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[SOLVED] Damage Multiplier Upon Transformation


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A character I have created deals 25% less damage than usual. When she transforms into a bunnyman she deals the same amount of damage as a bunnyman. I have tested this by spawning in spiders. My problem is upon transforming back into her regular form she still deals the same amount of damage as the bunnyman. 
 
I have posted the code below. Inside of the becomebob(inst) I have tried:
Placing the normal combat damage multiplier and setting it to 0.75.
Tuning Wendy's damage.
Making the bunnyman simply increase their damage through a damage multiplier rather than setdefaultdamage - this, however, triggered no change in damage upon transforming into a bunnyman, so both the bunnyman and the character dealt the same damage.
 
No matter what I do the character refuses to restore her damage back to the default 0.75. I've looked at other mods and even tried to look at Woodie but still no dice.
 
SOLUTION:
Instead of using damage multipliers or tuning Wendy's damage I simply decided to tune unarmed damage and bunnyman damage for the regular form and wererabbit form respectively.
 
local function becomebob(inst)
 
        inst.wererabbit = false
 
        inst.AnimState:SetBank("wilson")
        inst.AnimState:SetBuild("bob")
        inst:SetStateGraph("SGwilson")
        inst.entity:AddLight()   
        inst.Light:Enable(false)   
        inst.Light:SetRadius(40)   
        inst.Light:SetFalloff(.5)   
        inst.Light:SetIntensity(0.9)   
        inst.Light:SetColour(245/255,255/255,245/255)
 local health_percent = inst.components.health:GetPercent()
 inst.components.health:SetMaxHealth(100)
 inst.components.health:SetPercent(health_percent, true)
 local sanity_percent = inst.components.sanity:GetPercent()
 inst.components.sanity.max = 120
 inst.components.sanity:SetPercent(sanity_percent, true)
 local hunger_percent = inst.components.hunger:GetPercent()
 inst.components.hunger:SetMax(bobbi_hunger)
 inst.components.hunger:SetPercent(hunger_percent, true)
 inst.components.combat:SetDefaultDamage(TUNING.UNARMED_DAMAGE) -------- this is what I used to reset it
        inst.Transform:SetScale(1., 1., 1.)
        inst:RemoveTag("scarytoprey")
 STRINGS.CHARACTERS.BOB = require "speech_bob"
 inst.components.talker.special_speech = false
      
end
 
 
local function becomewererabbit(inst)
 
        inst.wererabbit = true
 
        inst.AnimState:SetBank("manrabbit")
        inst.AnimState:SetBuild("manrabbit_build")
        inst:SetStateGraph("SGwererabbit")
   
        inst.entity:AddLight()   
        inst.Light:Enable(true)   
        inst.Light:SetRadius(40)   
        inst.Light:SetFalloff(.5)   
        inst.Light:SetIntensity(0.9)   
        inst.Light:SetColour(245/255,255/255,245/255)
 local health_percent = inst.components.health:GetPercent()
 inst.components.health:SetMaxHealth(200)
 inst.components.health:SetPercent(health_percent, true)
 local sanity_percent = inst.components.sanity:GetPercent()
 inst.components.sanity.max = 100
 inst.components.sanity:SetPercent(sanity_percent, true)
        inst.components.sanity:DoDelta(-TUNING.SANITY_HUGE)
 local hunger_percent = inst.components.hunger:GetPercent()
 inst.components.hunger:SetMax(wererabbit_hunger)
 inst.components.hunger:SetPercent(hunger_percent, true)
        inst.Transform:SetScale(1.25, 1.25, 1.25)
        inst.components.combat:SetDefaultDamage(TUNING.BUNNYMAN_DAMAGE) ------ This is what I used to set the bunnyman's damage
        inst:AddTag("scarytoprey")
 STRINGS.CHARACTERS.BOB = require "speech_wob"
 inst.components.talker.special_speech = false
end
 
I also have another instance of unarmed damage being tuned in the character's stats as the character does not start off in the becomebob stage.
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