. . . Posted June 21, 2017 Share Posted June 21, 2017 It'd be nice if this code in grue.lua component gets changed from this current code code Spoiler function Grue:OnUpdate(dt) if self.nextHitTime ~= nil and self.nextHitTime > 0 then self.nextHitTime = self.nextHitTime - dt end if self.nextSoundTime ~= nil and self.nextSoundTime > 0 then self.nextSoundTime = self.nextSoundTime - dt if self.nextSoundTime <= 0 then if self.soundwarn ~= nil then self.inst.SoundEmitter:PlaySound(self.soundwarn) end self.inst:DoTaskInTime(self.warndelay, self.inst.PushEvent, "heargrue") end end if self.nextHitTime ~= nil and self.nextHitTime <= 0 then self.level = self.level + 1 self.nextHitTime = 5 + math.random() * 6 self.nextSoundTime = self.nextHitTime * (.4 + math.random() * .4) if self.soundattack ~= nil then self.inst.SoundEmitter:PlaySound(self.soundattack) end if self.level > (self.resistance or 0) then self.inst.components.combat:GetAttacked(nil, TUNING.GRUEDAMAGE, nil, "darkness") self.inst.components.sanity:DoDelta(-TUNING.SANITY_MEDLARGE) self.inst:PushEvent("attackedbygrue") else self.inst:PushEvent("resistedgrue") end end end to this Spoiler function Grue:OnUpdate(dt) if self.nextHitTime ~= nil and self.nextHitTime > 0 then self.nextHitTime = self.nextHitTime - dt end if self.nextSoundTime ~= nil and self.nextSoundTime > 0 then self.nextSoundTime = self.nextSoundTime - dt if self.nextSoundTime <= 0 then if self.soundwarn ~= nil then self.inst.SoundEmitter:PlaySound(self.soundwarn) end self.inst:DoTaskInTime(self.warndelay, self.inst.PushEvent, "heargrue") end end if self.nextHitTime ~= nil and self.nextHitTime <= 0 then self.level = self.level + 1 self.nextHitTime = 5 + math.random() * 6 self.nextSoundTime = self.nextHitTime * (.4 + math.random() * .4) if self.soundattack ~= nil then self.inst.SoundEmitter:PlaySound(self.soundattack) end if self.level > (self.resistance or 0) then self.inst.components.combat:GetAttacked(nil, TUNING.GRUEDAMAGE, nil, "darkness") if self.inst.components.sanity then self.inst.components.sanity:DoDelta(-TUNING.SANITY_MEDLARGE) end self.inst:PushEvent("attackedbygrue") else self.inst:PushEvent("resistedgrue") end end end Adding a check for if the entity being attacked has Sanity to remove Sanity, then if they don't have Sanity the game doesn't crash. I'm sure this would be extremely easy to add & it'd be good for any modders adding AI players (like me) which don't really need Sanity . Link to comment Share on other sites More sharing options...
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