icantevenname

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Everything posted by icantevenname

  1. I want to add a craftable healing turret for my Sunflower mod. I bet I can figure it out using the eyeturret lua as a reference point, but I have no idea how to make an item caftable and craftable by a specific character.
  2. So to make it not require a science tier, do I leave out the TECH? And is the TOWN tab the Survival tab?
  3. I'll keep that in mind. It's okay now, I managed to get it working.
  4. Is it possible to increase a character's attack power as they go insane? And speaking of insanity, is it possible to totally drain a character's sanity when using a wormhole?
  5. Thanks for the answer, but I can't use this now. Since the autocompiler isn't even compiling the character I'm working on. Can you or anyone you know help? Nevermind, somehow I made it work again.
  6. How would one go about making a character not be affected by heat, but still get hurt from fire, ice, and freezing?
  7. Doesn't seem to do anything... Did I do something wrong? Emote react.zip
  8. Think it's possible to give characters text to say when doing certain emotes?
  9. I'll give both a shot. Wish me luck.
  10. 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.
  11. So if one wanted to do this for a mod character...?
  12. Thanks again!
  13. 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
  14. Though it's still referred to as MISSING NAME... Any idea how to remedy that?
  15. That actually worked! Thanks for the push in the right direction!
  16. I guess I should try to make a spriter file from scratch?
  17. 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.
  18. Thanks alot! Now to make the suns. I bet I'll be fine doing that. Thanks again!
  19. The mod I'm working on at the moment is the Sunflower from Plants Vs. Zombies. More specifically her Garden Warfare appearance. I feel like keeping her medic capabilities, and I want to do that by having her drop healing suns every now and then. I'm sure I can figure out making the suns, but I have no idea how to have her drop suns regularly. Any pointers please?
  20. 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)
  21. 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.
  22. 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?
  23. Thanks for the help, I'll take a look at the links later.
  24. I've tried to give my mod character a custom sound set but I can't hear a thing. I doubt the problem is volume since I got the sounds from the Sound Resource. The character I'm working on is the Sunflower from Plants Vs. Zombies for reference's sake. More specifically, the Garden Warfare kind. I have the feeling that I used too many sound clips per category, but this is my first time trying this out, so I dunno. What are some common mistakes people do when trying this? That might help me find the problem.
  25. I did. I must be missing something. The Taunt and Spawn sounds are the Talking sounds. Also, I haven't done the Emote, Ghost, Pose, and Yawn sounds. Sunny.zip