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About EverSoNitro

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  1. Actually, in the time since I posted this, I think I've come up with a possible solution, simply having Whoopee's intended values as the base, and having the command run an "if not" check for the frycook tag. So, if someone other than Whoopee eats it, then I can simply add Delta values instead of subtracting. I do actually have another question though. Is there any way to have a specific food item grant bonus follow time if given to a pig?
  2. My character has a set of food items that he can craft and share with players. One of the quirks to this ability is that he doesn't receive the full return from them if he himself eats it. The function I've set up is as follows: local function SweetieShakesBurger (inst, eater) if eater:HasTag("frycook") then --If Whoopee eats it eater.components.sanity:DoDelta(-10) -- 10 Sanity for Whoopee eater.components.health:DoDelta(-5) -- 5 Health for Whoopee eater.components.hunger:DoDelta(-10) -- 40 Hunger for Whoopee elseif eater:HasTag("sswaitress") then --If Scrunchie eats it eater.components.sanity:DoDelta(10) -- 30 Sanity for Scrunchie eater.components.health:DoDelta(5) -- 15 Health for Scrunchie eater.components.hunger:DoDelta(10) -- 60 Hunger for Scrunchie end end --irrelevant lines inst:AddComponent("edible") inst.components.edible:SetOnEatenFn(SweetieShakesBurger) inst.components.edible.healthvalue = (10) inst.components.edible.hungervalue = (50) inst.components.edible.sanityvalue = (20) inst.components.edible.foodtype = "MEAT" I've noticed through testing, however, that if he's within a certain range of max health/hunger/sanity and he eats one of his burgers, he comes up with a net loss in that given stat. It's really a small issue, and not something that would be likely to affect play drastically, but I'd like to make this mod as clean as possible. Is there some way to fix the issue with the net losses?
  3. Help with custom food item

    I actually just encountered another issue with my food items. Well, not so much an issue as a feature. I noticed on my most recent world spawn that there was a pig and his house nearby. So, like any good neighbour, I attempted to give him one of my burgers. Unfortunately, I wasn't given any sort of option to. How can I make it so that I can share food with followers? And, on a related topic, how do I tag food as Monster Food (i.e. Monster Meat, Lasagna, and Durians)
  4. Custom item won't show up

    That sorted it out, thanks!
  5. I'm trying to make a custom weapon for my character (well, two of them, actually), but I'm running into some issues with getting them to appear. I followed this tutorial But after doing so, the items in question don't show up in my character's hand, nor in my inventory. However, they do appear on the ground, as well as in the crafting tab. Attached is the full mod, I've gone over the files but I can't seem to figure out the issue. Whoopee.rar
  6. Help with custom food item

    Thanks. And the () symbols haven't given me any trouble when I tested it without the character-specific values.
  7. I've made a character with custom food items, and I wanted a feature to have my character not receive as much health, sanity, and hunger from them as other characters. However, I'd also like to make it so my friend's character receives bonus values from my character's food. However, while testing, I encountered this error: My code for the item in question is as follows: local function SweetieShakesBurger (inst, eater) if eater:HasTag("frycook") then --If Whoopee eats it eater.components.sanity:DoDelta(-10) -- 10 Sanity for Whoopee eater.components.health:DoDelta(-5) -- 5 Health for Whoopee eater.components.hunger:DoDelta(-10) -- 40 Hunger for Whoopee else if eater:HasTag("sswaitress") then --If Scrunchie eats it eater.components.sanity:DoDelta(+10) -- 30 Sanity for Scrunchie <--This is line 20 eater.components.health:DoDelta(+5) -- 15 Health for Scrunchie eater.components.hunger:DoDelta(+10) -- 60 Hunger for Scrunchie end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst:AddTag("burger") inst:AddTag("whoopfood") inst.AnimState:SetBank("burger") inst.AnimState:SetBuild("burger") inst.AnimState:PlayAnimation("idle") if not TheWorld.ismastersim then return inst end inst:AddComponent("edible") inst.components.edible.healthvalue = (10) inst.components.edible.hungervalue = (50) inst.components.edible.sanityvalue = (20) inst.components.edible.foodtype = "MEAT" Is there a different symbol I have to use, rather than a plus sign, to add to the base values? Edit: I have noticed the formatting error regarding the "else if" line, and corrected it.
  8. Help - Creating wearable items

    Is there a function I can write in the food luas that checks for a character's tag? I'd actually also like to make it so one of my friend's characters gets a bonus from it, and having the food check for different characters, and acting accordingly, seems like it'd be simpler than having them checking for the food's tag
  9. Help - Creating wearable items

    I just have one more question, not related to the clothing items. I'd like to make it so that Whoopee doesn't get as much benefit from his own food items, while everyone else gets the standard ones. How would I go about making a separate set of stats for an individual character?
  10. Help - Creating wearable items

    Alright, thanks for your help. I could have sworn that before I made the ground files, that field said anim instead of idle, but hey, when it works it works.
  11. Help - Creating wearable items

    Did you download the more recent version? I do have separate files for the ground and equip versions, the former being labeled ground_whoop(item) and the latter being labeled simply whoop(item). Here's a fresh package of it in case I somehow messed up the attachment before. Whoopee.rar
  12. Help - Creating wearable items

    The equipped version shows, but the ground version doesn't. For reference, the equipped versions lack the swap_ prefix, but the ground versions have it. When my friend removed the swap_ prefix, the ground versions showed up, but the equipped versions disappeared. I'm guessing it's just not calling for the swap files, but I don't know why that is.
  13. Help - Creating wearable items

    Alright, I've made the swaps for the two items, following the hand_equippable guide, but they still don't seem to be showing up, even after double and triple-checking all the luas and xmls. Whoopee.rar
  14. Help - Creating wearable items

    Thanks for your help! I just have one more issue to sort out, neither the chest item nor the hat show up when dropped on the ground. I feel like I'm missing an anim file, but beyond that I'm stumped. Whoopee.rar
  15. Help - Creating wearable items

    I decided to simply keep one type of insulation, in retrospect it didn't make sense to have both. Also, ZulapeX, would it be possible for you to export a different hat for me with krane, such as the winter hat? I don't really know how to work around having two different states.