Don't Starve Revision History Viewer

Comparing Six Feet Under (Rev 86935) to All's Well That Maxwell (Rev 88237)

stategraphs/SGwilson.lua

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function(inst, data) inst.sg:GoToState("toolbroke", data.tool) end), EventHandler("armorbroke", function(inst, data) inst.sg:GoToState("armorbroke", data.armor)
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function(inst, data) inst.sg:GoToState("toolbroke", data.tool) end), EventHandler("torchranout", function(inst, data) if not inst.components.inventory:IsItemEquipped(data.torch) then local sameTool = inst.components.inventory:FindItem(function(item) return item.prefab == data.torch.prefab end) if sameTool then inst.components.inventory:Equip(sameTool) end end end), EventHandler("armorbroke", function(inst, data) inst.sg:GoToState("armorbroke", data.armor)
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events= { EventHandler("animover", function(inst) inst.sg:GoToState("chop") end), }, },
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events= { EventHandler("unequip", function(inst) inst.sg:GoToState("idle") end ), EventHandler("animover", function(inst) inst.sg:GoToState("chop") end), }, },
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events= { EventHandler("animover", function(inst) --inst.AnimState:PlayAnimation("chop_pst") inst.sg:GoToState("idle")
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events= { EventHandler("unequip", function(inst) inst.sg:GoToState("idle") end ), EventHandler("animover", function(inst) --inst.AnimState:PlayAnimation("chop_pst") inst.sg:GoToState("idle")
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events= { EventHandler("animover", function(inst) inst.sg:GoToState("mine") end), }, },
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events= { EventHandler("unequip", function(inst) inst.sg:GoToState("idle") end ), EventHandler("animover", function(inst) inst.sg:GoToState("mine") end), }, },
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timeline= { TimeEvent(9*FRAMES, function(inst) inst:PerformBufferedAction() inst.sg:RemoveStateTag("premine") inst.SoundEmitter:PlaySound("dontstarve/wilson/use_pick_rock")
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timeline= { TimeEvent(9*FRAMES, function(inst) if inst.sg.statemem.action and inst.sg.statemem.action.target then local fx = SpawnPrefab("mining_fx") fx.Transform:SetPosition(inst.sg.statemem.action.target:GetPosition():Get()) end inst:PerformBufferedAction() inst.sg:RemoveStateTag("premine") inst.SoundEmitter:PlaySound("dontstarve/wilson/use_pick_rock")
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events= { EventHandler("animover", function(inst) inst.AnimState:PlayAnimation("pickaxe_pst") inst.sg:GoToState("idle", true)
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events= { EventHandler("unequip", function(inst) inst.sg:GoToState("idle") end ), EventHandler("animover", function(inst) inst.AnimState:PlayAnimation("pickaxe_pst") inst.sg:GoToState("idle", true)
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end), TimeEvent(14*FRAMES, function(inst) if (TheInput:IsControlPressed(CONTROL_PRIMARY) or TheInput:IsControlPressed(CONTROL_ACTION) or TheInput:IsControlPressed(CONTROL_CONTROLLER_ACTION)) and inst.sg.statemem.action and inst.sg.statemem.action.target and inst.sg.statemem.action.target:IsActionValid(inst.sg.statemem.action.action) and inst.sg.statemem.action.target.components.workable then inst:ClearBufferedAction() inst:PushBufferedAction(inst.sg.statemem.action)
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end), TimeEvent(14*FRAMES, function(inst) if (TheInput:IsControlPressed(CONTROL_SECONDARY) or TheInput:IsControlPressed(CONTROL_ACTION) or TheInput:IsControlPressed(CONTROL_CONTROLLER_ALTACTION)) and inst.sg.statemem.action and inst.sg.statemem.action.target and inst.sg.statemem.action.target:IsActionValid(inst.sg.statemem.action.action, true) and inst.sg.statemem.action.target.components.workable then inst:ClearBufferedAction() inst:PushBufferedAction(inst.sg.statemem.action)
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events= { EventHandler("animover", function(inst) inst.AnimState:PlayAnimation("pickaxe_pst") inst.sg:GoToState("idle", true)
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events= { EventHandler("unequip", function(inst) inst.sg:GoToState("idle") end ), EventHandler("animover", function(inst) inst.AnimState:PlayAnimation("pickaxe_pst") inst.sg:GoToState("idle", true)
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events= { EventHandler("animover", function(inst) inst.sg:GoToState("dig") end), }, },
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events= { EventHandler("unequip", function(inst) inst.sg:GoToState("idle") end ), EventHandler("animover", function(inst) inst.sg:GoToState("dig") end), }, },
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timeline= { TimeEvent(15*FRAMES, function(inst) inst:PerformBufferedAction() inst.sg:RemoveStateTag("predig") inst.SoundEmitter:PlaySound("dontstarve/wilson/dig") end), TimeEvent(35*FRAMES, function(inst)
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timeline= { TimeEvent(15*FRAMES, function(inst) --[[ if inst.sg.statemem.action and inst.sg.statemem.action.target then local fx = SpawnPrefab("shovel_dirt") fx.Transform:SetPosition( inst.sg.statemem.action.target.Transform:GetWorldPosition() ) end --]] inst:PerformBufferedAction() inst.sg:RemoveStateTag("predig") inst.SoundEmitter:PlaySound("dontstarve/wilson/dig") end), TimeEvent(35*FRAMES, function(inst)
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events= { EventHandler("animover", function(inst) inst.AnimState:PlayAnimation("shovel_pst") inst.sg:GoToState("idle", true)
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events= { EventHandler("unequip", function(inst) inst.sg:GoToState("idle") end ), EventHandler("animover", function(inst) inst.AnimState:PlayAnimation("shovel_pst") inst.sg:GoToState("idle", true)
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inst.AnimState:Show("ARM_carry") inst.AnimState:Hide("ARM_normal") end end, timeline= { TimeEvent(58*FRAMES, function(inst) inst.SoundEmitter:PlaySound("dontstarve/common/book_spell") local fx = SpawnPrefab("pine_needles") fx.Transform:SetPosition( inst.Transform:GetWorldPosition() ) inst:PerformBufferedAction() end), },
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inst.AnimState:Show("ARM_carry") inst.AnimState:Hide("ARM_normal") end if inst.sg.statemem.book_fx then inst.sg.statemem.book_fx:Remove() inst.sg.statemem.book_fx = nil end end, timeline= { TimeEvent(0, function(inst) local fxtoplay = "book_fx" if inst.prefab == "waxwell" then fxtoplay = "waxwell_book_fx" end local fx = SpawnPrefab(fxtoplay) local pos = inst:GetPosition() fx.Transform:SetRotation(inst.Transform:GetRotation()) fx.Transform:SetPosition( pos.x, pos.y - .2, pos.z ) inst.sg.statemem.book_fx = fx end), TimeEvent(58*FRAMES, function(inst) inst.SoundEmitter:PlaySound("dontstarve/common/book_spell") inst:PerformBufferedAction() inst.sg.statemem.book_fx = nil end), },
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if inst.components.combat.target then if inst.components.combat.target and inst.components.combat.target:IsValid() then inst:FacePoint(Vector3(inst.components.combat.target.Transform:GetWorldPosition())) end end
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if inst.components.combat.target then if inst.components.combat.target and inst.components.combat.target:IsValid() then inst:FacePoint(inst.components.combat.target.Transform:GetWorldPosition()) end end