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DST OFF Modpack


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Updated 5/19/2016 - The mod is ready for public release

tumblr_o7g0jiZPAA1uhxywio1_540.png

Created by Felix and Hunts

On Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=687719731

The DST OFF Modpack currently adds The Judge a.k.a. Pablo as a playable character along with a collection of new items, currency, shops, poison, and a sanity based fighting system.
Future plans for this mod include adding at least two more characters with their own unique item sets.

The Judge's stats are:

Health - 125
Hunger - 150
Sanity - 250

Pros:
Moves fast
Reduced sanity loss at night

Cons:
Loses sanity when it rains
Doesn't hit very hard

The Judge starts with a Cateye and five Inspiration cards in his inventory.

The mod makes changes to the world as well. Ghosts spawn in cemeteries (like spiders), certain enemies inflict poison status effect, and all monsters drop credits which can be used at the new statue shops.

Judge only items:

Spoiler

Cateye - Grants night vision at the cost of x3 hunger drain
Radius Epidermis - Armor
Humerus Epidermis - Armor
Femur Epidermis - Armor
Sclerosis Paw - Weapon
Aneurysm Claw - Weapon
Audacious Symbol - Weapon
Boastful Symbol - Weapon
Perfect Symbol - Weapon

Other items added in this mod:

Spoiler

Luck Ticket - Healing
Fortune Ticket - Healing
Silver Flesh - Sanity regain
Golden Flesh - Sanity regain
Moloch’s Meat - Cures poison
Joker - Revives a dead player
Inspiration - Weapon
Expiration - Weapon
Power Aura - Aura that damages enemies
Justice Aura - Aura that regains sanity
Tenacity Aura - Aura that heals
Save Cube - Resurrection station (like touch stone)
Zacharie’s Statue - Building to exchange credits for other items
Color of Pain - Chance of taking no damage
Color of Wrath - Damages enemies upon taking damage
The Eighth Color - Mysterious protection

The DST Modpack is still in an early design and not yet complete.
We greatly appreciate any issues, suggestions, and comments given to us while we continue to work on this project.

Edited by HunterV
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Yoo. It's me Felix.
Currently frustrated with the recent update breaking all my mods, however I hope things get resolved soon.

As with Expiration is costs 33 Sanity to use, so its a pretty hefty cost for a 1 time thunderbolt. It's like a lesser version of the end is Nigh.
The first hit target also takes 100 damage as well as the summoned bolt.

I'm gonna work on the code for Luck Ticket and Fortune ticket soon, as they're pretty iconic within OFF's item range as well.

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1 hour ago, FelixTheJudge said:

Yoo. It's me Felix.
Currently frustrated with the recent update breaking all my mods, however I hope things get resolved soon.

As with Expiration is costs 33 Sanity to use, so its a pretty hefty cost for a 1 time thunderbolt. It's like a lesser version of the end is Nigh.
The first hit target also takes 100 damage as well as the summoned bolt.

I'm gonna work on the code for Luck Ticket and Fortune ticket soon, as they're pretty iconic within OFF's item range as well.

 

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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Just now, BlueSideWind said:

 

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

 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.

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2 minutes ago, FelixTheJudge said:

 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.

 

 

 

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

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7 hours ago, BlueSideWind said:

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.

I'm aware of this, I had the same issue with a previous mod I attempted to build. I don't want to give The Judge any kind of permanent night vision. The idea is to make it only occur if the character's hunger is well filled, otherwise the night vision will disappear and leave them in the dark. We'll keep the range small and the hunger requirement high.

The idea is still just a thought right now. We'll test it out and try different things to see how we can make it challenging to keep activated. If it's too OP in the end there's no harm in scraping the night vision.

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5 hours ago, Neutral_Steve said:

Whoa, a lot of things! Armors aren't working yet? 

They are. I'll show a preview of all the armors once ALL of them are working. Right now The colors don't have proper sprites and it would feel weird showing them off.
The auras all do a periodic check for entities. The blue and green auras recover sanity and health, respectively.

 

The red aura does damage based on the danger of the target. A small rodent takes like 5 dmg from the aura, but a boss monster takes like 100 damage per aura. This aura is a delta, so does not cause the target to become flinched.

Radius Epidermis recovers sanity based on 40% of the damage taken.

Humerus Epidermis causes targets to become "panic" for 1 second when they hit you.

Femur Epidermis has a 20% chance to freeze nearby targets for 1.5 second when you are hit.


The color items go in the hat slot.

Color of Pain recovers hp by .4% of damage taken. This means that with shadow armor on, you recover 1 hp. But this means your armor breaks rather quickly due to the nature of how the armor works. Otherwise, it just provides further damage reduction.

Color of Wrath does 40 damage to your attacker. That's it. Nothing special.

The Eighth Colour just does a wide variety of effects. 10% movespeed, 20% cold resistance and rain resistance, and grass armor level absorption.
 

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Huge update that I didn't even see coming. In an unseen series of events Credits have been implemented.

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 Any sanity draining entity/specific hostile monsters now drop credits. Anywhere between 1-3.
Credits can be used to buy items.
There will be two tiers of shops.
Zach statue / golden zach statue.
The golden tier sells better items.

Most of the images/pictures used are placeholder until we get original resources drawn for them.

Going to attempt to change prototype to “Buy” and gonna try to make sure buying doesn’t grant the “prototype sanity bonus.” as it would create an infinite supply of sanity.

Edited by FelixTheJudge
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Now featuring 100% more ghosts.
tumblr_o312ihZ9jr1rvqwefo1_540.png

 

Ghosts now respawn at dusk from tombstones, and go home during the day.

They also drop credits, and two trinkets. The cat jar and the yarn.

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Yarn is now Ectoplasmic Yarn, and can be used to craft a few of the added clothing items.

Tumbleweeds now can drop moonstone, yarn and cat trinkets, and the off mod consumables and credits.

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So, items can't have multiple build paths. The lower one overwrites it sadly. So the vending machine will now give out items that can't normally be crafted. Like stone, gold, twigs, ect. All at pretty decent credit costs so it's still efficient to go out and gather materials. but now combat hungry players can fight their way to victory and use their credits to buy stuff. On a multiplayer aspect, this means that teamwork should be more prevalent and overall no play style should feel left out.

I am gonna increase the HP of a few creatures here and there, all these creatures will be ones that drop credits. (all monsters drop credits but some monsters HP values are fine, like tentacles and ghosts.

Spiders are going up to 150 from 100 hp.

Bats hp going up to 100 from 50 hp.

Cold and Hot hounds going up to 150 from 100.

Shadow Splumonkey going up to 175 from 125.

WeeTusk are going up to 150 from 100.

Mosquito are going up to 200 from 100.

all other monster values HP seems fine.
I expect this mod to lean slightly more towards the combat side of things, being based on OFF and all that.


 

Edited by FelixTheJudge
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https://www.tumblr.com/video/thejudge/140082720784/500/

(I recommend hitting the HD button in that video link.)

OFF Mod update!
This time preview of the added mechanic, poison.
Poison works differently here than in DS: Shipwrecked, in that each enemy has their own poison dmg and proc chance.

All poisons can be cured by consuming Moloch’s meat.

In this video I show off spider warriors and their poison abilities, along with a few other items.

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