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Character moding help


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I'm unsure about both of those, but a workaround that wouldn't involve you having to take into consideration every iteration of every tree (take mushtrees, for example. They have three different states) in the game would be to simply make your character unable to equip an axe. 

local function onCantEquip(inst)
 if inst and inst.components.talker then
  inst.components.talker:Say("INSERT YOUR CHARACTER'S DIALOGUE HERE.")
 end
end
local oldEquip = GLOBAL.ACTIONS.EQUIP.fn
GLOBAL.ACTIONS.EQUIP.fn = function(act)
 return (act.invobject.prefab ~= "axe") and oldEquip(act) or onCantEquip(act.doer)
end
 
Put that in your character's modmain and it should do the trick. Not quit what you asked for but it gets the same job done.

 

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Thanks that will do.

 

 

Edit: problem is that if it is picked from the ground it goes in the hand slot if nothing there. How do i make it so only my character can not equip it, becouse in curent state it does that even for wilson. I dont know if it was easier to just make him loose sanity when axe equiped.

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If you want your character to not be able to use the axe to chop down trees (But still be able to use it as a weapon) then you can simply add to your modmain.lua

GetPlayer = GLOBAL.GetPlayer

    AddPrefabPostInit("axe", function(inst)
        if GetPlayer().prefab == "YourCharacterHere" then
            inst:RemoveComponent("tool")
        end
    end)

However, you would need to do this for every tool in the game which the player can use to chop down trees (So also the golden axe, and the multitool)

and if you don't want your character to be able to equip the axe at all then add this instead:

GetPlayer = GLOBAL.GetPlayer

    AddPrefabPostInit("axe", function(inst)
        if GetPlayer().prefab == "YourCharacterHere" then
            inst:RemoveComponent("equippable")
        end
    end)

And if you want your character to be losing sanity from chopping down trees then you can use this:
(it's from "Ysulyan, the Nature Dragon" mod by Ysulyan)
Add this to your character's prefab file.

    local function OnWork(inst,data)
        if data.target and data.target:HasTag("tree")
        and not data.target:HasTag("burnt") and not data.target:HasTag("stump") then
            inst.components.sanity:DoDelta(-TUNING.SANITY_SUPERTINY)
            if not inst.choppedrecently then
                inst.components.talker:Say("Put here what you want your character to say.")
                inst.choppedrecently = inst:DoTaskInTime(10,function(inst)
                    inst.choppedrecently = nil
                end)
            end
        end
    end
    inst:ListenForEvent("working",OnWork)
    
I hope that this can help you.
And good luck with your mod! ^-^

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