Mariotu4 Posted April 26, 2017 Share Posted April 26, 2017 I've been playing around with the armor component and I can't seem to remove the call back to PercentChanged. How would I go about doing this? Link to comment https://forums.kleientertainment.com/forums/topic/78194-how-to-make-armor-that-doesnt-break-at-0/ Share on other sites More sharing options...
Lumina Posted April 26, 2017 Share Posted April 26, 2017 I know that armor skeleton doesn't break at 0%, but it works differently than others armor (fueling instead of 0%). you can try to look at the code maybe, but it's complex. Link to comment https://forums.kleientertainment.com/forums/topic/78194-how-to-make-armor-that-doesnt-break-at-0/#findComment-913930 Share on other sites More sharing options...
Aquaterion Posted April 28, 2017 Share Posted April 28, 2017 You'd have to adjust a function or 2 in the armor component put this in modmain.lua: (untested) NOTE replace where ever it says "YOUR_PREFAB" with your prefab name (2 occurrences) AddComponentPostInit("armor", function(self) local oldTakeDamage = self.TakeDamage local oldGetAbsorption = self.GetAbsorption function self:TakeDamage(damage_amount) if (self.inst.prefab ~= "YOUR_PREFAB" or (self.condition - damage_amount) > 0) then return oldTakeDamage(self, damage_amount) else if (self.condition - damage_amount) <= 0 then self.condition = 0 if self.onfinished ~= nil then self.onfinished() end end end end function self:GetAbsorption(attacker, weapon) return (self.inst.prefab ~= "YOUR_PREFAB" or self.condition > 0) and oldGetAbsorption(self, attacker, weapon) or nil end end) Link to comment https://forums.kleientertainment.com/forums/topic/78194-how-to-make-armor-that-doesnt-break-at-0/#findComment-914982 Share on other sites More sharing options...
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