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Found 7 results

  1. So I'm trying to create a new action for 'DRINK'...it's very similar to eat, but doesn't rot or get removed after use. I've attached both component files, and here's the action code in ModMain: -- ACTIONS GLOBAL.ACTIONS.DRINK = GLOBAL.Action({mount_enabled=true}) GLOBAL.ACTIONS.DRINK.id = "DRINK" GLOBAL.ACTIONS.DRINK.str = "Drink" GLOBAL.ACTIONS.DRINK.fn = function(act) local obj = act.target or act.invobject if act.doer.components.drinker and obj and obj.components.drinkable then print("doing drink action") return act.doer.components.drinker:Drink(obj) end end AddAction(GLOBAL.ACTIONS.DRINK) When I start up with my custom character (who is a drinker and starts with a flask in her inventory), the flask's action does show 'drink' like it should. But when I click it, nothing happens. Here's a snippet for the log file when I only clicked the flask twice: [00:01:07]: ../mods/MightyNein/scripts/components/drinkable.lua(41,1) inserting drink action [00:01:07]: ../mods/MightyNein/scripts/components/drinkable.lua(41,1) inserting drink action [00:01:07]: ../mods/MightyNein/scripts/components/drinkable.lua(41,1) inserting drink action [00:01:07]: ../mods/MightyNein/scripts/components/drinkable.lua(41,1) inserting drink action [00:01:15]: cSoundEmitterComponent::PlaySound() already playing sound named [flyin] [00:01:15]: cSoundEmitterComponent::PlaySound() already playing sound named [flyin] [00:01:15]: cSoundEmitterComponent::PlaySound() already playing sound named [flyin] [00:01:15]: cSoundEmitterComponent::PlaySound() already playing sound named [flyin] [00:01:16]: ../mods/MightyNein/scripts/components/drinkable.lua(41,1) inserting drink action [00:01:17]: ../mods/MightyNein/scripts/components/drinkable.lua(41,1) inserting drink action [00:01:17]: ../mods/MightyNein/scripts/components/drinkable.lua(41,1) inserting drink action [00:01:17]: ../mods/MightyNein/scripts/components/drinkable.lua(41,1) inserting drink action [00:01:17]: ../mods/MightyNein/scripts/components/drinkable.lua(41,1) inserting drink action [00:01:18]: ../mods/MightyNein/scripts/components/drinkable.lua(41,1) inserting drink action [00:01:18]: ../mods/MightyNein/scripts/components/drinkable.lua(41,1) inserting drink action [00:01:18]: ../mods/MightyNein/scripts/components/drinkable.lua(41,1) inserting drink action [00:01:27]: cSoundEmitterComponent::PlaySound() already playing sound named [flyin] [00:01:27]: cSoundEmitterComponent::PlaySound() already playing sound named [flyin] [00:01:27]: cSoundEmitterComponent::PlaySound() already playing sound named [flyin] [00:01:27]: cSoundEmitterComponent::PlaySound() already playing sound named [flyin] [00:01:28]: ../mods/MightyNein/scripts/components/drinkable.lua(41,1) inserting drink action [00:01:30]: ../mods/MightyNein/scripts/components/drinkable.lua(41,1) inserting drink action [00:01:30]: ../mods/MightyNein/scripts/components/drinkable.lua(41,1) inserting drink action [00:01:30]: ../mods/MightyNein/scripts/components/drinkable.lua(41,1) inserting drink action none of my other print statements are firing, which means it's calling Drinkable:CollectInventoryActions but nothing else? I've tried to hunt down other mods with custom actions to try and understand this, but I'm pretty stuck at this point. drinker.lua drinkable.lua
  2. Hello, Ive been trying to add a chance for a fruit to drop from lumpy evergreen First attempt: which works for mobs, but apparently not for trees. So I tried this... Which is based on some code provided to me by @DarkXero some time ago... so I was making guesses at how to change it for my needs. And apparently guessed wrong, Nothing appears to crash the mod, but the guavacado fruit also never drops when the tree is cut down. Thanks in advance for the advice
  3. I would like a character of mine to be able to sleep during the day, dusk, night and in caves. If it would be easier to make a custom sleeping item, that would be good too. But it would be preferable for it to work with every bed. I looked through other mods that had similar abilities, but they led to dead ends that I couldn't figure out. Thank you for any help!
  4. For the character I'm making (this is the last request, I swear!), to offset the speed bonus around trees, maybe being unaffected by the speed boost of roads (or maybe half the bonus?) would balance them out nicely. I found some variables like "self.fasteronroad" in components\locomotor.lua, but other than that I couldn't find a lot relating to the speed bonus. Any help will be greatly appreciated!
  5. For a custom character I am making, I want to be able to sneak around enemies or be able to get closer to a mob without it knowing I'm there. For example, I could get closer to a rabbit before it notices me and runs back to its home, or I can get closer to a bird before it flies off. I'm aware of the "scarytoprey" and "notarget" tags, but they basically remove detection altogether. Any help would be greatly appreciated!
  6. I'm currently having a problem with my code within the modmain of a custom character I was creating and I was able to isolate it down to this line here: if v.components.age:GetAgeInDays() % daysRequired = 0 then What I'm trying to accomplish is a simple RNG item giver to a specific character, but only when their time alive in the world fully divides (nothing in the decimal places) into the required day count (determined by the config data of 'gem_generation'). However, when it comes to running the code below, I always receive the same results from the game. For the line I isolated above, it always crashes saying that "then is expected near =" for said line. I'd appreciate any assistance in finding out the issue as well as how to solve it. The full code: if GetModConfigData('gem_generation') > 0 then local function GiveGems() for i,v in ipairs(AllPlayers) do local daysRequired = tonumber(GetModConfigData('gem_generation')) local playerAge = tonumber(v.components.age:GetAgeInDays()) -- If the player is example, has more than 0 health (isn't dead) and the age of the player meets the generation requirements if (v:HasTag("example")) and (v.components.health.currenthealth > 0) and (playerAge > 1) and not v:HasTag("playerghost") then if v.components.age:GetAgeInDays() % daysRequired = 0 then --Gives the player a random gem local RNG = math.random(1,36) if RNG < 7 then v.components.inventory:GiveItem("redgem") elseif RNG >= 7 and RNG < 13 then v.components.inventory:GiveItem("orangegem") elseif RNG >= 13 and RNG < 19 then v.components.inventory:GiveItem("yellowgem") elseif RNG >= 19 and RNG < 25 then v.components.inventory:GiveItem("greengem") elseif RNG >= 25 and RNG < 31 then v.components.inventory:GiveItem("bluegem") else v.components.inventory:GiveItem("purplegem") end end end end end -- Runs GiveGems local function OnDayComplete(inst,day) GiveGems() end -- Runs GiveGems at the start of a new day AddWorldPostInit(function(w) w:WatchWorldState("cycles", OnDayComplete) end) end
  7. So, I'm trying to have a character refuse when ordered to cook a rabbit by the player. I don't just want to remove the option of cooking. I want something else being done than usual instead. I would also like to do this in regards of "murdering" and attacking rabbits, when this function does what is intended. So far, I can make the cooking action fail. No cooked morsel is given to the player. The character says the line which is stored in Actionfail,Cook,Generic though instead of the bunny-related message. Also, right now the bunny is not returned into the inventory. It is deleted from the game and I'm not sure how to return it. The code is located in modmain.lua old_cook_fn = GLOBAL.ACTIONS.COOK.fn function GLOBAL.ACTIONS.COOK.fn(act) print (act.doer) print (act.doer.prefab) if (act.doer ~= nil and act.doer.prefab == "jessica") then -- do either return false if the action should fail, or return old_cook_fn(act) if the target can be cooked local ingredient = act.doer.components.inventory:RemoveItem(act.invobject) print (ingredient.prefab) if ingredient.prefab == "rabbit" then --this part of the code is reached, tested with prints into the console act.doer.components.talker:Say("No, I'm not going to cook it.") --the above line doesnt appear (maybe its overwritten too fast?) and instead ACTIONFAIL,COOK,GENERIC is displayed. --neither of both lines appears in the client chatlog. --act.doer.components.talker:Say(GetString(act.doer, "ANNOUNCE_NOCOOKRABBIT")) --the above line crashes :( --regards GetString as undefined Global variable --there has been added an entry for ANNOUNCE_NOCOOKRABBIT in the character-specific speech files! --then either return rabbit to inventory or "cursor" or release it somewhere near the fire, because otherwise it just 'vanished'. --what would be the correct code for a return into the inventory or freeing the bunny without accidentally having it die in the fire? else return old_cook_fn(act) end else return old_cook_fn(act) end end