Earthyburt Posted September 19, 2020 Share Posted September 19, 2020 (edited) I have decided to simplify my character due to this being my first time modding, and some tasks being out of my leauge, so I scrapped the nightmare vision and blindness, and I will increase the penalties for being in the day. However, if in the future, if my character ever gets popular enough, I will consider overhauling the character so that my original idea will come to fruition. Any coding I received help on will stay into the character. If there is anything I need to change, then I would love to know. Coding help is appreciated. Don't Starve Together Character - Wayne Wayne is a 18 year old young man who was recently kidnapped while driving his way to college to be experimented on. Nightmare fuel has been surgically inserted into his arms. The Nightmare fuel had an effect on his entire body. Causing his body to change. His body is actually an incomplete experiment, in which nightmare fuel was supposed to be comprising most of his body, however, Wayne managed to escape from his tormentors through the florid postern (or the real world counterpart of the florid postern, I don’t know what specifically it is called). He took one of the surgeons lives in the process of escaping. Physical Description: Wayne's arms have Nightmare fuel surgically inserted to his arms, causing his whole body to react to it. His arms have turned completely black, and have swollen. Stitches can be seen going all the way through the top of his arms. His hair has also turned black, which used to be brown. The rest of his skin, aside from arms, have turned grey. Wayne is wearing a patient's gown, and some sweatpants that match the patient gown's pattern. Other than that, he is a normal young adult. Wayne likes to keep his hair messy, and at jaw length. Personality: Wayne has neurosis (a relatively mild mental illness that causes him to be easily stressed, but to be out of touch with reality) due to him being experimented on and due his different body. This doesn't mean that Wayne is a coward, it just means that Wayne tends to overreact to things. This includes him breaking into rants/strings-of-insults about something he is upset over to Wayne losing his mind over a deerclops (which is understandable). Wayne also has depression, also due to him being experimented on, sometimes referring to his time of being experimented on. Wayne is a bit of a hothead, but not to the point where he explodes in anger frequently. Wayne occasionally likes to make jokes or quips whenever he is calm. He thinks his altered body is a curse, and he disdains the nightmare fuel inside his arms and the nightmare fuel coursing through his blood and veins. Wayne especially hates nightmare creatures, showing a strong hate towards them. Wayne doesn't like to think about how he murdered someone while trying to escape the lab he was in, and is hesitant when he is fighting a murderer. Wayne will feel guilty whenever he chops down trees or when he murders a rabbit. His favorite food is Creamy Potato Purée. (Food item crafted with 2 potatoes, 1 garlic, 1 misc that is not meat or twigs. Heals 20 health, 37.5 hunger, 33 sanity). Wayne's Stats: (may need to be readjusted) 175 health 150 hunger 130 Sanity Can extract the nightmare fuel from his veins Night Vision More efficient during night, crippled during day (defense loss, lower speed, ect) Neurotic (more sanity loss from fighting, wormholes, etc) except during night, which none is lost) Will be severely crippled when his sanity reaches zero, (defense weakness, lower attack power, etc) Items: Custom Nightmare Amulet (Basically, nightmare amulet with infinite durability but greater sanity penalty (-5 per sec). Bloody Nightmare Fuel: Ingredient for Custom Nightmare Amulet How to play: Typically with experienced players, players tend to keep themselves insane in order to collect nightmare fuel from monsters, which is an important ingredient in most magical items. Being sane locks the player out from nightmare fuel, due to shadow monsters being the most reliable source of nightmare fuel. This could be dangerous since shadow monsters can be dangerous, and they are more likely to attack when someone is keeping their sanity low. With Wayne, Shadow Monsters are always available, therefore, nightmare fuel is always available. So for Wayne, it is encouraged to keep his sanity above zero. It is recommended to wear sanity restoring items. When fighting a giant boss, it is crucial to bring sanity refilling items, and to have someone help the player when fighting a boss. It is a good idea to carry a mandrake or a pan flute so you can put your enemies to sleep when fighting them. Everything I need to do for this mod: Start Coding for Character; What I need to code Wayne’s Night Vision (Done, thank you AkaiKnight!!) Wayne’s Health, Sanity, Hunger Stats (Done) Wayne’s Insanity Weakness (Done) Wayne’s Night/Day efficiency change (Done) Sanity Penalites (Done) Wayne's Custom Crafting Voicelines for Wayne A Voice for Wayne Give Wayne a Favorite Food (Done) Create all the character textures for Wayne Code for items Wayne's Custom Nightmare Amulet Bloody Nightmare Fuel Edited May 12, 2021 by Earthyburt Link to comment https://forums.kleientertainment.com/forums/topic/121858-outdated-wayne-the-experiment-character-mod-no-official-downloads-available-yet/ Share on other sites More sharing options...
AkaiNight Posted September 19, 2020 Share Posted September 19, 2020 local function AtNight(inst) if TheWorld.state.isnight then inst.components.combat:SetAttackPeriod(number) --change 'number' with the vaule you want inst.components.locomotor.walkspeed = number inst.components.locomotor.runspeed = number inst.Light:Enable(true) inst.Light:SetRadius(18) inst.Light:SetFalloff(0.75) inst.Light:SetIntensity(.7) inst.Light:SetColour(70/255,230/255,12/170) inst.nightvisionIsEnabled = true else if inst.nightvisionIsEnabled then inst.Light:Enable(false) inst.nightvisionIsEnabled = false end end end put that in your character.lua inst:WatchWorldState("isnight", AtNight) and put that in master_postinit this should give you night vision and efficiency you want local function AtDay(inst) if TheWorld.state.isday then inst.components.health:DoDelta(-1) --you will lose 1 health else return end end i did not test that one but it should work too and put this in your master_postinit inst:WatchWorldState("isday", AtDay) inst:DoPeriodicTask(5, AtDay) --this will do AtDay function per 5 sec so you will lose 1 health per 5 sec at day Let me know if it crush 1 Link to comment https://forums.kleientertainment.com/forums/topic/121858-outdated-wayne-the-experiment-character-mod-no-official-downloads-available-yet/#findComment-1372750 Share on other sites More sharing options...
Earthyburt Posted September 19, 2020 Author Share Posted September 19, 2020 (edited) Wait, I just realized that I put some code in the wrong place, disregard the comment about the game crashing, but the night vision didn't seem to work Edited September 19, 2020 by Earthyburt Wrong Location, but nightvision isn't working Link to comment https://forums.kleientertainment.com/forums/topic/121858-outdated-wayne-the-experiment-character-mod-no-official-downloads-available-yet/#findComment-1372764 Share on other sites More sharing options...
Earthyburt Posted September 19, 2020 Author Share Posted September 19, 2020 It looks like that the night vision doesn't work when the world is set to all night. I don't mind this being an issue. Link to comment https://forums.kleientertainment.com/forums/topic/121858-outdated-wayne-the-experiment-character-mod-no-official-downloads-available-yet/#findComment-1372776 Share on other sites More sharing options...
AkaiNight Posted September 20, 2020 Share Posted September 20, 2020 13 hours ago, Earthyburt said: It looks like that the night vision doesn't work when the world is set to all night. I don't mind this being an issue. inst.Light:Enable(true) inst.Light:SetRadius(18) inst.Light:SetFalloff(0.75) inst.Light:SetIntensity(.7) inst.Light:SetColour(70/255,230/255,12/170) inst.nightvisionIsEnabled = true delete all "AtNight" functions and just put that in your master_postinit Link to comment https://forums.kleientertainment.com/forums/topic/121858-outdated-wayne-the-experiment-character-mod-no-official-downloads-available-yet/#findComment-1372887 Share on other sites More sharing options...
AkaiNight Posted September 20, 2020 Share Posted September 20, 2020 Also code for take more damage when your sanity is 0 and deal less damage when your sanity is 0 local function onattacked(inst) local _GetAttacked = inst.components.combat:GetAttacled inst.components.combat:GetAttacked = function(self, attacker, damage, ...) if attacker and inst.components.sanity == 0 and damage then damage = damage *1.5 end return _GetAttacked(self, attacker, damage, ...) end end this in your character.lua and this in master_postinit inst:ListenForEvent("onhitother", function(inst) if inst.components.sanity == 0 then inst.components.combat.damagemultipler = 0.5 else return end end) inst:ListenForEvent("attacked", onattacked) let me know if it crush or not work Link to comment https://forums.kleientertainment.com/forums/topic/121858-outdated-wayne-the-experiment-character-mod-no-official-downloads-available-yet/#findComment-1372914 Share on other sites More sharing options...
Earthyburt Posted September 20, 2020 Author Share Posted September 20, 2020 It looks like that the night vision doesn't work when the world is set to all night. I don't mind this being an issue. It had crashed. On line 62, which was inst.components.combat:GetAttacked = function(self, attacker, damage, ...) Link to comment https://forums.kleientertainment.com/forums/topic/121858-outdated-wayne-the-experiment-character-mod-no-official-downloads-available-yet/#findComment-1372958 Share on other sites More sharing options...
Earthyburt Posted September 20, 2020 Author Share Posted September 20, 2020 Hey, I found the bug, in the line I quoted above, you wrote "GetAttacked" with "Attacled" Link to comment https://forums.kleientertainment.com/forums/topic/121858-outdated-wayne-the-experiment-character-mod-no-official-downloads-available-yet/#findComment-1372972 Share on other sites More sharing options...
AkaiNight Posted September 20, 2020 Share Posted September 20, 2020 1 hour ago, Earthyburt said: Hey, I found the bug, in the line I quoted above, you wrote "GetAttacked" with "Attacled" my bad 1 Link to comment https://forums.kleientertainment.com/forums/topic/121858-outdated-wayne-the-experiment-character-mod-no-official-downloads-available-yet/#findComment-1372983 Share on other sites More sharing options...
Earthyburt Posted September 20, 2020 Author Share Posted September 20, 2020 Hmm... the game still crashed Link to comment https://forums.kleientertainment.com/forums/topic/121858-outdated-wayne-the-experiment-character-mod-no-official-downloads-available-yet/#findComment-1372987 Share on other sites More sharing options...
Earthyburt Posted September 21, 2020 Author Share Posted September 21, 2020 (edited) 23 hours ago, AkaiNight said: my bad Hey, sorry about bugging you about this again, but that insanity weakness script still crashed my game. I hope I am not annoying you with this, but I am anxious that you aren't going to notice my problem if I don't notify you again. The code should be the same as the last one you had given me, but with the Attacled typo fixed Edited September 21, 2020 by Earthyburt Link to comment https://forums.kleientertainment.com/forums/topic/121858-outdated-wayne-the-experiment-character-mod-no-official-downloads-available-yet/#findComment-1373197 Share on other sites More sharing options...
AkaiNight Posted September 21, 2020 Share Posted September 21, 2020 56 minutes ago, Earthyburt said: Hey, sorry about bugging you about this again, but that insanity weakness script still crashed my game. I hope I am not annoying you with this, but I am anxious that you aren't going to notice my problem if I don't notify you again. The code should be the same as the last one you had given me, but with the Attacled typo fixed Sorry for late reply i am working on it atm. It works now but it continues to reply it (example: the first hit you get from a spider is 20(spiders basic damage) next one is 30 and nex one is 45...) here is the code if you want it anyway local function onattacked(inst) local _GetAttacked = inst.components.combat.GetAttacked inst.components.combat.GetAttacked = function(self, attacker, damage, ...) if attacker and inst.components.sanity.current == 0 and damage then damage = damage * 1.5 end return _GetAttacked(self, attacker, damage, ...) end end Link to comment https://forums.kleientertainment.com/forums/topic/121858-outdated-wayne-the-experiment-character-mod-no-official-downloads-available-yet/#findComment-1373216 Share on other sites More sharing options...
AkaiNight Posted September 22, 2020 Share Posted September 22, 2020 On 9/20/2020 at 7:01 PM, AkaiNight said: inst:ListenForEvent("attacked", onattacked) change this one with onattacked(inst) and there should be no problem. 1 Link to comment https://forums.kleientertainment.com/forums/topic/121858-outdated-wayne-the-experiment-character-mod-no-official-downloads-available-yet/#findComment-1373294 Share on other sites More sharing options...
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