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[HELP] Difference between common_postinit & master_postinit


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Yeah so I'm veryarrow-10x10.png new to modding, also very new to programming. I'm making a character mod for Midoriya Izuku from My Hero Academia, and I want to add a few lines of code that make him take damage when he attacks with his fists. I raised his fist attack value to 50 and want to make him take 20 damage.

I have this:

    inst:ListenForEvent("onattackother", function(inst, dataarrow-10x10.png)
    local handslot = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS)
    if not handslot then
        inst.components healtharrow-10x10.png:DoDelta(-20)
        inst.sg:GoToState("hit")

However, I do not know where to put it in my esctemplate.lua(this is made the the extended sample character templatearrow-10x10.png). I was told to put it in the master_postinit area of the lua file, but I don't know where that's at. This is what I have so far VVV  Where would I put the above code?

Quote

local MakePlayerCharacter = requirearrow-10x10.png "prefabs/player_common"


local assets = {

        Asset( "ANIM", "anim/player_basic.zip" ),
        Asset( "ANIM", "anim/player_idles_shiver.zip" ),
        Asset( "ANIM", "anim/player_actions.zip" ),
        Asset( "ANIM", "anim/player_actions_axe.zip" ),
        Asset( "ANIM", "anim/player_actions_pickaxe.zip" ),
        Asset( "ANIM", "anim/player_actions_shovel.zip" ),
        Asset( "ANIM", "anim/player_actions_blowdart.zip" ),
        Asset( "ANIM", "anim/player_actions_eat.zip" ),
        Asset( "ANIM", "anim/player_actions_item.zip" ),
        Asset( "ANIM", "anim/player_actions_uniqueitem.zip" ),
        Asset( "ANIM", "anim/player_actions_bugnet.zip" ),
        Asset( "ANIM", "anim/player_actions_fishing.zip" ),
        Asset( "ANIM", "anim/player_actions_boomerang.zip" ),
        Asset( "ANIM", "anim/player_bush_hat.zip" ),
        Asset( "ANIM", "anim/player_attacks.zip" ),
        Asset( "ANIM", "anim/player_idles.zip" ),
        Asset( "ANIM", "anim/player_rebirth.zip" ),
        Asset( "ANIM", "anim/player_jump.zip" ),
        Asset( "ANIM", "anim/player_amulet_resurrect.zip" ),
        Asset( "ANIM", "anim/player_teleport.zip" ),
        Asset( "ANIM", "anim/wilson_fx.zip" ),
        Asset( "ANIM", "anim/player_one_man_band.zip" ),
        Asset( "ANIM", "anim/shadow_hands.zip" ),
        Asset( "SOUND", "sound/sfx.fsb" ),
        Asset( "SOUND", "sound/wilson.fsb" ),
        Asset( "ANIM", "anim/beard.zip" ),

        Asset( "ANIM", "anim/deku.zip" ),
}
local prefabs = {
    "examplefloatableitem",
}

-- Custom startingarrow-10x10.png items
local start_inv = {
    "examplefloatableitem",
}

local fn = function(inst)
    
    -- choose which sounds this character will play
    inst.soundsname = "wilson"

    -- Minimap icon
    inst.MiniMapEntity:SetIcon( "deku.tex" )
    
    -- Base Stat Stuff    
    inst.components.health:SetMaxHealth(175)
    inst.components.hunger:SetMax(150)
    inst.components.sanity:SetMax(125)
    
    -- Damage Related Stuff
    inst.components.combat.damagemultiplier = 1
    inst.components.combat.defaultdamage = 50
    inst.components.health:SetAbsorptionAmount(0)
    inst.components.health.fire_damage_scale = 1
    
    -- Hunger and Sanity Stuff
    inst.components.hunger.hungerrate = 1 * TUNING.WILSON_HUNGER_RATE
    inst.components.eater.ignoresspoilage = false
    inst.components.hunger:SetKillRate(1)
    inst.components.hunger:SetRate(1)
    
    -- Movement Stuff
    inst.components.locomotor.walkspeed = 4
    inst.components.locomotor.runspeed = 6
end

return MakePlayerCharacter("deku", prefabs, assetsarrow-10x10.png, fn, start_inv)
 

(BTW Whenever I add it in anywhere that I've tried, it crashes upon launch)

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Not sure what you're trying to do as common_postint and master_postint are dont starve together code and were in dont starve forums. If ur trying to put that code in a dont starve mod just put it in the local fn. Other than that if ur trying dont starve together modding ull have to modify the file. So thats where the difference between the functions come in: common is used for tags and minimap code, as for master is where the rest of the characters code goes. Master had the stats perks custom functions like ur code and more is stored in.

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