MarfMasterofDesaster Posted May 30, 2017 Share Posted May 30, 2017 The code: local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("SCRIPT", "scripts/prefabs/player_common.lua"), } local prefabs = {} local start_inv = { } 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 common_postinit = function(inst) inst.MiniMapEntity:SetIcon( "marf.tex" ) inst:AddTag("master") end local function applyupgrades(inst) local max_upgrades = 46 inst.level = math.min(inst.level, max_upgrades) local hunger_percent = inst.components.hunger:GetPercent() local health_percent = inst.components.health:GetPercent() local sanity_percent = inst.components.sanity:GetPercent() local locomotorwalkspeed_percent = inst.components.locomotor.walkspeed:GetNumber() local locomotorrunspeed_percent = inst.components.locomotor.runspeed:GetNumber() local combatdamagemultiplier_percent = inst.components.combat.damagemultiplier:GetNumber() inst.components.hunger.max = math.ceil(75 + inst.level * (250 - 75) / max_upgrades) inst.components.health.maxhealth = math.ceil(100 + inst.level * (350 - 75) / max_upgrades) inst.components.sanity.max = math.ceil(300 + inst.level * (100 - 300) / max_upgrades) inst.components.locomotor.walkspeed = math.ceil(3.5 + inst.level * (5 - 3.5) / max_upgrades) inst.components.locomotor.runspeed = math.ceil(5.25 + inst.level * (7.5 - 5.25) / max_upgrades) inst.components.combat.damagemultiplier = math.ceil(0.83 + inst.level * (1.66 - 0.83) / max_upgrades) inst.components.hunger:SetPercent(hunger_percent) inst.components.health:SetPercent(health_percent) inst.components.sanity:SetPercent(sanity_percent) inst.components.locomotor.walkspeed:SetPercent(locomotorwalkspeed_percent) inst.components.locomotor.runspeed:SetPercent(locomotorrunspeed_percent) inst.components.combat.damagemultiplier(combatdamagemultiplier_percent) end local function oneat(inst, food) if food and food.components.edible and food.components.edible.foodtype == FOODTYPE.GEARS then --give an upgrade! inst.level = inst.level + 1 applyupgrades(inst) inst.HUD.controls.status.heart:PulseGreen() inst.HUD.controls.status.stomach:PulseGreen() inst.HUD.controls.status.brain:PulseRed() end end local function onpreload(inst, data) if data ~= nil and data.level ~= nil then inst.level = data.level applyupgrades(inst) --re-set these from the save data, because of load-order clipping issues if data.health and data.health.health then inst.components.health:SetCurrentHealth(data.health.health) end if data.hunger and data.hunger.hunger then inst.components.hunger.current = data.hunger.hunger end if data.sanity and data.sanity.current then inst.components.sanity.current = data.sanity.current end if data.locomotor.walkspeed and data.locomotor.walkspeed.current then inst.components.locomotor.walkspeed.current = data.locomotor.walkspeed.current end if data.locomotor.runspeed and data.locomotor.runspeed.current then inst.components.locomotor.runspeed.current = data.locomotor.runspeed.current end if data.combat.damagemultiplier and data.combat.damagemultiplier.current then inst.components.combat.damagemultiplier.current = data.combat.damagemultiplier.current end inst.components.health:DoDelta(0) inst.components.hunger:DoDelta(0) inst.components.sanity:DoDelta(0) inst.components.locomotor.walkspeed:DoDelta(0) inst.components.locomotor.runspeed:DoDelta(0) inst.components.combat.damagemultiplier:DoDelta(0) end end local function onsave(inst, data) data.level = inst.level > 0 and inst.level or nil end local master_postinit = function(inst) inst.soundsname = "wilson" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used --inst.talker_path_override = "dontstarve_DLC001/characters/" inst.components.health:SetMaxHealth(100) inst.components.hunger:SetMax(75) inst.components.sanity:SetMax(300) inst.components.locomotor.walkspeed = 3.5 inst.components.locomotor.runspeed = 5.25 inst.components.combat.damagemultiplier = 0.83 inst.components.hunger.hungerrate = 1.66 * TUNING.WILSON_HUNGER_RATE inst.components.sanity.neg_aura_mult = 1.33 inst.components.sanity.night_drain_mult = 0 inst.level = 0 inst.components.eater:SetCanEatGears() inst.components.eater:SetOnEatFn(oneat) applyupgrades(inst) inst.components.reader = true inst.OnLoad = onload inst.OnNewSpawn = onload inst.OnPreload = onpreload inst.OnSave = onsave end return MakePlayerCharacter("marf", prefabs, assets, common_postinit, master_postinit, start_inv) I don't know how to tell it that locomotor walk and runspeed are different values, damagemultiplier too. Is it even possible? Please help me with this. Link to comment https://forums.kleientertainment.com/forums/topic/79354-ugrade-function-help/ Share on other sites More sharing options...
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