icantevenname

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About icantevenname

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  1. Doesn't seem to do anything... Did I do something wrong? Emote react.zip
  2. I'll give both a shot. Wish me luck.
  3. I dunno, how Xero has it set up feels like its own thing. Like a script only mod of some sort. Then again, Xero could intend me (and anyone else) to put this in the character's prefab script. I'll try it out tomorrow, it's getting late for me.
  4. So if one wanted to do this for a mod character...?
  5. Think it's possible to give characters text to say when doing certain emotes?
  6. Thanks again!
  7. Though it's still referred to as MISSING NAME... Any idea how to remedy that?
  8. That actually worked! Thanks for the push in the right direction!
  9. I guess I should try to make a spriter file from scratch?
  10. I still cannot figure out why my custom items won't show up. I was able to make everything else work, giving it healing properties.I can still pick it up when pressing Space. The item in question is the Sundrop. Sunny.zip
  11. Can't totally help, but I can tell ya this. In the prefab script, add inst:AddComponent("tool") inst.components.tool:SetAction(ACTIONS.CHOP, 1) inst.components.tool:SetAction(ACTIONS.MINE, 1) You can change the number to have it be faster or slower.
  12. Thanks alot! Now to make the suns. I bet I'll be fine doing that. Thanks again!
  13. local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("SCRIPT", "scripts/prefabs/player_common.lua"), Asset( "ANIM", "anim/sunny.zip" ), Asset( "ANIM", "anim/ghost_sunny_build.zip" ), } local prefabs = {} -- Custom starting items local start_inv = { } -- When the character is revived from human local function onbecamehuman(inst) -- Set speed when reviving from ghost (optional) inst.components.locomotor:SetExternalSpeedMultiplier(inst, "sunny_speed_mod", 1) end local function onbecameghost(inst) -- Remove speed modifier when becoming a ghost inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "sunny_speed_mod") end local function spawnitem(quantity, prefab, location) local quantity = 1 if quantity > 0 then for i = 1, quantity do local item = SpawnPrefab(prefab) if item ~= nil then local x, y, z = location.Transform:GetWorldPosition() if item.Physics ~= nil then local speed = 2 + math.random() local angle = math.random() * 2 * PI item.Transform:SetPosition(x, y + 1, z) item.Physics:SetVel(speed * math.cos(angle), speed * 3, speed * math.sin(angle)) else item.Transform:SetPosition(x, y, z) end if item.components.propagator ~= nil then item.components.propagator:Delay(5) end end end end end local function onbecamehuman(inst) inst.sunTask = inst:DoPeriodicTask(5, spawnitem(1, "meat", inst)) end local function onbecameghost(inst) if inst.sunTask ~= nil then inst.sunTask:Cancel() inst.sunTask = nil end end local function onload(inst, data) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) inst:ListenForEvent("ms_becameghost", onbecameghost) if inst:HasTag("playerghost") then onbecameghost(inst) else onbecamehuman(inst) end end -- This initializes for both the server and client. Tags can be added here. local common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "sunny.tex" ) end -- This initializes for the server only. Components are added here. local master_postinit = function(inst) -- choose which sounds this character will play inst.soundsname = "sunny" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used --inst.talker_path_override = "dontstarve_DLC001/characters/" -- Stats inst.components.health:SetMaxHealth(100) inst.components.hunger:SetMax(200) inst.components.sanity:SetMax(250) inst.components.eater:SetDiet({ FOODGROUP.OMNI }, { FOODTYPE.MEAT, FOODTYPE.GOODIES }) -- Damage multiplier (optional) inst.components.combat.damagemultiplier = 1 -- Hunger rate (optional) inst.components.hunger.hungerrate = .75 * TUNING.WILSON_HUNGER_RATE local easing = require("easing") inst.components.sanity.custom_rate_fn = function(inst) local wet_dapperness = 0 for _,v in pairs(inst.components.inventory.equipslots) do if v.components.equippable ~= nil then if v.components.equippable.inst:GetIsWet() then wet_dapperness = wet_dapperness + TUNING.WET_ITEM_DAPPERNESS end end end wet_dapperness = wet_dapperness * inst.components.sanity.dapperness_mult local wet_dapper_delta = wet_dapperness * TUNING.SANITY_DAPPERNESS local moisture_delta = easing.inSine(inst.components.moisture:GetMoisture(), 0, TUNING.MOISTURE_SANITY_PENALTY_MAX, inst.components.moisture:GetMaxMoisture()) return -5.0*(moisture_delta+wet_dapper_delta) end inst.components.locomotor.walkspeed = 7 inst.components.locomotor.runspeed = 8 inst.OnLoad = onload inst.OnNewSpawn = onload end return MakePlayerCharacter("sunny", prefabs, assets, common_postinit, master_postinit, start_inv)
  14. I'm confused, I put in the code, just changing "sundrop" to "meat" (I wanna see if the code works before I make the suns.) I waited around for at least an in-game day and nothing happened. I died and revived and dropped meat. I died multiple times and each time I revived, I dropped meat.
  15. This goes under that master_postinit thing, right? By time, is it an already set increment, or do I have to set a specific increment as well as a number? Like seconds, minutes, in-game days? And for function, do I put in drop_sun, or spawn_sun, or something like that?