local function WatchSeason(inst, season)
	if season == "winter" then
		inst.components.temperature.inherentinsulation = 960 --Default is 0, increase for add resistance
	else
		inst.components.temperature.inherentinsulation = 0 --Remove the bonus if not winter
	end
end

local common_postinit = function(inst) 

	inst.MiniMapEntity:SetIcon( "kagerou.tex" )
	
end

local master_postinit = function(inst)

	inst.soundsname = "willow"

	inst.components.health:SetMaxHealth(100)
	inst.components.hunger:SetMax(100)
	inst.components.sanity:SetMax(300)
		
	inst.components.locomotor.walkspeed = ( TUNING.WILSON_WALK_SPEED * 1.1 )
	inst.components.locomotor.runspeed = ( TUNING.WILSON_RUN_SPEED * 1.1 )
		
	inst.components.combat.damagemultiplier = 0.9
		
	inst.components.hunger.hungerrate = ( TUNING.WILSON_HUNGER_RATE * 1.1 )
	
	inst.OnLoad = onload
	inst.OnNewSpawn = onload
	
	inst.components.eater:SetCanEatRaw()
	inst.components.eater.strongstomach = true
	
	inst:WatchWorldState("season", WatchSeason )

end

return MakePlayerCharacter("kagerou", prefabs, assets, common_postinit, master_postinit, start_inv)

 

Edited by Tezumoto

Share this post


Link to post
Share on other sites
kavaline    13
17 minutes ago, Tezumoto said:

local function WatchSeason(inst, season)
	if season == "winter" then
		inst.components.temperature.inherentinsulation = 960 --Default is 0, increase for add resistance
	else
		inst.components.temperature.inherentinsulation = 0 --Remove the bonus if not winter
	end
end

I set the value of 960, but the character temperature still drops very quickly =(

inst: WatchWorldState ( "season", Watch Season) also placed in the right place.

This my full code:


local MakePlayerCharacter = require "prefabs/player_common"

local assets = {Asset("SCRIPT", "scripts/prefabs/player_common.lua")}

local prefabs = {}

local start_inv = {"sewing_kit", "bedroll_furry"}

local function onbecamehuman(inst)

	inst.components.locomotor:SetExternalSpeedMultiplier(inst, "kagerou_speed_mod", 1)
	
end

local function onbecameghost(inst)

   inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "kagerou_speed_mod")
   
end

local function onload(inst)

    inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman)
    inst:ListenForEvent("ms_becameghost", onbecameghost)

    if inst:HasTag("playerghost") then
	
        onbecameghost(inst)
		
    else
	
        onbecamehuman(inst)
		
    end
end

local function WatchSeason(inst, season)
	if season == "winter" then
		inst.components.temperature.inherentinsulation = 960 --Default is 0, increase for add resistance
	else
		inst.components.temperature.inherentinsulation = 0 --Remove the bonus if not winter
	end
end

local common_postinit = function(inst) 

	inst.MiniMapEntity:SetIcon( "kagerou.tex" )
	
end

local master_postinit = function(inst)

	inst.soundsname = "willow"

	inst.components.health:SetMaxHealth(100)
	inst.components.hunger:SetMax(100)
	inst.components.sanity:SetMax(300)
		
	inst.components.locomotor.walkspeed = ( TUNING.WILSON_WALK_SPEED * 1.1 )
	inst.components.locomotor.runspeed = ( TUNING.WILSON_RUN_SPEED * 1.1 )
		
	inst.components.combat.damagemultiplier = 0.9
		
	inst.components.hunger.hungerrate = ( TUNING.WILSON_HUNGER_RATE * 1.1 )
	
	inst.OnLoad = onload
	inst.OnNewSpawn = onload
	
	inst.components.eater:SetCanEatRaw()
	inst.components.eater.strongstomach = true
	
	inst:WatchWorldState("season", WatchSeason )

end

return MakePlayerCharacter("kagerou", prefabs, assets, common_postinit, master_postinit, start_inv)

 

Unfortunelly I'm headed in other code here, but I have a trick for test my codes; inside of the if, above the lines that change the insulation, put this: inst.components.talker:Say("Winter Bonus ON"), and inst.components.talker:Say("Winter Bonus OFF"). Look if when the winters come, what he says. This will test if the insulation really is affected, or not.

The code:

local MakePlayerCharacter = require "prefabs/player_common"
local assets = {Asset("SCRIPT", "scripts/prefabs/player_common.lua")}
local prefabs = {}
local start_inv = {"sewing_kit", "bedroll_furry"}

local function onbecamehuman(inst)
	inst.components.locomotor:SetExternalSpeedMultiplier(inst, "kagerou_speed_mod", 1)
end

local function onbecameghost(inst)
   inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "kagerou_speed_mod")
end

local function onload(inst)
    inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman)
    inst:ListenForEvent("ms_becameghost", onbecameghost)

    if inst:HasTag("playerghost") then
        onbecameghost(inst)
    else
        onbecamehuman(inst)
    end
end

local function WatchSeason(inst, season)
	if season == "winter" then
    	inst.components.talker:Say("Winter Bonus ON")
		inst.components.temperature.inherentinsulation = 960 --Default is 0, increase for add resistance
	else
      	inst.components.talker:Say("Winter Bonus OFF")
		inst.components.temperature.inherentinsulation = 0 --Remove the bonus if not winter
	end
end

local common_postinit = function(inst) 
	inst.MiniMapEntity:SetIcon( "kagerou.tex" )
end

local master_postinit = function(inst)
	inst.soundsname = "willow"
	inst.components.health:SetMaxHealth(100)
	inst.components.hunger:SetMax(100)
	inst.components.sanity:SetMax(300)
	inst.components.locomotor.walkspeed = ( TUNING.WILSON_WALK_SPEED * 1.1 )
	inst.components.locomotor.runspeed = ( TUNING.WILSON_RUN_SPEED * 1.1 )
	inst.components.combat.damagemultiplier = 0.9
	inst.components.hunger.hungerrate = ( TUNING.WILSON_HUNGER_RATE * 1.1 )
	inst.OnLoad = onload
	inst.OnNewSpawn = onload
	inst.components.eater:SetCanEatRaw()
	inst.components.eater.strongstomach = true
	inst:WatchWorldState("season", WatchSeason )
end

return MakePlayerCharacter("kagerou", prefabs, assets, common_postinit, master_postinit, start_inv)
Edited by kavaline

Share this post


Link to post
Share on other sites
Tesumoto    19
22 minutes ago, kavaline said:

Unfortunelly I'm headed in other code here, but I have a trick for test my codes; inside of the if, above the lines that change the insulation, put this: inst.components.talker:Say("Winter Bonus ON"), and inst.components.talker:Say("Winter Bonus OFF"). Look if when the winters come, what he says. This will test if the insulation really is affected, or not.

Somehow it at me does not work.
But I found another way.

inst.components.temperature.inherentinsulation = ( TUNING.INSULATION_PER_BEARD_BIT * 9 )
By increasing the number 9, I get a bigger bonus.
But it will work for all seasons.

Edited by Tezumoto

Share this post


Link to post
Share on other sites

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this