keinekiv Posted January 18, 2018 Share Posted January 18, 2018 So, I've been working on a character mod mod for some time now, and I want to make a character to whom some of the mobs would be passive, while he gets sanity drain on attacking all monsters/animals in game. I have managed to achieve passive tallbirds with the following, plan to do same with beefalo and frogs local function PassiveUntilAttack(self) if self.inst.prefab ~= "tallbird" then return end local _SetRetargetFunction = self.SetRetargetFunction self.SetRetargetFunction = function(self, period, fn) if fn then local _fn = fn fn = function(...) local _target = _fn(...) if _target and _target.HasTag("magizoologist") then return end return _target end end return _SetRetargetFunction(self, period, fn) end end AddComponentPostInit("combat", PassiveUntilAttack) local function tallbirdpostinit(inst) if not GLOBAL.TheWorld.ismastersim then return end if inst.components.combat then inst.components.combat:SetRetargetFunction(3, Retarget) end end AddPrefabPostInit("tallbird", tallbirdpostinit) The character looses sanity on attacking, like this: inst:ListenForEvent("onattackother", function(inst, data) if data.target.prefab == "tallbird" then inst.components.sanity:DoDelta(-TUNING.SANITY_TINY) end end) So, I wonder, if there is a shorter way to get sanity drain from attack, as I really don't want to copy/paste this for every mob in game.... Can I make it depend on tags which mobs have and set different sanity drain for monsters/bosses/prey? And last but not least: is there a possibility to make bunnymen passive to this character even when he has meat in the inventory? Preferably without modifying bunnymen's prefab? Thank you in advance) Link to comment https://forums.kleientertainment.com/forums/topic/86577-passive-bunnymen/ Share on other sites More sharing options...
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