TagumonYatsuray

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About TagumonYatsuray

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  1. local master_postinit = function(inst) local function uniquehealing(inst) if TheWorld.state.issnowing == true then print("It is Snowing!") inst.components.health:DoDelta(5) inst.components.sanity:DoDelta(5) end if TheWorld.state.israining == true then print("It is Raining!") inst.components.health:DoDelta(3) inst.components.sanity:DoDelta(3) end end local function winterlove(inst) if TheWorld.state.iswinter == true then print("It is Winter!") inst.components.sanity.dapperness = TUNING.DAPPERNESS_HUGE * 2 inst:AddComponent("sanityaura") inst.components.sanityaura.aura = TUNING.SANITYAURA_LARGE end end local function winterlovestop(inst) if TheWorld.state.iswinter == false then print("It is not Winter!") inst.components.sanity.dapperness = TUNING.DAPPERNESS_HUGE * 0 inst:RemoveComponent("sanityaura") end end inst:DoPeriodicTask(5, uniquehealing(inst)) inst:DoPeriodicTask(5, winterlove(inst)) inst:DoPeriodicTask(5, winterlovestop(inst)) and inst:DoTaskInTime(0, winterlove) inst:WatchWorldState("iswinter", function() winterlove(inst) end) inst:DoTaskInTime(0, winterlovestop) inst:WatchWorldState("issummer", function() winterlovestop(inst) end) With this setup winterlove and winterlovestop are working fine.... I think.... However, UniqueHealing won't heal or print at all... and I'm still not sure how to get it to heal each 10 seconds while it's raining...
  2. I made my friend his persona for DST the other day and was trying to think of perks I could give him. ————— First.... Is it possible to make a trail of ink as he walks? (after 10 steps/trail splotches the 1st one vanishes upon the 11th appearing, so there are only ever 10 splotches on screen maximum) I would like it so that any enemy entity that crosses through the ink trail will be slowed down for a set amount of time. (which i think may be possible with the locomotive script, or maybe the script for the spider-web floors that slow down the player...?) Naturally this perk would not work in the rain though, so if it’s raining, then no trail. is any of this possible? and if so... where would I put the “Ink Texture” that the trail would consist of? ————— Second... I was wondering if it was possible to make the character do “Ink Damage” to enemies. What I mean is... if this character damages an enemy, that enemy would be *SLIGHTLY* slowed down. This perk would also not work if it is raining. ————— Thanks for the help! I hope to make this work!
  3. According to this... [00:01:00]: It is Winter! [00:01:00]: component sanityaura already exists! ../mods/tagu-DST/scripts/prefabs/tagu.lua:66 in (field) fn (Lua) <62-69> [00:01:00]: Deserializing tile data (425 x 425) [00:01:09]: Registering master server in US lobby It seems that my "Winter-Check" is Working, and the Aura is working as well? Also, I did what you said and made them resistant to the cold via the insulation variables, and in Winter, it seems that my character is not freezing or getting the freeze screen. so success...? I don't know how to make the GLOW work though for the aura, since that line crashed my game. ----- Edit: It also appears the healing gained from the snow and rain only applies once... I was hoping it would give 5 health every 10 seconds while snowing, and 3 health every 10 seconds while raining
  4. I'm working on a character that's resistant to the cold but vulnerable to heat. For the perk, it gives an "aura of dapperness" (Helps other player's sanity) when it's Winter, that has a small glow to it... Additionally, if it's raining or snowing during any season, they get a sanity and health regeneration... I'm also unsure how to make them more resistant to freezing or losing health in the cold... I can't seem to make these work and was hoping for help from this forum. local master_postinit = function(inst) local function uniquehealing(inst) if TheWorld.state.issnowing then inst.components.health:DoDelta(5) inst.components.sanity:DoDelta(5) end if TheWorld.state.israining then inst.components.health:DoDelta(3) inst.components.sanity:DoDelta(3) end end inst:DoPeriodicTask(10, uniquehealing(inst)) local function winterlove(inst) if TheWorld.state.iswinter then inst.components.sanity.dapperness = TUNING.DAPPERNESS_HUGE * 2 inst:AddComponent("sanityaura") inst.components.sanityaura.aura = TUNING.SANITYAURA_LARGE inst.entity:AddLight() inst.entity:AddNetwork() inst.Light:SetFalloff(0.7) inst.Light:SetIntensity(.5) inst.Light:SetRadius(5) inst.Light:SetColour(0 / 255, 200 / 255, 110 / 255) inst.Light:Enable(true) end end and inst:DoTaskInTime(0, uniquehealing) inst:WatchWorldState("startrain", function() uniquehealing(inst) end) inst:WatchWorldState("stoprain", function() uniquehealing(inst) end) inst:WatchWorldState("startsnow", function() uniquehealing(inst) end) inst:WatchWorldState("stopsnow", function() uniquehealing(inst) end) inst:DoTaskInTime(0, winterlove) inst:WatchWorldState("startwinter", function() winterlove(inst) end) inst:WatchWorldState("stopwinter", function() winterlove(inst) end)