Bunnyash Posted November 25, 2016 Share Posted November 25, 2016 (edited) I'm new here and I'm not very good with coding, so I'm not sure if I'm posting this in the right place. Anyway I have a mod I've been wanting to add perks into for a while, but can't seem to find any help online, I've had a few friends trying to help me the the codes just keep crashing. Please can anyone help me with the following list below: Ability to shoot bombs, throwing grenades is close enough. I also want to make this non-craft able, as in, You start with this power and you don't need to craft anything to use it (also help make every time he throws a grenade, he gains sanity) Has a chance to drop weapons/tools, basically anything he holds will sometimes slip when it's in uses, but instead it's always and not just from wetness Ignore spoilage, it's pretty simple since WX-78 has this code, but I can't seem to get it to work with me. When sanity is low, the character will automatically throw a grenade at the closest object, I'm not sure if this perk is even possible, but I'd really appreciate it if any one could somehow get this to work for me? It's kinda like when willow's sanity is low, she makes fire with her feet. I'm not sure how easily all this can be coded, but I'd really appreciate any sorta of help, even any links to ask for help is good enough for me, I'm just tired of searching the web and finding codes that don't seem to work, and not being able to contact help. Edited November 25, 2016 by Bunnyash Link to comment Share on other sites More sharing options...
. . . Posted November 25, 2016 Share Posted November 25, 2016 (edited) This's for ignoring spoilage, add it into YOURCHARACTER.lua inside master_postinit Spoiler inst.components.eater.ignoresspoilage = true And for items falling, it can be anything that's equipped, right? Put this in YOURCHARACTER.lua inside master_postinit Spoiler inst:ListenForEvent("attacked", function(inst, data) -- when attacked might drop equips, if you don't want it for when you get attacked just change the event to be something else that you want. if math.random() > 0.5 then local body if EQUIPSLOTS.BACK then -- For Extra Equip Slots mod. body = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.BACK) else local body_fall = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.BODY) -- chance to drop backpack/armor body = body_fall and body_fall end if body and math.random() > 0.5 then inst.components.inventory:DropItem(body) inst.components.talker:Say("Oh no~!") end --------------- local head local head_fall = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HEAD) -- chance to drop hat head = head_fall and head_fall if head and math.random() > 0.5 then inst.components.inventory:DropItem(head) inst.components.talker:Say("Dang it~!") end --------------- local tool local tool_fall = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS) -- chance to drop tool tool = tool_fall and tool_fall if tool and math.random() > 0.5 then inst.components.inventory:DropItem(tool) inst.components.talker:Say("Dang~!") end end end) I don't know how to do the grenade stuff though, sorry ! Hope I helped in someway ! EDIT: And welcome to Klei forums !! Edited November 25, 2016 by SuperDavid Link to comment Share on other sites More sharing options...
Bunnyash Posted November 25, 2016 Author Share Posted November 25, 2016 8 hours ago, SuperDavid said: Hey man! Thanks so much for these codes! But I still have a few questions, I only wanted the tools; such as axes, pickaxes, spears etc, to have a chance to be dropped when he uses them, hats and armour/backpacks will not fall off. Besides that.These codes work perfectly fine! Thank you so much! Link to comment Share on other sites More sharing options...
. . . Posted November 26, 2016 Share Posted November 26, 2016 15 hours ago, Bunnyash said: I only wanted the tools; such as axes, pickaxes, spears etc, to have a chance to be dropped when he uses them, hats and armour/backpacks will not fall off. Then put this in YOURCHRACTER.lua inside master_postinit ! Spoiler inst:ListenForEvent("working", function(inst, data) -- when working might drop equips. local tool local randomchance = math.random(1,4) -- You can replace 4 with 2 for 50% chance or 4 with a higher number for a lower % chance. local tool_fall = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS) -- chance to drop tool tool = tool_fall and tool_fall if tool and randomchance == 1 then -- 25% of dropping tool. inst.components.inventory:DropItem(tool) end end) inst:ListenForEvent("onattackother", function(inst, data) -- when attacking something might drop equips. local tool local randomchance = math.random(1,4) -- You can replace 4 with 2 for 50% chance or 4 with a higher number for a lower % chance. local tool_fall = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS) -- chance to drop tool tool = tool_fall and tool_fall if tool and randomchance == 1 then -- 25% of dropping tool. inst.components.inventory:DropItem(tool) end end) Link to comment Share on other sites More sharing options...
Bunnyash Posted November 27, 2016 Author Share Posted November 27, 2016 On 11/26/2016 at 7:01 AM, SuperDavid said: Then put this in YOURCHRACTER.lua inside master_postinit ! Reveal hidden contents inst:ListenForEvent("working", function(inst, data) -- when working might drop equips. local tool local randomchance = math.random(1,4) -- You can replace 4 with 2 for 50% chance or 4 with a higher number for a lower % chance. local tool_fall = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS) -- chance to drop tool tool = tool_fall and tool_fall if tool and randomchance == 1 then -- 25% of dropping tool. inst.components.inventory:DropItem(tool) end end) inst:ListenForEvent("onattackother", function(inst, data) -- when attacking something might drop equips. local tool local randomchance = math.random(1,4) -- You can replace 4 with 2 for 50% chance or 4 with a higher number for a lower % chance. local tool_fall = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS) -- chance to drop tool tool = tool_fall and tool_fall if tool and randomchance == 1 then -- 25% of dropping tool. inst.components.inventory:DropItem(tool) end end) Ah! Thank you so much!!! I appreciate the help! I dunno if I can thank you enough!! Link to comment Share on other sites More sharing options...
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