MarfMasterofDesaster

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About MarfMasterofDesaster

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  1. This looks great. I'm not sure, but did Klei ever confirm that Shipwrecked will come to DST? What made you work on this mod?
  2. The code: local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("SCRIPT", "scripts/prefabs/player_common.lua"), } local prefabs = {} local start_inv = { } local function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) inst:ListenForEvent("ms_becameghost", onbecameghost) if inst:HasTag("playerghost") then onbecameghost(inst) else onbecamehuman(inst) end end local common_postinit = function(inst) inst.MiniMapEntity:SetIcon( "marf.tex" ) inst:AddTag("master") end local function applyupgrades(inst) local max_upgrades = 46 inst.level = math.min(inst.level, max_upgrades) local hunger_percent = inst.components.hunger:GetPercent() local health_percent = inst.components.health:GetPercent() local sanity_percent = inst.components.sanity:GetPercent() local locomotorwalkspeed_percent = inst.components.locomotor.walkspeed:GetNumber() local locomotorrunspeed_percent = inst.components.locomotor.runspeed:GetNumber() local combatdamagemultiplier_percent = inst.components.combat.damagemultiplier:GetNumber() inst.components.hunger.max = math.ceil(75 + inst.level * (250 - 75) / max_upgrades) inst.components.health.maxhealth = math.ceil(100 + inst.level * (350 - 75) / max_upgrades) inst.components.sanity.max = math.ceil(300 + inst.level * (100 - 300) / max_upgrades) inst.components.locomotor.walkspeed = math.ceil(3.5 + inst.level * (5 - 3.5) / max_upgrades) inst.components.locomotor.runspeed = math.ceil(5.25 + inst.level * (7.5 - 5.25) / max_upgrades) inst.components.combat.damagemultiplier = math.ceil(0.83 + inst.level * (1.66 - 0.83) / max_upgrades) inst.components.hunger:SetPercent(hunger_percent) inst.components.health:SetPercent(health_percent) inst.components.sanity:SetPercent(sanity_percent) inst.components.locomotor.walkspeed:SetPercent(locomotorwalkspeed_percent) inst.components.locomotor.runspeed:SetPercent(locomotorrunspeed_percent) inst.components.combat.damagemultiplier(combatdamagemultiplier_percent) end local function oneat(inst, food) if food and food.components.edible and food.components.edible.foodtype == FOODTYPE.GEARS then --give an upgrade! inst.level = inst.level + 1 applyupgrades(inst) inst.HUD.controls.status.heart:PulseGreen() inst.HUD.controls.status.stomach:PulseGreen() inst.HUD.controls.status.brain:PulseRed() end end local function onpreload(inst, data) if data ~= nil and data.level ~= nil then inst.level = data.level applyupgrades(inst) --re-set these from the save data, because of load-order clipping issues if data.health and data.health.health then inst.components.health:SetCurrentHealth(data.health.health) end if data.hunger and data.hunger.hunger then inst.components.hunger.current = data.hunger.hunger end if data.sanity and data.sanity.current then inst.components.sanity.current = data.sanity.current end if data.locomotor.walkspeed and data.locomotor.walkspeed.current then inst.components.locomotor.walkspeed.current = data.locomotor.walkspeed.current end if data.locomotor.runspeed and data.locomotor.runspeed.current then inst.components.locomotor.runspeed.current = data.locomotor.runspeed.current end if data.combat.damagemultiplier and data.combat.damagemultiplier.current then inst.components.combat.damagemultiplier.current = data.combat.damagemultiplier.current end inst.components.health:DoDelta(0) inst.components.hunger:DoDelta(0) inst.components.sanity:DoDelta(0) inst.components.locomotor.walkspeed:DoDelta(0) inst.components.locomotor.runspeed:DoDelta(0) inst.components.combat.damagemultiplier:DoDelta(0) end end local function onsave(inst, data) data.level = inst.level > 0 and inst.level or nil end local master_postinit = function(inst) inst.soundsname = "wilson" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used --inst.talker_path_override = "dontstarve_DLC001/characters/" inst.components.health:SetMaxHealth(100) inst.components.hunger:SetMax(75) inst.components.sanity:SetMax(300) inst.components.locomotor.walkspeed = 3.5 inst.components.locomotor.runspeed = 5.25 inst.components.combat.damagemultiplier = 0.83 inst.components.hunger.hungerrate = 1.66 * TUNING.WILSON_HUNGER_RATE inst.components.sanity.neg_aura_mult = 1.33 inst.components.sanity.night_drain_mult = 0 inst.level = 0 inst.components.eater:SetCanEatGears() inst.components.eater:SetOnEatFn(oneat) applyupgrades(inst) inst.components.reader = true inst.OnLoad = onload inst.OnNewSpawn = onload inst.OnPreload = onpreload inst.OnSave = onsave end return MakePlayerCharacter("marf", prefabs, assets, common_postinit, master_postinit, start_inv) I don't know how to tell it that locomotor walk and runspeed are different values, damagemultiplier too. Is it even possible? Please help me with this.
  3. Thanks! Understood. Thanks too!
  4. Thanks for trying to help, but I really need the DST files. I really appreciate it. What do you mean?
  5. So, I've been looking for a complete Wilson spriter project with exported files for modding. I know that I can compile Wilson's game files with ktools, but I wasn't able to. Please help me with this.
  6. In my mod, the game crashes when I attempt to spawn one of its items through the console. It also crashes when I craft them. Please help me with this, I really tried to fix it on my own, but I just wasn't able to. I think either I messed the sprites up, or I messed with the code somehow. The Master of Desaster DST.zip EDIT: After looking at my code thoughly and comparing it to the game's, I found the problem. It's working now.