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Found 3 results

  1. about a month ago i had been working on a mod and looked around for a code of some sorts for what i want to achieve: making my character cook faster than average. i successfully found one, and it was working perfectly at the time! now it doesn't seem to be working and i'm very confused as to why. local old_cook_fn = ACTIONS.COOK.fn ACTIONS.COOK.fn = function(act, ...) local result = old_cook_fn(act,...) local stewer = act.target.components.stewer if result and stewer ~= nil and act.doer:HasTag("mycharacterprefab") then local fn = stewer.task.fn local t = GetTaskRemaining(stewer.task) stewer.task:Cancel() stewer.task = stewer.inst:DoTaskInTime(t*.5, fn, stewer) end return result end this is the code in question. this is all i've tried, to no avail: - adding it to character.lua by itself - adding it to character.lua inside of local master_postinit = function(inst) - adding it to modmain.lua at the very bottom could anyone explain to me what i'm doing wrong, and maybe give some pointers as to what i can do to fix this? ;; thank you very much in advance! ❤
  2. Hello, I have a question. So I want to give my character the ability to give others a damage boost when using a staff item, is there something like "inst.components.locomotor:SetExternalSpeedMultiplier(inst, "mycharacter_speed_mod", 1)" but for damage instead of speed that i could use. ive looked trough the combat.lua component but couldnt find anything that i could use. I believe wont be able to use "inst.components.combat.damagemultiplier" because i believe that'l mess up characters like wolfgang and wigfrid (and modded characters). Unless this isnt the case i'd really appriciate the help!
  3. So far i've been trying to add a hat exclusive damage multiplier, but it's not working so far. I've tried adding "inst.components.combat.damagemultiplier = 1.2" into the "OnEquip" and "OnUnequip" area (lines 21 and 38), but that crashes the game (nil value). This is how the .lua file's looking so far... local assets= { Asset("ANIM", "anim/brewinghat.zip"), Asset("ANIM", "anim/brewinghat_swap.zip"), Asset("ATLAS", "images/inventoryimages/brewinghat.xml"), Asset("IMAGE", "images/inventoryimages/brewinghat.tex"), } local prefabs = { } local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_hat", "brewinghat", "swap_hat") if inst.components.fueled then inst.components.fueled:StartConsuming() end inst.components.combat.damagemultiplier = 1.2 owner.AnimState:Show("HAT") owner.AnimState:Show("HAT_HAIR") if owner:HasTag("player") then owner.AnimState:Show("HEAD") owner.AnimState:Hide("HEAD_HAT") end end local function OnUnequip(inst, owner) if inst.components.fueled then inst.components.fueled:StopConsuming() end inst.components.combat.damagemultiplier = 1 owner.AnimState:Hide("HAT") owner.AnimState:Hide("HAT_HAIR") owner.AnimState:Show("HAIR_NOHAT") owner.AnimState:Show("HAIR") if owner:HasTag("player") then owner.AnimState:Show("HEAD") owner.AnimState:Hide("HEAD_HAT") end end local function fn(Sim) local inst = CreateEntity() local trans = inst.entity:AddTransform() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst:AddTag("hat") if not TheWorld.ismastersim then return inst end inst.entity:SetPristine() inst.AnimState:SetBank("brewinghat") inst.AnimState:SetBuild("brewinghat") inst.AnimState:PlayAnimation("idle") MakeHauntableLaunch(inst) inst:AddComponent("inspectable") inst:AddComponent("waterproofer") inst.components.waterproofer:SetEffectiveness(TUNING.WATERPROOFNESS_SMALL) inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "brewinghat" inst.components.inventoryitem.atlasname = "images/inventoryimages/brewinghat.xml" inst:AddComponent("equippable") inst.components.equippable.equipslot = EQUIPSLOTS.HEAD inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) inst:AddComponent("fueled") inst.components.fueled.fueltype = FUELTYPE.USAGE inst.components.fueled:InitializeFuelLevel(TUNING.TOPHAT_PERISHTIME * 0.25) inst.components.fueled:SetDepletedFn(inst.Remove) return inst end return Prefab("common/inventory/brewinghat", fn, assets, prefabs) Any help is appreciated, and sorry in advance if the answer is obvious.
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