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Ryuushu

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    I'll gladly work in any character mod. I love programming stuff for them, but I just can't draw for my life.

    Lately I've been working on small client mods, since I started playing a lot on Klei servers.

    I'm also looking for an artist to make little random things or maybe a mod collab.

    Also, I'm always on Steam.
    http://steamcommunity.com/id/ryuusekai

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  1. Is there any way to remove the Follower attribute (not component) that was added by inst.entity:AddFollower()?
  2. @DarkXero Original problem was items going "stale". First was because of loading/saving (I was doing some weird stuff), then because of moving away instantly. I don't actually save chester, but rather the items it's carrying (storing them inside a special container), then I just save and load the items into chester when needed; putting it inside a cave was no problem. I'm unsure if not letting the items sleep can cause performance issues, and overriding c_gonext in a chester mod feels kind of wrong... What I did to "refresh" the items was to give chester's items to chester when it opens, like so: for k,v in pairs(chester.container.slots) do chester.components.container:MoveItemFromAllOfSlot(k, chester) end This triggers the refresh and so far it works, but I've been looking for a better way to get the items to refresh.
  3. @spideswine Ah, you can reproduce it with regular chester. Just put something in it, teleport away with like c_gonext("cactus") and you'll get the same exact result.
  4. Welp, loading and saving is working.. but when you teleport with chester with something like c_gonext items become stale again, which is pretty annoying.
  5. Does anyone knows why this happens? Basically, I'm trying to store chester's inventory in a custom component, so that he doesn't drops it on death and can travel to caves. Everything works so far except that whenever chester loads the items in its inventory they look like that. You can't Shift click them and they all look spoiled until you pick them and put them back in the inventory, then they behave as normal. Weird thing is, this doesn't happens when the player is at or near the coordinate 0,0,0, nor does it happens when you host a server without caves. EDIT: Fixed it by adding a 0.1 sec delay before loading items into chester, maybe items needed a tiny bit of time to update.
  6. Is there any way to ignore/bypass the "ERROR: Duplicate anim x in bank x"? I'm using ktools 4.4.4 and that problem is present in a lot of anims. I looked around and it looks like older versions didn't have that problem, but I can no longer find those.
  7. Thanks a lot for your explanation @DarkXero, now it's working (for reals this time). Thank you too @ptr.
  8. @ptr Well, on a first look it worked. It did find the reference to the function.. but when I tried to modify it I realized it it was the one outside the constructor. How can I access the one inside of it? This is what I have now AddComponentPostInit("age", function(self, ...) local fn = UpvalueHacker.FindUpvalue(self._ctor, "OnSetOwner") print("FindUpvalue", fn) -- This prints correctly local function OnSetOwner(...) print("OnSetOwner") -- This doesn't prints return fn(...) end UpvalueHacker.SetUpvalue(self._ctor, OnSetOwner, "OnSetOwner") -- It's doing nothing since it's the one outside the constructor </3 end)
  9. @ptr Ahh, I didn't know that. AddComponentPostInit worked perfectly. Thanks a lot!
  10. @ptr I just tried this AddClassPostConstruct("components/age", function(self, ...) local fn = UpvalueHacker.FindUpvalue(self._ctor, "OnSetOwner") print("This is what I found:", fn) end) And the result I get is "This is what I found: nil". Can you point out what's wrong?
  11. How can I use rezecib's UpvalueHacker util to modify this onAttacked event? local function onAttacked(player, data) ... end ... local SomeComponent = Class(function(self, player) ... player:ListenForEvent("attacked", onAttacked) -- <- event listener I wanna modify end) I just can't figure out the root for the component.. I've tried randomly guessing self.class, self.Class, self.fn, self._ctor but none have worked. Maybe the author can help me on this? @rezecib
  12. @Eusong I ran into that problem a few days ago, eventually started using it as a feature. Move swap_body-13 outside the swap folder and rename it vaultsuit or something else before using it in an anim.
  13. Oh, no I meant when it's on the ground. When you do AnimState:SetHaunted(true) it stays "haunted" forever (as in with the cool spooky animated white sheen). I just want to recolor the haunted effect, the default is white, I want it red. Still, thank you~
  14. Has anyone experimented with that? I've been looking as to how make any object have a nice colored sheen-like anim like when ghosts haunt them, but so far I've been unlucky. The game just does inst.AnimState:SetHaunted(true) to add it, so it might be something in the C++ side.. in which case I'm out of luck. Any ideas/suggestions?
  15. @TheRaptorAlpha Found the error. Your ghost's spriter project is still called ghost_esctemplate_build. Rename it to ghost_wentworth_build, run the game to let it compile and it should produce the right build zip.
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