Tesumoto Posted December 25, 2016 Author Share Posted December 25, 2016 And so again I'm =) I need to get close to Prestihatitator and Shadow Manipulator sanity go down. Link to comment Share on other sites More sharing options...
. . . Posted December 25, 2016 Share Posted December 25, 2016 11 hours ago, Tezumoto said: And so again I'm =) I need to get close to Prestihatitator and Shadow Manipulator sanity go down. Use this code, it'll do the science machine & other stuff too, put it in your modmain.lua Spoiler if GLOBAL.TheNet:GetIsServer() then AddPrefabPostInit("researchlab", function(inst) inst:AddComponent("sanityaura") inst.components.sanityaura.aura = 0 end) AddPrefabPostInit("researchlab2", function(inst) inst:AddComponent("sanityaura") inst.components.sanityaura.aura = 0 end) AddPrefabPostInit("researchlab4", function(inst) -- Prestihatitator inst:AddComponent("sanityaura") inst.components.sanityaura.aura = 0 end) AddPrefabPostInit("researchlab3", function(inst) -- Shadow Manipulator inst:AddComponent("sanityaura") inst.components.sanityaura.aura = 0 end) AddComponentPostInit("sanityaura", function(self) local old = self.GetAura function self:GetAura(observer) if observer.prefab == "YOURCHARACTERNAMEHERE" and self.inst.prefab == "researchlab" or self.inst.prefab == "researchlab2" and not self.inst.prefab == "researchlab3" and not self.inst.prefab == "researchlab4" then return 5 elseif observer.prefab == "YOURCHARACTERNAMEHERE" and not self.inst.prefab == "researchlab" and not self.inst.prefab == "researchlab2" and self.inst.prefab == "researchlab3" or self.inst.prefab == "researchlab4" then return -5 end return old(self,observer) end end) end Link to comment Share on other sites More sharing options...
Tesumoto Posted December 26, 2016 Author Share Posted December 26, 2016 if observer.prefab == "NAME" and self.inst.prefab == "researchlab" or self.inst.prefab == "researchlab2" then return 0.08 elseif observer.prefab == "NAME" and self.inst.prefab == "researchlab4" or self.inst.prefab == "researchlab3" then return -0.08 end I simplified the code, and he so works =) Link to comment Share on other sites More sharing options...
Tesumoto Posted December 26, 2016 Author Share Posted December 26, 2016 (edited) On 25.12.2016 at 8:56 PM, SuperDavid said: Use this code, it'll do the science machine & other stuff too, put it in your modmain.lua Reveal hidden contents if GLOBAL.TheNet:GetIsServer() then AddPrefabPostInit("researchlab", function(inst) inst:AddComponent("sanityaura") inst.components.sanityaura.aura = 0 end) AddPrefabPostInit("researchlab2", function(inst) inst:AddComponent("sanityaura") inst.components.sanityaura.aura = 0 end) AddPrefabPostInit("researchlab4", function(inst) -- Prestihatitator inst:AddComponent("sanityaura") inst.components.sanityaura.aura = 0 end) AddPrefabPostInit("researchlab3", function(inst) -- Shadow Manipulator inst:AddComponent("sanityaura") inst.components.sanityaura.aura = 0 end) AddComponentPostInit("sanityaura", function(self) local old = self.GetAura function self:GetAura(observer) if observer.prefab == "YOURCHARACTERNAMEHERE" and self.inst.prefab == "researchlab" or self.inst.prefab == "researchlab2" and not self.inst.prefab == "researchlab3" and not self.inst.prefab == "researchlab4" then return 5 elseif observer.prefab == "YOURCHARACTERNAMEHERE" and not self.inst.prefab == "researchlab" and not self.inst.prefab == "researchlab2" and self.inst.prefab == "researchlab3" or self.inst.prefab == "researchlab4" then return -5 end return old(self,observer) end end) end I had to share code. Because I wanted to do different switches for science and magic in mod settings =) But I managed, and everything works fine. Thank you for help, you helped me a lot! Edited December 28, 2016 by Tezumoto Link to comment Share on other sites More sharing options...
Tesumoto Posted December 29, 2016 Author Share Posted December 29, 2016 (edited) On 25.12.2016 at 8:56 PM, SuperDavid said: Use this code, it'll do the science machine & other stuff too, put it in your modmain.lua Reveal hidden contents if GLOBAL.TheNet:GetIsServer() then AddPrefabPostInit("researchlab", function(inst) inst:AddComponent("sanityaura") inst.components.sanityaura.aura = 0 end) AddPrefabPostInit("researchlab2", function(inst) inst:AddComponent("sanityaura") inst.components.sanityaura.aura = 0 end) AddPrefabPostInit("researchlab4", function(inst) -- Prestihatitator inst:AddComponent("sanityaura") inst.components.sanityaura.aura = 0 end) AddPrefabPostInit("researchlab3", function(inst) -- Shadow Manipulator inst:AddComponent("sanityaura") inst.components.sanityaura.aura = 0 end) AddComponentPostInit("sanityaura", function(self) local old = self.GetAura function self:GetAura(observer) if observer.prefab == "YOURCHARACTERNAMEHERE" and self.inst.prefab == "researchlab" or self.inst.prefab == "researchlab2" and not self.inst.prefab == "researchlab3" and not self.inst.prefab == "researchlab4" then return 5 elseif observer.prefab == "YOURCHARACTERNAMEHERE" and not self.inst.prefab == "researchlab" and not self.inst.prefab == "researchlab2" and self.inst.prefab == "researchlab3" or self.inst.prefab == "researchlab4" then return -5 end return old(self,observer) end end) end Hello! Is it possible to create mod, that only the owner of the walls be able to destroy walls with a hammer? And other players can only beat your walls with an ax or spear (other weapons). Edited December 29, 2016 by Tezumoto Link to comment Share on other sites More sharing options...
. . . Posted December 29, 2016 Share Posted December 29, 2016 1 hour ago, Tezumoto said: Hello! Is it possible to create mod, that only the owner of the walls be able to destroy walls with a hammer? And other players can only beat your walls with an ax or spear (other weapons). That would be too complicated for me since I don't think walls have any actual connection to the player that places them so it require a lot of code I wouldn't know how to do, sorry ! Link to comment Share on other sites More sharing options...
Tesumoto Posted December 29, 2016 Author Share Posted December 29, 2016 (edited) 17 minutes ago, SuperDavid said: That would be too complicated for me since I don't think walls have any actual connection to the player that places them so it require a lot of code I wouldn't know how to do, sorry ! It's a pity. I created a mod to increase the health of the walls. Then came another player and destroyed my wall with a hammer for 3 hits. And I understood, my mod useless. Edited December 29, 2016 by Tezumoto Link to comment Share on other sites More sharing options...
Tesumoto Posted January 1, 2017 Author Share Posted January 1, 2017 Maybe you can help me with this? How to edit the effect for objects on the sanity of the character? I want to change the effects of items from the tab "magic": 1) Negative effect on sanity increased twice. (Fire Staff, Ice Staff, Telelocator Staff, One-man Band, Night Light, Night Armour, Dark Sword, Bat Bat).2) The positive effect on sanity down twice. (Life Giving Amulet, Chilled Amulet, Nightmare Amulet, Belt of Hunger). Link to comment Share on other sites More sharing options...
. . . Posted January 1, 2017 Share Posted January 1, 2017 1 hour ago, Tezumoto said: Maybe you can help me with this? How to edit the effect for objects on the sanity of the character? I want to change the effects of items from the tab "magic": 1) Negative effect on sanity increased twice. (Fire Staff, Ice Staff, Telelocator Staff, One-man Band, Night Light, Night Armour, Dark Sword, Bat Bat).2) The positive effect on sanity down twice. (Life Giving Amulet, Chilled Amulet, Nightmare Amulet, Belt of Hunger). I'm sorry but I also don't know how I would do something like that.. I'm very sorry ! Link to comment Share on other sites More sharing options...
Lumina Posted January 2, 2017 Share Posted January 2, 2017 On 29/12/2016 at 7:21 PM, Tezumoto said: It's a pity. I created a mod to increase the health of the walls. Then came another player and destroyed my wall with a hammer for 3 hits. And I understood, my mod useless. As far as i know, health of wall is for attack like hound or other monster. If you want to slow the hammering process, you need to slow the "work" process. Link to comment Share on other sites More sharing options...
Tesumoto Posted January 3, 2017 Author Share Posted January 3, 2017 7 hours ago, Lumina said: As far as i know, health of wall is for attack like hound or other monster. If you want to slow the hammering process, you need to slow the "work" process. I've finished with walls =) Now mod not only improves walls HP, but also increases the resistance to hammer blows. Link to comment Share on other sites More sharing options...
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