Ultroman Posted August 30, 2018 Share Posted August 30, 2018 (edited) It won't mistake it, as long as it's in quotations "". Didn't the encapsulation fixes in theend.lua fix the problem? Do you need a second pair of eyes on that? Edited August 30, 2018 by Ultroman Link to comment Share on other sites More sharing options...
Andreasgamming Posted August 30, 2018 Author Share Posted August 30, 2018 I'm gonna check that to see, just gotta enable another mod that helps with the testing. Link to comment Share on other sites More sharing options...
Ultroman Posted August 30, 2018 Share Posted August 30, 2018 OK. Let me know I'm sitting here being bored tonight, not really feeling like working on my own things. I'll get a notification if you write. Link to comment Share on other sites More sharing options...
Andreasgamming Posted August 30, 2018 Author Share Posted August 30, 2018 UPDATE Link to comment Share on other sites More sharing options...
Ultroman Posted August 30, 2018 Share Posted August 30, 2018 (edited) Yeah, you're missing your DoNothingNow function from cruel in theend. Edited August 30, 2018 by Ultroman Link to comment Share on other sites More sharing options...
Andreasgamming Posted August 30, 2018 Author Share Posted August 30, 2018 No, I changed it to onattack_firewand Link to comment Share on other sites More sharing options...
Ultroman Posted August 30, 2018 Share Posted August 30, 2018 (edited) Apparently not Are you sure you aren't editing another file, than the one loaded by the game? The zip you sent me, has this in theend.lua Edited August 30, 2018 by Ultroman Link to comment Share on other sites More sharing options...
Andreasgamming Posted August 30, 2018 Author Share Posted August 30, 2018 And whit a little tweaking it is fixed. BTW This weapon is meant to be Super OP Which is why it requires so many Dragonflies to be killed, it used to required 4 Shadow hearts but I removed that cause I though it couldn't be used. And Nope I did, I havent updated the Zip provided, I found and fixed it right after posting that Error. Link to comment Share on other sites More sharing options...
Ultroman Posted August 30, 2018 Share Posted August 30, 2018 Aaah, ok Didn't catch that you already fixed it. Good for you, man. Can you craft it now? Link to comment Share on other sites More sharing options...
Andreasgamming Posted August 30, 2018 Author Share Posted August 30, 2018 Yep, and it works beautifully! Just gotta tweak its damage and uses. and probably it's Crafting recipe Link to comment Share on other sites More sharing options...
Ultroman Posted August 30, 2018 Share Posted August 30, 2018 Great! Good luck with it. You should probably change the name of the mod, though, or you won't be able to do another one If you don't catch my drift, I say this because in the modinfo.xml you have "The Keeper" as the description, and your full name as the name of the mod, so right now your name will be written as the name of the mod on Steam. I was looking for the name, so I could look out for it one Steam. Link to comment Share on other sites More sharing options...
Andreasgamming Posted August 30, 2018 Author Share Posted August 30, 2018 Yeah, I made this mod before I had Changed my Steam name to Little_Luna, I'll fix that when I update it on the Workshop Link to comment Share on other sites More sharing options...
Ultroman Posted August 30, 2018 Share Posted August 30, 2018 OK. Just to be clear, "name" should be the name of the mod. Good luck in your ventures, m8. Link to comment Share on other sites More sharing options...
Andreasgamming Posted August 30, 2018 Author Share Posted August 30, 2018 Alrighty, now I've got a question, is it possible to make The End make whatever it kills drop only ash? I want that to be it more balancing factor, it almost one shots every creature in the game, But, you get ash instead of the creature/boss drops from your kill. Link to comment Share on other sites More sharing options...
Ultroman Posted August 31, 2018 Share Posted August 31, 2018 (edited) Overriding loot drops is not a simple thing. There's a component called "lootdropper", which everything that drops loot has. It determines which loot is dropped. Loot is dropped when something dies, which is an event handled by the stategraphs, usually triggered by the "health" component. There are common events, but each boss and almost every other thing that has it's own stategraph and event, have separate death event code. Changing all the stategraphs is a VERY intrusive move, and is probably not what you want, but it might be your only option... You might think you could just override/extend the GenerateLoot() or DropLoot() functions in "lootdropper" for every single entity that has a "lootdropper" script, but since neither of those functions have any idea what killed them, let alone which weapon they received damage from, I'm having a hard time seeing where you'd put that stuff in, simply because of the component-based nature of all this. It's a complicated issue, which I think merits a new topic. Edited August 31, 2018 by Ultroman Link to comment Share on other sites More sharing options...
Andreasgamming Posted August 31, 2018 Author Share Posted August 31, 2018 (edited) Alrighty, So something for the future. Rn I'm trying to fix an audio bug, I decided o change my character's voice... and well, no sound plays now. andreas.lua modmain.lua sound.zip Edited August 31, 2018 by Andreasgamming Link to comment Share on other sites More sharing options...
Ultroman Posted August 31, 2018 Share Posted August 31, 2018 (edited) If you only want to affect things which have a "combat" component, then you can override GetAttacked() on the "combat" component for all entities that have one, and IF the weapon is the right one, call the SetLoot() function on their "lootdropper" component (if they have one) BEFORE the health:DoDelta() function is called within GetAttacked(), and give it a list of loot to drop, instead of its normally generated loot. The problem here, is that the health:DoDelta function is the one that ultimately fires the death event (by calling SetVal() in the "health" component), but it is also responsible for possibly negating or absorbing some of the damage you're trying to apply, so you don't actually know if the thing you're attacking is going to die from the damage, until health:DoDelta has applied it, sooo...that won't work consistently either. The system is just not set up for the weapon determining the loot. Edited August 31, 2018 by Ultroman Link to comment Share on other sites More sharing options...
Andreasgamming Posted August 31, 2018 Author Share Posted August 31, 2018 Alrighty, LikeI said, it'll have to be something in the future, Haven't gotten to state graphs and all that jazz yet. Link to comment Share on other sites More sharing options...
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