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  2. Don't Starve

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  3. Klei Entertainment Games

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  • Posts

    • [H] Elegant Back Bat [W] Webber GoH
      Title says it all. https://steamcommunity.com/tradeoffer/new/?partner=110078482&token=tbpcfQ0i
    • [Character Mods] OFF - The Judge and more (WIP)
      I understnad that you need to like put codes and stuff into lua (base on how dleowolf template works but) I need an actual youtube tutorial because after reading many guides I still don't know where to place where. I ended up downloading the "wand" guide to figure out where to place that but when I try to put it in my mod folder and equip it. It shows up as an error lol. So yeah Im probably similar to your friend who has no idea how lua works and only do art stuff x3
    • [Character Mods] OFF - The Judge and more (WIP)
      We're still not decided on the movespeed part. Yeah, the night vision was easier in don't starve alone, rather than in DS:T.

      Creating a custom weapon was actually pretty easy.

        Spoiler local assets=
      {
          Asset("ANIM", "anim/insp.zip"),
          Asset("ANIM", "anim/swap_insp.zip"),
          
          Asset("ATLAS", "images/inventoryimages/insp.xml"),
          Asset("IMAGE", "images/inventoryimages/insp.tex"),
      }
      local prefabs =
      {
          "impact",
      }
      local function onfinished(inst)
          inst:Remove()
      end
      local function onequip(inst, owner)
          owner.AnimState:OverrideSymbol("swap_object", "swap_insp", "swap_insp")
          owner.AnimState:Show("ARM_carry")
          owner.AnimState:Hide("ARM_normal")
      end
      local function onunequip(inst, owner)
          owner.AnimState:ClearOverrideSymbol("swap_object")
          owner.AnimState:Hide("ARM_carry")
          owner.AnimState:Show("ARM_normal")
      end
      local function onhit(inst, attacker, target)
          local impactfx = SpawnPrefab("impact")
          local explode = SpawnPrefab("explode_small")
          inst.SoundEmitter:PlaySound("dontstarve/common/blackpowder_explo")
          local pos = inst:GetPosition()
          explode.Transform:SetPosition(pos.x, pos.y, pos.z)
          
          if impactfx and attacker then
              local follower = impactfx.entity:AddFollower()
              follower:FollowSymbol(target.GUID, target.components.combat.hiteffectsymbol, 0, 0, 0 )
              impactfx:FacePoint(attacker.Transform:GetWorldPosition())
          end
          inst:Remove()
      end
      local function onthrown(inst, owner, target)
          inst.AnimState:PlayAnimation("throwm")
      end
      local function fn()
          local inst = CreateEntity()
          local trans = inst.entity:AddTransform()
          local anim = inst.entity:AddAnimState()
          inst.entity:AddSoundEmitter()
          MakeInventoryPhysics(inst)
          inst.entity:AddNetwork()
          
          anim:SetBank("insp")
          anim:SetBuild("insp")
          anim:PlayAnimation("idle")
          
          
              if not TheWorld.ismastersim then
              return inst
          end
          inst:AddTag("thrown")
          
          inst:AddComponent("weapon")
          inst.components.weapon:SetDamage(TUNING.BOOMERANG_DAMAGE* 1.3)
          inst.components.weapon:SetRange(TUNING.BOOMERANG_DISTANCE, TUNING.BOOMERANG_DISTANCE+20)
          
          inst:AddComponent("projectile")
          inst.components.projectile:SetSpeed(40)
          inst.components.projectile:SetOnHitFn(onhit)
          inst.components.projectile:SetOnThrownFn(onthrown)
          
          inst:AddComponent("inspectable")
          
          inst:AddComponent("inventoryitem")
          inst.components.inventoryitem.imagename = "insp"
          inst.components.inventoryitem.atlasname = "images/inventoryimages/insp.xml"
          
          inst:AddComponent("stackable")
          
          inst:AddComponent("equippable")
          inst.components.equippable:SetOnEquip(onequip)
          inst.components.equippable:SetOnUnequip(onunequip)
          inst.components.equippable.equipstack = true
          
          return inst
      end return Prefab( "common/inventory/insp", fn, assets, prefabs)   Here is the code for the Inspiration. The weak tossable weapon that he uses.

      as for the faux ranged weapon. It's just an attack with an absurd melee range.   Spoiler local assets=
      {
          Asset("ANIM", "anim/weakpaw.zip"),
          Asset("ANIM", "anim/swap_spear.zip"),
          Asset("ATLAS", "images/inventoryimages/weakpaw.xml"),
      } local prefabs =
      {
          "crosshair",
      }
      local function onfinished(inst)
          inst:Remove()
      end local function onequip(inst, owner)
          owner.AnimState:OverrideSymbol("swap_object", "swap_spear", "swap_spear")
          owner.AnimState:Show("ARM_carry")
          owner.AnimState:Hide("ARM_normal")
      end local function onunequip(inst, owner)
          owner.AnimState:ClearOverrideSymbol("swap_object")
          owner.AnimState:Hide("ARM_carry")
          owner.AnimState:Show("ARM_normal")
      end local function onattack(inst, attacker, target)
          local st = SpawnPrefab("crosshair")   if attacker and attacker.components.sanity then
              attacker.components.sanity:DoDelta(-TUNING.SANITY_SUPERTINY* 2)
          end
       
        if st and attacker then
              local follower = st.entity:AddFollower()
              follower:FollowSymbol(target.GUID, target.components.combat.hiteffectsymbol, 0, 0, 0 )
              st:FacePoint(attacker.Transform:GetWorldPosition())
              st.AnimState:SetBloomEffectHandle( "shaders/anim.ksh" )
              st.AnimState:SetLightOverride(1)    
          end
          
      end local function fn(Sim)
          local inst = CreateEntity()
          local trans = inst.entity:AddTransform()
          local anim = inst.entity:AddAnimState()
          inst.entity:AddSoundEmitter()
          MakeInventoryPhysics(inst)
          
          anim:SetBank("weakpaw")
          anim:SetBuild("weakpaw")
          anim:PlayAnimation("idle")
          
          inst:AddComponent("weapon")
          inst.components.weapon:SetDamage(60)
          inst.components.weapon:SetRange(5)
          inst.components.weapon:SetOnAttack(onattack)
          inst:AddComponent("inspectable")
          
            inst:AddTag("irreplaceable")
          
          inst:AddComponent("inventoryitem")
           inst.components.inventoryitem.atlasname = "images/inventoryimages/weakpaw.xml"
          
          inst:AddComponent("equippable")
          inst.components.equippable:SetOnEquip( onequip )
          inst.components.equippable:SetOnUnequip( onunequip )
          
          return inst
      end return Prefab( "common/inventory/weakpaw", fn, assets)         like so.
    • Game Update - 166077 - 02/11/2016
      It's kinda crazy to know that a virtual tuxedo I got for free is now worth 4 bucks! That's like, actual profit! Do people make a living just off of the steam market?
    • [Character Mods] OFF - The Judge and more (WIP)
      whoa it be awesome if you can teach me how to make a custom weapon lol I tried using the Tutorial but I dont understand anything Im reading haha.    As for the night vision. As of now even the best of modders have trouble with this ability as the only way to give night vision is to make your character give off "light" meaning any players near you will see you as a giant glowing torch running around at night.   The problem with that is "Charlie" our lovely friend can't attack you because having light = Charlie must be hidden in night to attack. Which in fact OP seeing as its a survival game. Another game breaking ability is movement speed which I suggest only increase by maybe to 8 WHICH still seems ground breaking when I play the game but hey its fun lol
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