Castael Posted August 31, 2018 Share Posted August 31, 2018 (edited) I got it working!~ thanks again <3 I am making a ghost-like player. Less in the traditional sense of the game's ghosts, more in the fashion of the character's lore. And we all know that ghosts do not eat. So what I have been trying to do over the last few days is remove her hunger. Ideally the stat, but if nothing else at least the starvation fx. My working modifications are as follows: local master_postinit = function(inst) -- Hunger inst.components.hunger:SetMax(1) inst.components.hunger.hungerrate = -1 * TUNING.WILSON_HUNGER_RATE inst.components.hunger.hurtrate = 0 end It's a nice little band-aid, I mean the decay is not only nil but also her hunger regens at the normal rate of decay... but the slurpers can still cause the fx and that bothers me. the hurtrate means I do not take damage from 0 hunger, although the arrow still shows on my health stat. I have already put into place a set of balancing aspects to have this character's main drawbacks and what have you be based around her sanity. Basically this: -- Ecto Conversion local function ieat(inst, data) if data.food.components.edible then local x, y, z = inst.Transform:GetWorldPosition() inst.ectoconversion = true inst.components.sanity:DoDelta(-10) inst:DoTaskInTime(.8, function() SpawnPrefab("nightmarefuel").Transform:SetPosition(x, y, z) end) end end local master_postinit = function(inst) inst:ListenForEvent("oneat", ieat) end Which works great. edible item + 10 sanity = nightmarefuel! However, having to get back that 1 hunger point can be a bit annoying just to remove the starvation overlay. True I could wait for the regen to kick in, but I would prefer not to get the annoying fx at all. Edited September 1, 2018 by Castael solved it Link to comment Share on other sites More sharing options...
IronHunter Posted August 31, 2018 Share Posted August 31, 2018 (edited) I don't know if this works, but this is from defaults character mod animsparrow. I just flipped the hunger and sanity stuff. Spoiler ----------------------------------ANIMSPARROW'S STUFF!----------------------------------goes in modmain -- Hide Sanity Badge now hides stomach instead local function StatusDisplaysPostInit( self ) if self.owner:HasTag( "animsparrow" ) then --change to your character's tag -- compatibility with Always On Status mod if KnownModIndex:IsModEnabled("workshop-376333686") then self.brain:SetPosition( 0, 35, 0 ) --I swapped the sanity to be visible and made the stomach invisible. self.stomach:SetPosition( -62, -52, 0 ) else self.moisturemeter:SetPosition( self.stomach:GetPosition() ) self.stomach:SetPosition( self.moisturemeter:GetPosition() ) end self.owner:DoTaskInTime(0, function(inst) self.stomach:Hide() end ) self._SetGhostMode = self.SetGhostMode function self:SetGhostMode( ghostmode ) self._SetGhostMode( self, ghostmode ) if not ghostmode then self.stomach:Hide() end end end return self end AddClassPostConstruct( "widgets/statusdisplays", StatusDisplaysPostInit) In his mod character animsparrow he also made his character's sanity a really large number and made some things in the character to remove sanity loss. You can check it out to mimic more of those cool features. For example: Upon revival he has full sanity to prevent the insane effects, ignores sanity penalties from food etc. For hunger I think you can pause the hunger rate or just make the hunger max and regen a larger number now that the widget is hidden. Edited August 31, 2018 by IronHunter Link to comment Share on other sites More sharing options...
Castael Posted September 1, 2018 Author Share Posted September 1, 2018 Thank you for that helpful information IronHunter! Sadly it spat out some errors on boot about the " if KnownModIndex:IsModEnabled being a nil value." but this will surely give me a place to start and work from outside of spinning my wheels in the databundles.(and subbed to the mod you mentioned just to get a better look at the entire code) either way, im far too tired tonight to work on this but fully intend to explore it tomorrow ^.^ Link to comment Share on other sites More sharing options...
Ultroman Posted September 1, 2018 Share Posted September 1, 2018 The creator of the mod probably saved the modindex in the variable KnownModIndex outside this snippet of the code. Get the mod, and take a look. I'm sure you'll find the code in there to get it. Link to comment Share on other sites More sharing options...
Castael Posted September 1, 2018 Author Share Posted September 1, 2018 Yay I got it working! Thanks for all the help~ Link to comment Share on other sites More sharing options...
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