HunterV Posted February 12, 2016 Share Posted February 12, 2016 (edited) Updated 5/19/2016 - The mod is ready for public release 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 May 20, 2016 by HunterV Link to comment Share on other sites More sharing options...
FelixTheJudge Posted February 12, 2016 Share Posted February 12, 2016 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. Link to comment Share on other sites More sharing options...
BlueSideWind Posted February 12, 2016 Share Posted February 12, 2016 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 Link to comment Share on other sites More sharing options...
FelixTheJudge Posted February 12, 2016 Share Posted February 12, 2016 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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BlueSideWind Posted February 12, 2016 Share Posted February 12, 2016 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 Link to comment Share on other sites More sharing options...
Neu7ral Posted February 12, 2016 Share Posted February 12, 2016 I will follow this with all my soul! Link to comment Share on other sites More sharing options...
HunterV Posted February 12, 2016 Author Share Posted February 12, 2016 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. Link to comment Share on other sites More sharing options...
Muche Posted February 12, 2016 Share Posted February 12, 2016 I wonder, regarding night vision, is the way moggles work not usable at all? Link to comment Share on other sites More sharing options...
FelixTheJudge Posted February 13, 2016 Share Posted February 13, 2016 9 hours ago, Muche said: I wonder, regarding night vision, is the way moggles work not usable at all? I though they were having issues implementing night vision for DST and moggles still aren't a thing. Link to comment Share on other sites More sharing options...
FelixTheJudge Posted February 22, 2016 Share Posted February 22, 2016 http://thejudge.tumblr.com/post/139780534435/havent-uploaded-a-video-in-awhile-i-wanted-to Progress update. :3 Link to comment Share on other sites More sharing options...
Neu7ral Posted February 22, 2016 Share Posted February 22, 2016 Whoa, a lot of things! Armors aren't working yet? Link to comment Share on other sites More sharing options...
FelixTheJudge Posted February 22, 2016 Share Posted February 22, 2016 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. Link to comment Share on other sites More sharing options...
Neu7ral Posted February 23, 2016 Share Posted February 23, 2016 @FelixTheJudge Looks great! the armor buffs! Link to comment Share on other sites More sharing options...
FelixTheJudge Posted February 23, 2016 Share Posted February 23, 2016 1 hour ago, Neutral_Steve said: @FelixTheJudge Looks great! the armor buffs! Thanks. I had no prior programming experience before taking it upon myself to program this mod so I hope everything turns out well. It's been pretty fun and I've learned a lot. LUA is a lot easier than a lot of scripting languages like Ruby. Link to comment Share on other sites More sharing options...
FelixTheJudge Posted February 23, 2016 Share Posted February 23, 2016 (edited) Huge update that I didn't even see coming. In an unseen series of events Credits have been implemented. 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 February 23, 2016 by FelixTheJudge Link to comment Share on other sites More sharing options...
FelixTheJudge Posted February 24, 2016 Share Posted February 24, 2016 Now featuring 100% more ghosts. 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. 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. Link to comment Share on other sites More sharing options...
Neu7ral Posted February 24, 2016 Share Posted February 24, 2016 1 hour ago, FelixTheJudge said: Now featuring 100% more ghosts. Then, Purification in progress...? Link to comment Share on other sites More sharing options...
FelixTheJudge Posted February 24, 2016 Share Posted February 24, 2016 (edited) 1 minute ago, Neutral_Steve said: Then, Purification in progress...? Yeah. We hopefully plan to add the batter, or at least have support for the existing batter mod if we don't make our own. Ghosts are also slightly faster. Edited February 24, 2016 by FelixTheJudge Link to comment Share on other sites More sharing options...
FelixTheJudge Posted February 24, 2016 Share Posted February 24, 2016 (edited) 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 February 24, 2016 by FelixTheJudge Link to comment Share on other sites More sharing options...
FelixTheJudge Posted February 27, 2016 Share Posted February 27, 2016 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. Link to comment Share on other sites More sharing options...
FelixTheJudge Posted March 4, 2016 Share Posted March 4, 2016 It's a WIP, but I'm working on the judge dialogue now. He's a smart character, so he has a lot of knowledge about certain items and their usefulness. Giving lengthy descriptions for many items. Link to comment Share on other sites More sharing options...
FelixTheJudge Posted March 6, 2016 Share Posted March 6, 2016 Selection screen progress. Link to comment Share on other sites More sharing options...
FelixTheJudge Posted May 10, 2016 Share Posted May 10, 2016 I am still working on this! Sorry for the lack of updates but our progress has been substantially great. Link to comment Share on other sites More sharing options...
Neu7ral Posted May 10, 2016 Share Posted May 10, 2016 I like how is going this mod. Link to comment Share on other sites More sharing options...
HunterV Posted May 20, 2016 Author Share Posted May 20, 2016 The mod is now on the steam workshop! Link to comment Share on other sites More sharing options...
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