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Oxygen Not Included

Found 5 results

  1. This is more of a consultation than a direct how-to question. I implemented a feature that temporarily adds a tag to a specific target (can be anything that can do combat), and now I'd like to give this effect some visual representation, but I don't know what. I tried tinting the target red (by setting AnimState:SetMultColour(1, 0.5, 0.5, 1)), and while it worked, I'm not sure it's a good idea - A. because it might not be too noticeable, especially for reddish entities; B. because I think it might clash with other places setting color multipliers; and C... pretty sure I had a C when I started typing this sentence but I forgot it already. O_o I thought maybe to put a ring on the ground around it, but I'm not sure how to do that and it would also need to be scaled based on the target's size. Also I think if I did that then I'd want the back of the ring to be hidden by the character, another something I don't know how to do. Another idea is an aura, but I think just adding a light source would make it difficult to see exactly which entity is the target when there are several around. Also it has gameplay ramifications at night which I'd rather not have. Would be easy to abuse. So any feasible ideas on how to mark the target (and if possible an ideas on how to implement them) would be appreciated. If it helps, it's possible that only specific players will be able to see this marking (I already know how to implement that part). Thanks in advance. =)
  2. I made a new character and I'd like to override a specific state in its stategraph, but nobody else's (namely, I want to change its funnyidle animation to one of the emotes). I managed to override it for everyone,but I don't know how to override it just for him. I'd rather not copy Wilson's stategraph to a new file, make the modification and then assign that stategraph to him, since that would require updating when Wilson's stategraph changes. Thanks in advance. =)
  3. DST has a module called "util" in its scripts bundle which contains various scripting paraphernalia that one may find useful. I'd like to use the weighted_random_choice() function it has, but when I use require "util" to import the code (currently to my modmain file but I plan on moving it out of there shortly) and then use it, I get an error for invoking a nil value. I know I can copy the function, of course but since it's already there and various game scripts use it, I figure there should be a way to import it into a mod environment as well - or am I wrong? Assistance would be appreciated, like always. =)
  4. I'd like to find a way to make a character refuse to equip certain items (based on tags). I've found examples of this in other mods and posts but in all of them the item is equipped, checked and then unequipped if necessary. I got that working, and if I must then I'll keep that, but I would rather have the character refuse to equip it in the first place. I.e.: When right-clicking the equipment (armor) in the inventory, it will not be equipped at all and the character will say something about it - as opposed to what happens now, where it gets equipped, unequipped and then the characters says something about it. When the equipment is picked up and the character's equip slot is empty, it should go into the inventory without being equipped - as opposed to what happens now, where... (same as above) When equipping would cause a currently-equipped item to be unequipped, I'd like for the currently equipped item to remain equipped. In other words, as I said, the character should refuse to equip it, with the behavior you'd expect when that happens. Similarly, rather than using tags, I'd like to make specific items usable only by specific characters. I'm guessing that'll be similar though. Any ideas or leads would be appreciated. =) Edit: Problem solved; see the bottom part of my own reply below.
  5. I'm trying to modify damage taken before armor checks and in a non-multiplicative manner. Specifically, I'm making a "heavy armor" component which grants a fixed damage reduction that should go before everything else. For example, if the damage reduction is 10 then when a character wearing this armor is attacked, the damage should be reduced by 10 and then the entire combat mechanism should do its job. After the damage reduction takes place I want the normal armor damage reduction, so I can't make the armor component do this work. I also don't want any of the absorbed damage to affect the equipped armors and wear them down. Ideally I would wrap the function Inventory:ApplyDamage with my mechanism and alter the damage before the inventory does its work, but I can't do that since it's a local function. I looked at combat.lua to see if I could interject in the process somehow. I found Combat:GetAttacked and Combat:CalcDamage, but I didn't see any way for me to do what I want. The effects should occur after the damage calculation is performed but before the inventory applies the damage to the equipped armor. Any ideas on how I can do this? Of course, I could always replace inventory.lua or combat.lua, but that seems extremely intrusive and I imagine it would require constant updating with the game.