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[Quick Help] Mod reading code from a .lua file


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Hey!

This is probably an easy question for you, however I am new to modding and couldn't find yet a solution, so this is why I do this post.

 

I want to ask if there is a way to make the modmain.lua read code from another lua file, instead of attaching all the .lua files to the mod?

In my case, I want to edit the amout of wool the beefalo drops when it is shaven. In my mod folder I add: scripts/prefabs/beelafo.lua and edit there one line:

inst.components.beard.bits = 3

Or I could edit the default "3" into GetModConfigData("Settings") and add options to my mod in modinfo.lua. This I figured.

 

Question: Is there a way to specificly edit this line, or other lines of code without attaching the original beefalo.lua file into my mod? This could help me for example with mod conflicts or simpy not loading all the lua files and code, only because I need to change a few lines.

 

This is the local function code from the beefalo.lua:

Spoiler

local function beefalo()
    local inst = CreateEntity()

    inst.entity:AddTransform()
    inst.entity:AddAnimState()
    inst.entity:AddSoundEmitter()
    inst.entity:AddDynamicShadow()
    inst.entity:AddNetwork()

    MakeCharacterPhysics(inst, 100, .5)

    inst.DynamicShadow:SetSize(6, 2)
    inst.Transform:SetSixFaced()

    inst.AnimState:SetBank("beefalo")
    inst.AnimState:SetBuild("beefalo_build")
    inst.AnimState:PlayAnimation("idle_loop", true)
    inst.AnimState:Hide("HEAT")

    inst:AddTag("beefalo")
    inst:AddTag("animal")
    inst:AddTag("largecreature")

    inst:AddTag("bearded")

    inst:AddTag("trader")

    inst:AddTag("herdmember")

    inst:AddTag("saddleable")

    inst:AddTag("domesticatable")

    inst:AddTag("saltlicker")

    inst.sounds = sounds

    inst.entity:SetPristine()

    if not TheWorld.ismastersim then
        return inst
    end

    inst:AddComponent("bloomer")

    inst:AddComponent("beard")
    inst.components.beard.bits = 3
    inst.components.beard.daysgrowth = TUNING.BEEFALO_HAIR_GROWTH_DAYS + 1
    inst.components.beard.onreset = OnResetBeard
    inst.components.beard.canshavetest = CanShaveTest
    inst.components.beard.prize = "beefalowool"
    inst.components.beard:AddCallback(0, OnShaved)
    inst.components.beard:AddCallback(TUNING.BEEFALO_HAIR_GROWTH_DAYS, OnHairGrowth)

    inst:AddComponent("brushable")
    inst.components.brushable.regrowthdays = 1
    inst.components.brushable.max = 1
    inst.components.brushable.prize = "beefalowool"
    inst.components.brushable:SetOnBrushed(OnBrushed)

    inst:AddComponent("eater")
    inst.components.eater:SetDiet({ FOODTYPE.VEGGIE, FOODTYPE.ROUGHAGE }, { FOODTYPE.VEGGIE, FOODTYPE.ROUGHAGE })
    inst.components.eater:SetAbsorptionModifiers(4,1,1)
    inst.components.eater:SetOnEatFn(OnEat)

    inst:AddComponent("combat")
    inst.components.combat.hiteffectsymbol = "beefalo_body"
    inst.components.combat:SetDefaultDamage(TUNING.BEEFALO_DAMAGE.DEFAULT)
    inst.components.combat:SetRetargetFunction(1, Retarget)
    inst.components.combat:SetKeepTargetFunction(KeepTarget)

    inst:AddComponent("health")
    inst.components.health:SetMaxHealth(TUNING.BEEFALO_HEALTH)
    inst.components.health.nofadeout = true
    inst.components.health:StartRegen(TUNING.BEEFALO_HEALTH_REGEN, TUNING.BEEFALO_HEALTH_REGEN_PERIOD)
    inst:ListenForEvent("death", OnDeath) -- need to handle this due to being mountable
    inst:ListenForEvent("healthdelta", OnHealthDelta) -- to inform rider

    inst:AddComponent("lootdropper")
    inst.components.lootdropper:SetChanceLootTable('beefalo')

    inst:AddComponent("inspectable")
    inst.components.inspectable.getstatus = GetStatus

    inst:AddComponent("knownlocations")
    inst:ListenForEvent("entermood", OnEnterMood)
    inst:ListenForEvent("leavemood", OnLeaveMood)

    inst:AddComponent("leader")
    inst:AddComponent("follower")
    inst.components.follower.maxfollowtime = TUNING.BEEFALO_FOLLOW_TIME
    inst.components.follower.canaccepttarget = false

    inst:ListenForEvent("newcombattarget", OnNewTarget)
    inst:ListenForEvent("attacked", OnAttacked)

    inst:AddComponent("periodicspawner")
    inst.components.periodicspawner:SetPrefab("poop")
    inst.components.periodicspawner:SetRandomTimes(40, 60)
    inst.components.periodicspawner:SetDensityInRange(20, 2)
    inst.components.periodicspawner:SetMinimumSpacing(8)
    inst.components.periodicspawner:Start()

    inst:AddComponent("rideable")
    inst.components.rideable:SetRequiredObedience(TUNING.BEEFALO_MIN_BUCK_OBEDIENCE)
    inst:ListenForEvent("saddlechanged", OnSaddleChanged)
    inst:ListenForEvent("refusedrider", OnRefuseRider)

    inst:AddComponent("trader")
    inst.components.trader:SetAcceptTest(ShouldAcceptItem)
    inst.components.trader.onaccept = OnGetItemFromPlayer
    inst.components.trader.onrefuse = OnRefuseItem
    inst.components.trader.deleteitemonaccept = false

    inst:AddComponent("hunger")
    inst.components.hunger:SetMax(TUNING.BEEFALO_HUNGER)
    inst.components.hunger:SetRate(TUNING.BEEFALO_HUNGER_RATE)
    inst.components.hunger:SetPercent(0)
    inst.components.hunger:SetOverrideStarveFn(OnStarving)

    inst:AddComponent("domesticatable")
    inst.components.domesticatable:SetDomesticationTrigger(DomesticationTriggerFn)

    MakeLargeBurnableCharacter(inst, "beefalo_body")
    MakeLargeFreezableCharacter(inst, "beefalo_body")

    inst:AddComponent("locomotor")
    inst.components.locomotor.walkspeed = TUNING.BEEFALO_WALK_SPEED
    inst.components.locomotor.runspeed = TUNING.BEEFALO_RUN_SPEED.DEFAULT

    inst:AddComponent("sleeper")
    inst.components.sleeper:SetResistance(3)
    inst.components.sleeper.sleeptestfn = MountSleepTest

    inst:AddComponent("timer")
    inst:AddComponent("saltlicker")
    inst.components.saltlicker:SetUp(TUNING.SALTLICK_BEEFALO_USES)
    inst:ListenForEvent("saltchange", ToggleDomesticationDecay)
    inst:ListenForEvent("gotosleep", ToggleDomesticationDecay)
    inst:ListenForEvent("onwakeup", ToggleDomesticationDecay)

    inst.ApplyBuildOverrides = ApplyBuildOverrides
    inst.ClearBuildOverrides = ClearBuildOverrides

    inst.tendency = TENDENCY.DEFAULT
    inst._bucktask = nil

    inst:AddComponent("herdmember")
    inst.components.herdmember:Enable(true)

    inst:AddComponent("mood")
    inst.components.mood:SetMoodTimeInDays(TUNING.BEEFALO_MATING_SEASON_LENGTH, TUNING.BEEFALO_MATING_SEASON_WAIT)
    inst.components.mood:SetInMoodFn(OnEnterMood)
    inst.components.mood:SetLeaveMoodFn(OnLeaveMood)
    inst.components.mood:CheckForMoodChange()
    inst.components.mood:Enable(false)

    inst.UpdateDomestication = UpdateDomestication
    inst:ListenForEvent("domesticated", OnDomesticated)
    inst.DoFeral = DoFeral
    inst:ListenForEvent("goneferal", OnFeral)
    inst:ListenForEvent("obediencedelta", OnObedienceDelta)
    inst:ListenForEvent("domesticationdelta", OnDomesticationDelta)
    inst:ListenForEvent("beingridden", OnBeingRidden)
    inst:ListenForEvent("riderchanged", OnRiderChanged)
    inst:ListenForEvent("riderdoattackother", OnRiderDoAttack)
    inst:ListenForEvent("hungerdelta", OnHungerDelta)
    inst:ListenForEvent("ridersleep", OnRiderSleep)

    inst:AddComponent("uniqueid")
    inst:AddComponent("beefalometrics")

    MakeHauntablePanic(inst)
    AddHauntableCustomReaction(inst, CustomOnHaunt, true, false, true)

    inst.SetTendency = SetTendency
    inst:SetTendency()

    inst.ShouldBeg = ShouldBeg

    inst:SetBrain(brain)
    inst:SetStateGraph("SGBeefalo")

    inst:DoTaskInTime(0, OnInit)

    inst.debugstringfn = GetDebugString
    inst.OnSave = OnSave
    inst.OnLoad = OnLoad

    return inst
end

 

 

Edited by NAVY
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Yes, it should be possible. Usually you edit a bit of a file, not the entire file, so mods could be compatible between each other without trouble.

You can find the API with some examples :

Here is the example of the API :


local function BetterCarrotInit(prefab)
	prefab.components.edible.hungervalue = 200 -- carrots are the best food ever!!
end
AddPrefabPostInit("carrot", BetterCarrotInit)

The example is a bit old, so maybe not 100% accurate, but you can find similar examples in other mods.

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Hey, thanks for the reply. With the example mod and some other posts, I was able to make this work.

This is the code I came up with, and it works. Leaving it here if someone is having a similar issue or searching for a solution.

local function updateLootTableBeefaloWool(inst)
   if(inst.components.beard == nil) then
      inst:AddComponent("beard")
   end
	inst.components.beard.bits = 3 --You can edit the number here.
end
AddPrefabPostInit("beefalo", updateLootTableBeefaloWool)

Note: This is an example for the beefalo drops when shaved. With some changes it will work with any components.

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