Jump to content

Recommended Posts

Hi there!

is there a perk or something I could use that allows a character to craft a gem, that can equip it and it allows them to shoot the fire staff and Ice staff projectiles without the staff? 

As well as eating raw meat, monster meat and prepared foods.

Also, is possible to make said character be able to fight with her hands? Like she would have claws.
 

Also, is possible for them to have a perk that allows them to emit a custom sound, like a roar to make some mobs run in fear or cower?, if so could I map it to a key to it and how would I link the sound file to that character and key?
 

Link to comment
https://forums.kleientertainment.com/forums/topic/57105-perk-help/
Share on other sites

A few clarification questions

 

 

 

craft a gem, that can equip it and it allows them to shoot the fire staff and Ice staff projectiles without the staff?

 

For this you'll need to create a prefab to act as the equippable gem, this will act as the item itself.

 

For the actual effect, did you mean shooting fire staff and ice staff projectiles at the same time?  Or alternating between them? Or perhaps did you mean give the player the ability to CHOOSE which one gets fired from it.

 

 

 

As well as eating raw meat, monster meat and prepared foods.

Do you mean ONLY being able to eat that? Or BONUSES to eating that?

 

 

 

Also, is possible to make said character be able to fight with her hands? Like she would have claws.

I actually have a feature like this on one of my characters, let me ask you something though. Do you want your character to deal increased damage with the punching action? Or would you rather the character have the attack speed of using a spear?

 

Because we could raise your unarmed damage, but we could also create a weapon that gets equipped when your character unequips their currently equipped hand item, which then acts as the "claws" that you use for fighting.

 

 

 

Also, is possible for them to have a perk that allows them to emit a custom sound, like a roar to make some mobs run in fear or cower?, if so could I map it to a key to it and how would I link the sound file to that character and key?

 

Yes you can make this. There is a tutorial on this forum for making custom sound assets, I believe you need to go through that in order to make the custom sounds. The roar to make mob's run in fear can be done a couple ways, depending on exactly how you want it done.

 

I take it that the goal your looking for is when spiders/hounds are attacking your character, you press the key and they run away and leave you alone.

 

 

Edited by Zackreaver

A few clarification questions

 

 

 

 

For this you'll need to create a prefab to act as the equippable gem, this will act as the item itself.

 

For the actual effect, did you mean shooting fire staff and ice staff projectiles at the same time?  Or alternating between them? Or perhaps did you mean give the player the ability to CHOOSE which one gets fired from it.

 

 

 

Do you mean ONLY being able to eat that? Or BONUSES to eating that?

 

 

 

I actually have a feature like this on one of my characters, let me ask you something though. Do you want your character to deal increased damage with the punching action? Or would you rather the character have the attack speed of using a spear?

 

Because we could raise your unarmed damage, but we could also create a weapon that gets equipped when your character unequips their currently equipped hand item, which then acts as the "claws" that you use for fighting.

 

 

 

 

Yes you can make this. There is a tutorial on this forum for making custom sound assets, I believe you need to go through that in order to make the custom sounds. The roar to make mob's run in fear can be done a couple ways, depending on exactly how you want it done.

 

I take it that the goal your looking for is when spiders/hounds are attacking your character, you press the key and they run away and leave you alone.

Ah, my apologies for not being clearer!

- The meat, I want her just to be able it. No bonuses! 

- The claw damage, I would prefer when she unequipped the item, she automatically gains that "weapon" that acts as claws, like you said. I like that Idea!

- The Magical projectile would be be firing one of either staff, depending on the gem she has equipped.

Yes, the goal would be for them to run away, just incase it's too much to handle, but also a little immersion that she's "like" them in sorts.

The meat, I want her just to be able it. No bonuses! 

 

You already can eat raw meat, monster meat, and prepared foods. If you want to remove the penalties from "monster meat", "raw meat" and "certain prepared foods (monster lasagna)" then you should have just said that. Because what you were asking really didn't make sense.

 

 

- The Magical projectile would be be firing one of either staff, depending on the gem she has equipped.

 

 

So what your basically saying is, you want the character to be able to craft a fire staff or ice staff by only using the gem?  Do you want only your character to be capable of using this weapon? Because otherwise we could just give your character a unique recipe to create the staff's immediately using only the gems. Which is very easy.

 

 

- The claw damage, I would prefer when she unequipped the item, she automatically gains that "weapon" that acts as claws, like you said. I like that Idea!

 

Here is the prefab for the claw

You can remove the "ANIM" assets if you want to see how it works in game before making art for it.

An inventory image is required however.

local assets ={--	Asset("ANIM", "anim/claw.zip"),--	Asset("ANIM", "anim/swap_claw.zip"),	Asset ("ATLAS", "images/inventoryimages/claw.xml")}local function onequip(inst, owner)     owner.AnimState:OverrideSymbol("swap_object", "swap_claw", "swap_claw")    owner.AnimState:Show("ARM_carry")     owner.AnimState:Hide("ARM_normal") endlocal function onunequip(inst, owner)     owner.AnimState:Hide("ARM_carry")     owner.AnimState:Show("ARM_normal")     inst:DoTaskInTime(0,function(inst) inst:Remove() end)endlocal function fn()	local inst = CreateEntity()	inst.entity:AddTransform()	inst.entity:AddAnimState()    inst.entity:AddNetwork()    MakeInventoryPhysics(inst)    inst.AnimState:SetBank("claw")    inst.AnimState:SetBuild("claw")    inst.AnimState:PlayAnimation("idle")        inst:AddTag("sharp")    if not TheWorld.ismastersim then        return inst    end    inst.entity:SetPristine()    inst:AddComponent("weapon")    inst.components.weapon:SetDamage(TUNING.SPEAR_DAMAGE)        -------    inst:AddComponent("inspectable")        inst:AddComponent("inventoryitem")        inst:AddComponent("equippable")    inst.components.equippable:SetOnEquip(onequip)    inst.components.equippable:SetOnUnequip(onunequip)	inst.components.inventoryitem.imagename = "claw"	inst.components.inventoryitem.atlasname = "images/inventoryimages/claw.xml"        inst.persists = falseMakeHauntableLaunch(inst) return inst end return Prefab("common/inventory/claw", fn, assets) 

Put this into your Characters Prefab

local function clawspawn(inst, data)	if data and data.item and data.item.prefab ~= "claw" and inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS) == nil then		inst:DoTaskInTime(0, 		function(inst) 			if inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS) == nil then				local claw = SpawnPrefab("claw")  				local x = inst:GetPosition().x						local y = inst:GetPosition().y				local z = inst:GetPosition().z				claw.Transform:SetPosition(x,y,z)				inst.components.inventory:Equip(claw)			end		end)	endend 

And put this into your master_postinit

--function master_postinitinst:ListenForEvent("unequip",clawspawn) 

And put this into your modmain

 

PrefabFiles = {"claw",--other things}
 

 

Edited by Zackreaver

 

You already can eat raw meat, monster meat, and prepared foods. If you want to remove the penalties from "monster meat", "raw meat" and "certain prepared foods (monster lasagna)" then you should have just said that. Because what you were asking really didn't make sense.

 

 

 

 

So what your basically saying is, you want the character to be able to craft a fire staff or ice staff by only using the gem?  Do you want only your character to be capable of using this weapon? Because otherwise we could just give your character a unique recipe to create the staff's immediately using only the gems. Which is very easy.

 

 

 

Here is the prefab for the claw

You can remove the "ANIM" assets if you want to see how it works in game before making art for it.

An inventory image is required however.

local assets ={--	Asset("ANIM", "anim/claw.zip"),--	Asset("ANIM", "anim/swap_claw.zip"),	Asset ("ATLAS", "images/inventoryimages/claw.xml")}local function onequip(inst, owner)     owner.AnimState:OverrideSymbol("swap_object", "swap_claw", "swap_claw")    owner.AnimState:Show("ARM_carry")     owner.AnimState:Hide("ARM_normal") endlocal function onunequip(inst, owner)     owner.AnimState:Hide("ARM_carry")     owner.AnimState:Show("ARM_normal")     inst:DoTaskInTime(0,function(inst) inst:Remove() end)endlocal function fn()	local inst = CreateEntity()	inst.entity:AddTransform()	inst.entity:AddAnimState()    inst.entity:AddNetwork()    MakeInventoryPhysics(inst)    inst.AnimState:SetBank("claw")    inst.AnimState:SetBuild("claw")    inst.AnimState:PlayAnimation("idle")        inst:AddTag("sharp")    if not TheWorld.ismastersim then        return inst    end    inst.entity:SetPristine()    inst:AddComponent("weapon")    inst.components.weapon:SetDamage(TUNING.SPEAR_DAMAGE)        -------    inst:AddComponent("inspectable")        inst:AddComponent("inventoryitem")        inst:AddComponent("equippable")    inst.components.equippable:SetOnEquip(onequip)    inst.components.equippable:SetOnUnequip(onunequip)	inst.components.inventoryitem.imagename = "claw"	inst.components.inventoryitem.atlasname = "images/inventoryimages/claw.xml"        inst.persists = falseMakeHauntableLaunch(inst) return inst end return Prefab("common/inventory/claw", fn, assets) 

Put this into your Characters Prefab

local function clawspawn(inst, data)	if data and data.item and data.item.prefab ~= "claw" and inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS) == nil then		inst:DoTaskInTime(0, 		function(inst) 			if inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS) == nil then				local claw = SpawnPrefab("claw")  				local x = inst:GetPosition().x						local y = inst:GetPosition().y				local z = inst:GetPosition().z				claw.Transform:SetPosition(x,y,z)				inst.components.inventory:Equip(claw)			end		end)	endend 

And put this into your master_postinit

--function master_postinitinst:ListenForEvent("unequip",clawspawn) 

And put this into your modmain

 

PrefabFiles = {"claw",--other things}

 

Oh god, I'm sorry, I didn't make sense. Blah.

I meant she would be able to make a custom "gem" which would really be the blue gem or red gem which turns to be equippable and allows her to fire the projectiles of the staff weapon without the staff itself.

Thank you for the claw code!

Ah bloop, I forgot you could eat the meats, but I would just want to remove the penalties of the raw meat, monster meat and such.

I meant she would be able to make a custom "gem" which would really be the blue gem or red gem which turns to be equippable and allows her to fire the projectiles of the staff weapon without the staff itself.
 

This isn't hard to do, but do you want the gem's to only be usable by this character? Because normally equippables can be used by everyone unless the item is specifically designed to not allow this.

 

If your okay with other people being able to use it, we might as well just copy the fire and ice staffs, since they do the same things.

 

If you want the equippables to be character specific, we would need to do a couple things.

 

Also, for monster meat, there's something on webber that makes this easy.

Raw meat might need a little looking into, but it won't be hard at all.

 

This isn't hard to do, but do you want the gem's to only be usable by this character? Because normally equippables can be used by everyone unless the item is specifically designed to not allow this.

 

If your okay with other people being able to use it, we might as well just copy the fire and ice staffs, since they do the same things.

 

If you want the equippables to be character specific, we would need to do a couple things.

 

Also, for monster meat, there's something on webber that makes this easy.

Raw meat might need a little looking into, but it won't be hard at all.

 

Make it so it's just for her to use.

Also I have no clue on how to make the Altas-0 and altas-1 take on the new images for the avatar.

Both her normal state and corrupted state, and I need to finish that work. I'm following the sound tutorial but I have no clue on how to link it with that custom transformation animation. I can safely delete those zip builds and let them rebuild, that'll work everything out right?

If I can figure out how to just change the avatar artwork so the characters don't use the cat template, I can make simpler not as complex as this character.

 

Also I have no clue on how to make the Altas-0 and altas-1 take on the new images for the avatar.
If I can figure out how to just change the avatar artwork so the characters don't use the cat template, I can make simpler not as complex as this character.
 

I have no idea what problem your having, are you following the extended character template tutorial?

 

Changing the avatar is as simple as changing the appearance of the png's in the exported folder.

 

The extended character template takes care of all the complicated parts, all you need to do is change the art out with what you make.

 

Everything for setting up the art of the template is all explained here.

http://forums.kleientertainment.com/topic/46849-tutorial-using-extended-sample-character-template/

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...