SirDoggo

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  1. Does yours look like this? This might be some parts you are missing, for me it is located in charactername.lua The inst:ListenForEvent("equip", drop) is in the local master_postinit. local function drop(inst, data) -- The "equip" event gives us a data parameter, as well, with information -- on which slot is affected and the item. -- If it has nothing to do with the BODY-slot, or the item is nil, we do nothing. if data.eslot ~= EQUIPSLOTS.BODY or data.item == nil then return end local item = data.item -- Don't drop item, if there is none, or if it's a backpack, heavy-thing, -- has the tag "tag" (?) or its name contains the phrase "amulet". if item:HasTag("backpack") or item:HasTag("heavy") or item:HasTag("tag") or item.prefab:find("amulet") or item.prefab:find("vest") or item.prefab:find("hawaiianshirt") or item.prefab:find("raincoat") or item.prefab:find("armorgrass") then return end inst:DoTaskInTime( 0, function() if not inst:IsValid() then return end local item = inst.components.inventory:Unequip(EQUIPSLOTS.BODY) if inst and inst.components.talker then inst.components.talker:Say("It does not fit me.") end if item then inst.components.inventory:GiveItem(item) inst.AnimState:OverrideSymbol("swap_body", "nil", "nil") end end ) end inst:ListenForEvent("equip", drop)
  2. Yeah you can try that I think that could work, if not there might need to be a separate list for the body and head slots. Sorry for the late reply I wasn't too sure what to suggest next.
  3. I had a similar situation with one of my mods, take a look at the form link I've put in this reply. The code will make it so the character can't wear any armor on the body but still can wear any helmet, I know this isn't the exact solution but take a look as I think it will help you.