RoseDisciple Posted September 17, 2015 Share Posted September 17, 2015 This is really my first time working with anything like this, but I am trying to work on my first mod. My character is a hellhound and I got the sprite edited, however I have no idea how to add her modifiers. I'm hoping to add: Heat/Fire invincibilityHates to get wet (lowers sanity badly)Hounds don't attack her, and perhaps she can even make them follow her (a companion or pack of hounds?)Gets more out of meat products than other things (she can eat other stuff but the meats will give her better health/sanity/ etc bonuses) I'd be willing to draw something up for someone that can help since I lack in code, but I'm pretty good at art! Link to comment Share on other sites More sharing options...
RoseDisciple Posted September 17, 2015 Author Share Posted September 17, 2015 This is really my first time working with anything like this, but I am trying to work on my first mod. My character is a hellhound and I got the sprite edited, however I have no idea how to add her modifiers. I'm hoping to add: Heat/Fire invincibilityHates to get wet (lowers sanity badly)Hounds don't attack her, and perhaps she can even make them follow her (a companion or pack of hounds?)Gets more out of meat products than other things (she can eat other stuff but the meats will give her better health/sanity/ etc bonuses) I'd be willing to draw something up for someone that can help since I lack in code, but I'm pretty good at art! So far I figured out how to do the heat tolerance but that is about it. I been trying to figure out how to add the other things. Link to comment Share on other sites More sharing options...
DrSmugleaf Posted September 18, 2015 Share Posted September 18, 2015 (edited) Fire immunity:inst.components.health.fire_damage_scale = TUNING.WILLOW_FIRE_DAMAGEinst.components.health.fire_timestart = TUNING.WILLOW_FIRE_IMMUNITYHeat immunity:local function onstartoverheating(inst) inst.components.temperature:SetTemperature(23)endinst:ListenForEvent("startoverheating", onstartoverheating)Hates getting wet:local function onmoisturedelta(inst) if inst.components.moisture:IsWet() then inst.components.sanity.dapperness = TUNING.DAPPERNESS_TINY*-1 else inst.components.sanity.dapperness = 0 endendinst:ListenForEvent("moisturedelta", onmoisturedelta)On the third line, these are the values for sanity drain:Tiny: 1.33:60sSmall: 2:60sMed: 3.33:60sLarge: 6.66:60sHuge: 20:60s So in the example, it drains 1.33 sanity every 60 seconds (DAPPERNESS_TINY) Hounds don't attack you:inst:AddTag("hound")Not sure on how to make them your followers. Now the next one can be done in three ways, bonus for eating meat: Way 1, flat bonus:local function oneat(inst, food) if food and food.components.edible and food.components.edible.foodtype == FOODTYPE.MEAT then) inst.components.health:DoDelta(5) -- Flat health bonus (+5) inst.components.hunger:DoDelta(5) -- Flat hunger bonus inst.components.sanity:DoDelta(5) -- Flat sanity bonusendif inst.components.eater == nil then inst:AddComponent("eater")endinst.components.eater:SetOnEatFn(oneat)Way 2, bonus depending on the food values but not affecting negative values (monster meat health and sanity drain) :local function oneat(inst, food) if food and food.components.edible and food.components.edible.foodtype == FOODTYPE.MEAT then local healthvalue = food.components.edible.healthvalue local hungervalue = food.components.edible.foodvalue local sanityvalue = food.components.edible.sanityvalue if healthvalue and healthvalue >= 0 then inst.components.health:DoDelta(healthvalue * 1.5) -- Multiplies food's health value by 1.5 end if hungervalue and hungervalue >= 0 then inst.components.hunger:DoDelta(hungervalue * 1.5) -- Multiplies food's hunger value by 1.5 end if sanityvalue and sanityvalue >= 0 then inst.components.sanity:DoDelta(sanityvalue * 1.5) -- Multiplies food's sanity value by 1.5 end endendif inst.components.eater == nil then inst:AddComponent("eater")endinst.components.eater:SetOnEatFn(oneat)Way 3, bonus depending on food values and making all negative meat values positive (monster meat health and sanity drain) :local function oneat(inst, food) if food and food.components.edible and food.components.edible.foodtype == FOODTYPE.MEAT then local healthvalue = food.components.edible.healthvalue local hungervalue = food.components.edible.foodvalue local sanityvalue = food.components.edible.sanityvalue if healthvalue and not healthvalue = 0 then if healthvalue >= 0 then inst.components.health:DoDelta(healthvalue * 1.5) -- Multiplies food's health value by 1.5 else inst.components.health:DoDelta(healthvalue * -1.5) -- Multiplies food's health value by 1.5 and makes it positive end end if hungervalue and not hungervalue = 0 then if hungervalue >= 0 then inst.components.hunger:DoDelta(hungervalue * 1.5) -- Multiplies food's hunger value by 1.5 else inst.components.hunger:DoDelta(hungervalue * -1.5) -- Multiplies food's hunger value by 1.5 and makes it positive end end if sanityvalue and not sanityvalue = 0 then if sanityvalue >= 0 then inst.components.sanity:DoDelta(sanityvalue * 1.5) -- Multiplies food's sanity value by 1.5 else inst.components.sanity:DoDelta(sanityvalue * -1.5) -- Multiplies food's sanity value by 1.5 and makes it positive end end endendif inst.components.eater == nil then inst:AddComponent("eater")endI'm going to use the third way, you can replace one with another in the final result however you like though. Final resultAll that put together in your character lua file would look like this (more notes and comments added to make it easier to understand) : local MakePlayerCharacter = require "prefabs/player_common"local assets = { Asset( "ANIM", "anim/player_basic.zip" ), Asset( "ANIM", "anim/player_idles_shiver.zip" ), Asset( "ANIM", "anim/player_actions.zip" ), Asset( "ANIM", "anim/player_actions_axe.zip" ), Asset( "ANIM", "anim/player_actions_pickaxe.zip" ), Asset( "ANIM", "anim/player_actions_shovel.zip" ), Asset( "ANIM", "anim/player_actions_blowdart.zip" ), Asset( "ANIM", "anim/player_actions_eat.zip" ), Asset( "ANIM", "anim/player_actions_item.zip" ), Asset( "ANIM", "anim/player_actions_uniqueitem.zip" ), Asset( "ANIM", "anim/player_actions_bugnet.zip" ), Asset( "ANIM", "anim/player_actions_fishing.zip" ), Asset( "ANIM", "anim/player_actions_boomerang.zip" ), Asset( "ANIM", "anim/player_bush_hat.zip" ), Asset( "ANIM", "anim/player_attacks.zip" ), Asset( "ANIM", "anim/player_idles.zip" ), Asset( "ANIM", "anim/player_rebirth.zip" ), Asset( "ANIM", "anim/player_jump.zip" ), Asset( "ANIM", "anim/player_amulet_resurrect.zip" ), Asset( "ANIM", "anim/player_teleport.zip" ), Asset( "ANIM", "anim/wilson_fx.zip" ), Asset( "ANIM", "anim/player_one_man_band.zip" ), Asset( "ANIM", "anim/shadow_hands.zip" ), Asset( "SOUND", "sound/sfx.fsb" ), Asset( "SOUND", "sound/wilson.fsb" ), Asset( "ANIM", "anim/beard.zip" ),}local prefabs = {}local start_inv = { -- Custom starting items}-- Heat Immunity functionlocal function onstartoverheating(inst) inst.components.temperature:SetTemperature(23) -- Sets the temperature to 23ºCend-- Wetness Debuff functionlocal function onmoisturedelta(inst) if inst.components.moisture:IsWet() then -- If the character is wet inst.components.sanity.dapperness = TUNING.DAPPERNESS_TINY*-1 -- Drain sanity at a rate of 1.33/minute else -- If the character is not wet inst.components.sanity.dapperness = 0 -- Reset the sanity drain to 0 endend-- Eating Meat Bonuslocal function oneat(inst, food) if food and food.components.edible and food.components.edible.foodtype == FOODTYPE.MEAT then -- If it is food, edible, and meat local healthvalue = food.components.edible.healthvalue -- Shortcuts for having to write only "healthvalue" instead of "food.components.edible.healthvalue" local hungervalue = food.components.edible.foodvalue local sanityvalue = food.components.edible.sanityvalue if healthvalue and not healthvalue = 0 then -- If the food item has a health value, and it isn't 0 if healthvalue >= 0 then -- If the food item's health value is over 0 inst.components.health:DoDelta(healthvalue * 1.5) -- Multiplies food's health value by 1.5 else -- If the food item's health value is below 0 inst.components.health:DoDelta(healthvalue * -1.5) -- Multiplies food's health value by 1.5 and makes it positive end end if hungervalue and not hungervalue = 0 then if hungervalue >= 0 then inst.components.hunger:DoDelta(hungervalue * 1.5) -- Multiplies food's hunger value by 1.5 else inst.components.hunger:DoDelta(hungervalue * -1.5) -- Multiplies food's hunger value by 1.5 and makes it positive end end if sanityvalue and not sanityvalue = 0 then if sanityvalue >= 0 then inst.components.sanity:DoDelta(sanityvalue * 1.5) -- Multiplies food's sanity value by 1.5 else inst.components.sanity:DoDelta(sanityvalue * -1.5) -- Multiplies food's sanity value by 1.5 and makes it positive end end endend-- This initializes for both clients and the hostlocal common_postinit = function(inst) inst.MiniMapEntity:SetIcon( "wilson.tex" ) -- Minimap iconend-- This initializes for the host onlylocal master_postinit = function(inst) inst.soundsname = "wilson" -- The sounds your character will play -- Stats inst.components.health:SetMaxHealth(150) -- Base health inst.components.hunger:SetMax(150) -- Base hunger inst.components.sanity:SetMax(150) -- Base sanity -- Fire Immunity inst.components.health.fire_damage_scale = TUNING.WILLOW_FIRE_DAMAGE -- Willow's fire immunity inst.components.health.fire_timestart = TUNING.WILLOW_FIRE_IMMUNITY -- Willow's fire immunity -- Heat Immunity inst:ListenForEvent("startoverheating", onstartoverheating) -- Wait for the event saying the character starts overheating, and execute a function when it does -- Wetness Debuff inst:ListenForEvent("moisturedelta", onmoisturedelta) -- Wait for the event saying the moisture of the character has changed, and execute a function when it does -- Hounds don't attack you inst:AddTag("hound") -- Add the tag "hound" to the player -- Add the eater component if inst.components.eater == nil then -- If the character doesn't have the component inst:AddComponent("eater") -- Add the component "eater" to let us execute a function when it eats end -- Execute a function when the character eats inst.components.eater:SetOnEatFn(oneat) -- Execute a function when the character eats endreturn MakePlayerCharacter("wilson", prefabs, assets, common_postinit, master_postinit, start_inv) I may have missed something in the final result as I just grabbed the first modded character template I had, and I don't make character mods. You have to change some things such as the character prefab and sound it makes. EDIT: The final code and comments are much easier to read if you paste it into Notepad++, Sublime Text or Pastebin. Edited September 18, 2015 by DrSmugleaf Link to comment Share on other sites More sharing options...
RoseDisciple Posted September 18, 2015 Author Share Posted September 18, 2015 Thanks for helping, however when I plug it all in I keep getting this error when loading up I get string ["scripts/malfunctions.lua"]:92: Error loading file prefabs/rosedisciple[string"../mods/Rose Disciple/scripts/prefans/rosedisciple.lua"]:70: 'then' epected near '='Lua Error Stack Traceback;=[C] in functions 'assert'scripts/malfunctions.lua (92,1)=(tail call)?=[c} in function 'xpcall'scripts/mods.lua (144,1) _______________________________________________________________code below local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset( "ANIM", "anim/player_basic.zip" ), Asset( "ANIM", "anim/player_idles_shiver.zip" ), Asset( "ANIM", "anim/player_actions.zip" ), Asset( "ANIM", "anim/player_actions_axe.zip" ), Asset( "ANIM", "anim/player_actions_pickaxe.zip" ), Asset( "ANIM", "anim/player_actions_shovel.zip" ), Asset( "ANIM", "anim/player_actions_blowdart.zip" ), Asset( "ANIM", "anim/player_actions_eat.zip" ), Asset( "ANIM", "anim/player_actions_item.zip" ), Asset( "ANIM", "anim/player_actions_uniqueitem.zip" ), Asset( "ANIM", "anim/player_actions_bugnet.zip" ), Asset( "ANIM", "anim/player_actions_fishing.zip" ), Asset( "ANIM", "anim/player_actions_boomerang.zip" ), Asset( "ANIM", "anim/player_bush_hat.zip" ), Asset( "ANIM", "anim/player_attacks.zip" ), Asset( "ANIM", "anim/player_idles.zip" ), Asset( "ANIM", "anim/player_rebirth.zip" ), Asset( "ANIM", "anim/player_jump.zip" ), Asset( "ANIM", "anim/player_amulet_resurrect.zip" ), Asset( "ANIM", "anim/player_teleport.zip" ), Asset( "ANIM", "anim/wilson_fx.zip" ), Asset( "ANIM", "anim/player_one_man_band.zip" ), Asset( "ANIM", "anim/shadow_hands.zip" ), Asset( "SOUND", "sound/sfx.fsb" ), Asset( "SOUND", "sound/wilson.fsb" ), Asset( "ANIM", "anim/beard.zip" ), Asset( "ANIM", "anim/rosedisciple.zip" ), Asset( "ANIM", "anim/ghost_rosedisciple_build.zip" ),}local prefabs = {} -- Custom starting itemslocal start_inv = { "tentaclespike", } -- Heat Immunity functionlocal function onstartoverheating(inst) inst.components.temperature:SetTemperature(23) -- Sets the temperature to 23ºCend -- Wetness Debuff functionlocal function onmoisturedelta(inst) if inst.components.moisture:IsWet() then -- If the character is wet inst.components.sanity.dapperness = TUNING.DAPPERNESS_TINY*-1 -- Drain sanity at a rate of 1.33/minute else -- If the character is not wet inst.components.sanity.dapperness = 0 -- Reset the sanity drain to 0 endend -- Eating Meat Bonuslocal function oneat(inst, food) if food and food.components.edible and food.components.edible.foodtype == FOODTYPE.MEAT then -- If it is food, edible, and meat local healthvalue = food.components.edible.healthvalue -- Shortcuts for having to write only "healthvalue" instead of "food.components.edible.healthvalue" local hungervalue = food.components.edible.foodvalue local sanityvalue = food.components.edible.sanityvalue if healthvalue and not healthvalue = 0 then -- If the food item has a health value, and it isn't 0 if healthvalue >= 0 then -- If the food item's health value is over 0 inst.components.health:DoDelta(healthvalue * 1.5) -- Multiplies food's health value by 1.5 else -- If the food item's health value is below 0 inst.components.health:DoDelta(healthvalue * -1.5) -- Multiplies food's health value by 1.5 and makes it positive end end if hungervalue and not hungervalue = 0 then if hungervalue >= 0 then inst.components.hunger:DoDelta(hungervalue * 1.5) -- Multiplies food's hunger value by 1.5 else inst.components.hunger:DoDelta(hungervalue * -1.5) -- Multiplies food's hunger value by 1.5 and makes it positive end end if sanityvalue and not sanityvalue = 0 then if sanityvalue >= 0 then inst.components.sanity:DoDelta(sanityvalue * 1.5) -- Multiplies food's sanity value by 1.5 else inst.components.sanity:DoDelta(sanityvalue * -1.5) -- Multiplies food's sanity value by 1.5 and makes it positive end end endend -- This initializes for both clients and the hostlocal common_postinit = function(inst) inst.MiniMapEntity:SetIcon( "rosedisciple.tex" ) -- Minimap iconend -- This initializes for the host onlylocal master_postinit = function(inst) inst.soundsname = "willow" -- The sounds your character will play inst.components.temperature.inherentinsulation = (TUNING.INSULATION_MED * 5)inst.components.temperature.mintemp = 20inst.components.temperature.maxtemp = 60inst.components.health.fire_damage_scale = 0inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 7.2)inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 8.3)-- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used --inst.talker_path_override = "dontstarve_DLC001/characters/" -- Stats inst.components.health:SetMaxHealth(200) -- Base health inst.components.hunger:SetMax(150) -- Base hunger inst.components.sanity:SetMax(150) -- Base sanity -- Fire Immunity inst.components.health.fire_damage_scale = TUNING.WILLOW_FIRE_DAMAGE -- Willow's fire immunity inst.components.health.fire_timestart = TUNING.WILLOW_FIRE_IMMUNITY -- Willow's fire immunity -- Heat Immunity inst:ListenForEvent("startoverheating", onstartoverheating) -- Wait for the event saying the character starts overheating, and execute a function when it does -- Wetness Debuff inst:ListenForEvent("moisturedelta", onmoisturedelta) -- Wait for the event saying the moisture of the character has changed, and execute a function when it does -- Hounds don't attack you inst:AddTag("hound") -- Add the tag "hound" to the player -- Add the eater component if inst.components.eater == nil then -- If the character doesn't have the component inst:AddComponent("eater") -- Add the component "eater" to let us execute a function when it eats end -- Execute a function when the character eats inst.components.eater:SetOnEatFn(oneat) -- Execute a function when the character eats -- Damage multiplier (optional) inst.components.combat.damagemultiplier = 9 -- Hunger rate (optional)inst.components.hunger.hungerrate = 1 * TUNING.WILSON_HUNGER_RATEend return MakePlayerCharacter("rosedisciple", prefabs, assets, common_postinit, master_postinit, start_inv) Link to comment Share on other sites More sharing options...
DrSmugleaf Posted September 18, 2015 Share Posted September 18, 2015 (edited) That would be because I'm terrible.It was in this part: if healthvalue and not healthvalue = 0 then -- If the food item has a health value, and it isn't 0 if healthvalue >= 0 then -- If the food item's health value is over 0 inst.components.health:DoDelta(healthvalue * 1.5) -- Multiplies food's health value by 1.5 else -- If the food item's health value is below 0 inst.components.health:DoDelta(healthvalue * -1.5) -- Multiplies food's health value by 1.5 and makes it positive end end if hungervalue and not hungervalue = 0 then if hungervalue >= 0 then inst.components.hunger:DoDelta(hungervalue * 1.5) -- Multiplies food's hunger value by 1.5 else inst.components.hunger:DoDelta(hungervalue * -1.5) -- Multiplies food's hunger value by 1.5 and makes it positive end end if sanityvalue and not sanityvalue = 0 then if sanityvalue >= 0 then inst.components.sanity:DoDelta(sanityvalue * 1.5) -- Multiplies food's sanity value by 1.5 else inst.components.sanity:DoDelta(sanityvalue * -1.5) -- Multiplies food's sanity value by 1.5 and makes it positive end endThe first line of each of the 3 groups are written wrong: if healthvalue and not healthvalue = 0 then -- If the food item has a health value, and it isn't 0 if hungervalue and not hungervalue = 0 then if sanityvalue and not sanityvalue = 0 thenThose 3 lines need to be like this: if healthvalue and not healthvalue == 0 then -- If the food item has a health value, and it isn't 0 if hungervalue and not hungervalue == 0 then if sanityvalue and not sanityvalue == 0 thenFixed versionlocal MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset( "ANIM", "anim/player_basic.zip" ), Asset( "ANIM", "anim/player_idles_shiver.zip" ), Asset( "ANIM", "anim/player_actions.zip" ), Asset( "ANIM", "anim/player_actions_axe.zip" ), Asset( "ANIM", "anim/player_actions_pickaxe.zip" ), Asset( "ANIM", "anim/player_actions_shovel.zip" ), Asset( "ANIM", "anim/player_actions_blowdart.zip" ), Asset( "ANIM", "anim/player_actions_eat.zip" ), Asset( "ANIM", "anim/player_actions_item.zip" ), Asset( "ANIM", "anim/player_actions_uniqueitem.zip" ), Asset( "ANIM", "anim/player_actions_bugnet.zip" ), Asset( "ANIM", "anim/player_actions_fishing.zip" ), Asset( "ANIM", "anim/player_actions_boomerang.zip" ), Asset( "ANIM", "anim/player_bush_hat.zip" ), Asset( "ANIM", "anim/player_attacks.zip" ), Asset( "ANIM", "anim/player_idles.zip" ), Asset( "ANIM", "anim/player_rebirth.zip" ), Asset( "ANIM", "anim/player_jump.zip" ), Asset( "ANIM", "anim/player_amulet_resurrect.zip" ), Asset( "ANIM", "anim/player_teleport.zip" ), Asset( "ANIM", "anim/wilson_fx.zip" ), Asset( "ANIM", "anim/player_one_man_band.zip" ), Asset( "ANIM", "anim/shadow_hands.zip" ), Asset( "SOUND", "sound/sfx.fsb" ), Asset( "SOUND", "sound/wilson.fsb" ), Asset( "ANIM", "anim/beard.zip" ),} local prefabs = {} local start_inv = { -- Custom starting items} -- Heat Immunity functionlocal function onstartoverheating(inst) inst.components.temperature:SetTemperature(23) -- Sets the temperature to 23ºCend -- Wetness Debuff functionlocal function onmoisturedelta(inst) if inst.components.moisture:IsWet() then -- If the character is wet inst.components.sanity.dapperness = TUNING.DAPPERNESS_TINY*-1 -- Drain sanity at a rate of 1.33/minute else -- If the character is not wet inst.components.sanity.dapperness = 0 -- Reset the sanity drain to 0 endend -- Eating Meat Bonuslocal function oneat(inst, food) if food and food.components.edible and food.components.edible.foodtype == FOODTYPE.MEAT then -- If it is food, edible, and meat local healthvalue = food.components.edible.healthvalue -- Shortcuts for having to write only "healthvalue" instead of "food.components.edible.healthvalue" local hungervalue = food.components.edible.foodvalue local sanityvalue = food.components.edible.sanityvalue if healthvalue and not healthvalue == 0 then -- If the food item has a health value, and it isn't 0 if healthvalue >= 0 then -- If the food item's health value is over 0 inst.components.health:DoDelta(healthvalue * 1.5) -- Multiplies food's health value by 1.5 else -- If the food item's health value is below 0 inst.components.health:DoDelta(healthvalue * -1.5) -- Multiplies food's health value by 1.5 and makes it positive end end if hungervalue and not hungervalue == 0 then if hungervalue >= 0 then inst.components.hunger:DoDelta(hungervalue * 1.5) -- Multiplies food's hunger value by 1.5 else inst.components.hunger:DoDelta(hungervalue * -1.5) -- Multiplies food's hunger value by 1.5 and makes it positive end end if sanityvalue and not sanityvalue == 0 then if sanityvalue >= 0 then inst.components.sanity:DoDelta(sanityvalue * 1.5) -- Multiplies food's sanity value by 1.5 else inst.components.sanity:DoDelta(sanityvalue * -1.5) -- Multiplies food's sanity value by 1.5 and makes it positive end end endend -- This initializes for both clients and the hostlocal common_postinit = function(inst) inst.MiniMapEntity:SetIcon( "wilson.tex" ) -- Minimap iconend -- This initializes for the host onlylocal master_postinit = function(inst) inst.soundsname = "wilson" -- The sounds your character will play -- Stats inst.components.health:SetMaxHealth(150) -- Base health inst.components.hunger:SetMax(150) -- Base hunger inst.components.sanity:SetMax(150) -- Base sanity -- Fire Immunity inst.components.health.fire_damage_scale = TUNING.WILLOW_FIRE_DAMAGE -- Willow's fire immunity inst.components.health.fire_timestart = TUNING.WILLOW_FIRE_IMMUNITY -- Willow's fire immunity -- Heat Immunity inst:ListenForEvent("startoverheating", onstartoverheating) -- Wait for the event saying the character starts overheating, and execute a function when it does -- Wetness Debuff inst:ListenForEvent("moisturedelta", onmoisturedelta) -- Wait for the event saying the moisture of the character has changed, and execute a function when it does -- Hounds don't attack you inst:AddTag("hound") -- Add the tag "hound" to the player -- Add the eater component if inst.components.eater == nil then -- If the character doesn't have the component inst:AddComponent("eater") -- Add the component "eater" to let us execute a function when it eats end -- Execute a function when the character eats inst.components.eater:SetOnEatFn(oneat) -- Execute a function when the character eats end return MakePlayerCharacter("wilson", prefabs, assets, common_postinit, master_postinit, start_inv)Edit: I grabbed my code instead of yours, just noticed now that you added the rosedisciple sounds and things, so change those again. Edited September 18, 2015 by DrSmugleaf Link to comment Share on other sites More sharing options...
DrSmugleaf Posted September 18, 2015 Share Posted September 18, 2015 For some reason the forums are not liking me editing my post. The edit I was trying to type into the previous post: "Edit: I grabbed my code instead of yours, just noticed now that you added the rosedisciple sounds and things, so change those again." Modified file:rosedisciple.lua Link to comment Share on other sites More sharing options...
DrSmugleaf Posted September 18, 2015 Share Posted September 18, 2015 @PeterA help I broke the forums Link to comment Share on other sites More sharing options...
RoseDisciple Posted September 18, 2015 Author Share Posted September 18, 2015 Ahhh! Thank you! It works alright now! I need to figure out a few extra negative quirks for her but she works so far! <3 Is there anything you would like drawn? Link to comment Share on other sites More sharing options...
DrSmugleaf Posted September 18, 2015 Share Posted September 18, 2015 I don't make any mods that need art, like characters, since I have next to 0 aesthetic skills and no one dedicated enough to work with me, so not really, unless you want me to help you with this/further characters. Link to comment Share on other sites More sharing options...
RoseDisciple Posted September 19, 2015 Author Share Posted September 19, 2015 I can try at some point, though it would be best to add me on skype. Me and my friend are making custom characters (or trying to anyway) and we are playing around with the art part of it. So while we are messing around we could probably help with something if you need it? Link to comment Share on other sites More sharing options...
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