Jump to content

Recommended Posts

Hello, as said in the title, i want to make my own character mod, but im very new to it..

So i'd like some help during the process, i've checked an extended character guide and i've seen a little bit of how it works. (Very basic however)

I want a character mod based off another, but basicly add more stuff. But i wanna be able to acces all files i can of the already existing mod.

So.. my first problem already is that i cannot seem to find the character sprite files.. :( 

In the tutorial with the example character, everything was placed in the 'exported' map.. However i cannot seem to find that map,

or cant seem to find it in any other map.. It is from the workshop on steam, maybe that has anything to do with it?

I'd really love to make this.. But unfortunatly i'm not familiar with modding, however i'm up for learning!

Is there anyone who can help me out with this, and the process i'll be making in the future? (hopefully)

Even if its just step by step, i would be very gratefull!

Thanks in advance (:

59 minutes ago, 509071_1452787209 said:

In the tutorial with the example character, everything was placed in the 'exported' map.. However i cannot seem to find that map

You see... Many mod makers remove the exported folders from their mods to either lower the download size of their mods or because they don't want their mod's textures being used/edited. That's probably why there's no exported folder in that mod, sorry :?. Maybe you can contact the maker of the mod & ask if you can make a edit of there character if they allow you to they probably would send you textures of their character.

Edited by SuperDavid

I've deceided to draw it myself eventually, but before making it, it is important to be able to make what i want first.

So in this character mod, i would like the following for now;

- 3 transformations, used each by a set key

- 2 attacks that are bound to a key aswel

I dont really know what to use from coding to do something specific, but i do know that through help i will learn in time :)

If you would be so kind as to explain how i can do the things above, it would be really appreciated!

Ofcourse i have a vision of exactly how i want my character to be, so if you got question yourself that can make you

help me or understand easier what i want then go ahead :D 

 

Thank you in advance!

@509071_1452787209 I've done everything you would need for what you said in this What you need.zip.

So, you will find all the code you need to be able to do the stuff you want.

Now listen.. The code in that zip is not a full character...it's just the code you need to add button actions to "yourcharacter.lua" & your "modmain.lua".

Do not replace your "modmain.lua" or "yourcharacter.lua" with the ones in the zip, just add the code in the zip to the respective lua(s) you have. Also, don't edit the "keyhandler" component.

Okay, now I put 2 powers you can activate with "X" & "C" but for now it'll just make your character say something. You have to do the rest yourself because only you know what powers you want :).

I've also made it that when you press "Z" your character will transform between 3 different forms, swapping his textures & he says something too. On the third time you press "Z" your character will go back to normal so you just need 1 button to between all forms.

Also, remember to replace " transform_1_yourcharacter ", " transform_2_yourcharacter ", " transform_3_yourcharacter " & " normal_texture_yourcharacter " with actual names of texture builds you have made, if you don't plan for your character to change textures when transforming then remove the code you see down below in "modmain.lua" under the "TRANSFORM" action.

act.target.AnimState:SetBuild("transform_1_yourcharacter")
act.target.AnimState:SetBuild("transform_2_yourcharacter")
act.target.AnimState:SetBuild("transform_3_yourcharacter")
act.target.AnimState:SetBuild("normal_texture_yourcharacter")

 

Edited by SuperDavid

@SuperDavid

I have thrown in the 'components' map in th scripts folder, if that is correct?

I've thrown in what you gave me, where it should be (for as far as i know)

Note that i dont know that much about coding..

But its not a cycling transform i want to implement.

I do appreciate your help alot tho and would like you to continue to assist me with this (:

In order to give you a better understanding, and more detailed to prevent diffrent coding like now.

SO, what i want from transformations a little more exact is that they all start from the base form.

Base changes to 1 and back. Base to 2 and back. Etc. (With adjusted stats in the future, but babysteps first please xD)

This includes first transform bound to key 1, second to 2, third to 4 and fourth to 5.

About the attacks, the first one would be the summoned giant foot bound to key 3.

And the second attack having the effect of an item that puts nearby creatures to sleep, bound to key z.

 

Those are still very basic things i want, they will need to go more in detail, but i want to take these babysteps

so it is easier to understand, and for me to also learn. (:

 

Thank you!

They do not stack. They are seperate transforms. They can only be accesses from base forms like i said.

From base to transform 1. From base to transform 2. From base to transform 3. Etc.

But not from 1 to 2 or 3 to 1 or anything. Not mixed, only from base and back.

I want 4 transforms total, however the fourth is more complicated then the others.

Because that one will be triggered by an item, but i'd like to wait with that.

I wanna know basic transform first :)

Okay, here a go Take this.zip

(I always wanted to say that)

 

Anyways I've added an example of how to add your own actions with keyhandler read through everything again & pay close attention see how I did things & you try to make the TRANSFORM 3 for yourself, okay? Because if I do everything for you, you won't learn how to add new actions for yourself :D!

"Give a man a action & he becomes happy when he gets the code, teach a man to make actions & he becomes happy knowing he can make actions whenever he wants"

Also, like my posts I gave you help with or i'll cri everthyme I remember this moments :wilson_cry:........!!!!

Edited by SuperDavid

I tried but my game just crashes without any error or whatever..

Pretty sure i did something wrong, but i dunno..

full file attached.. i suck xD

p.s. liked ;) still appreciate your help alot!

 

 

ghost_luffy_build.zip

luffy.zip

transform_1_luffy.zip

luffy.tex

luffy.xml

luffy_none.tex

luffy_none.xml

notes (updated v1.2.1).txt

Edited by 509071_1452787209
Preventing new post for same subject as last post

I hope you have a backup of when it worked.

57d5b719eaec1_Takethis.zip

This will give him a 3 transforms & 2 powers when you add it to a working character.

Also, when you want to find errors you would find them in the logs.

To get to the logs you must go to " C:\Users\YOUR PC NAME\Documents\Klei\DoNotStarveTogether "

Edited by SuperDavid

I've added your code on a working character, but it just crashes again.

I've went to the logs, but i dont understand anything.. :(

(Btw, this is probably a very stupid question but dont i have to sortof add/link the coding to another certain map?

like, what do i need to add to make it go to the second transform or whatever. I did not add anything but the coding.

Might that be why it crashes? Because it doesnt have anything to load when transformed? Altho it crashes before

i can even get on the server.. )

@509071_1452787209 You know next time you make a profile it'd be better if you use a actual name instead of random numbers xD...

Anyways, I fixed the problem I forgot to put a couple "and" in the code it all works fine now.

Luffy.zip

13 minutes ago, SuperDavid said:

@509071_1452787209 You know next time you make a profile it'd be better if you use a actual name instead of random numbers xD...

Haha yeah, i linked it to my steam account, but i dont see where i can change it..

Anyhow, it works now indeed! :D No crash!

Next step would be the look of the transform..

What do i need to add for that?

act.target.AnimState:SetBuild("transform_1_yourcharacter")
act.target.AnimState:SetBuild("transform_2_yourcharacter")
act.target.AnimState:SetBuild("transform_3_yourcharacter")
act.target.AnimState:SetBuild("normal_texture_yourcharacter")

Add those in the respective transforms & replace the names with names of actual texture builds you have if you don't have the texture builds & you put that code anywhere it will crash the game.

Sooo, all i need to do is add a new map in the exported folder named 'transform_1_mycharacter' ?

Then add the code 

16 minutes ago, SuperDavid said:

act.target.AnimState:SetBuild("transform_1_yourcharacter")

And where would i put this code exactly?

Just make 3 new texture folders in your exported call them whatever the form is & luffy like

fire_luffy

ice_luffy

insane_luffy

rename the scml & zips in those folders & also add them to the local assets in luffy.lua make those textures look a little different once you do all that then tell me & i'll make the transforms swap textures. You're going to need 4 different textures in total

normal_luffy (which's just called "luffy" & u alreadt hav it)

blah_luffy

blahblah_luffy

blahblahblah_luffy

Edited by SuperDavid
20 minutes ago, SuperDavid said:

also add them to the local assets in luffy.lua

I dont know what you mean with this.

local assets = {
    Asset("SCRIPT", "scripts/prefabs/player_common.lua"),
}
local prefabs = {}

is this where you meant? What exactly do i need to put there?

For example look at my character

local assets = {
Asset( "ANIM", "anim/adam.zip"),
Asset( "ANIM", "anim/hide_adam.zip"),
Asset( "ANIM", "anim/gelid_adam.zip"),
Asset( "ANIM", "anim/insane_adam.zip"),
Asset( "ANIM", "anim/flawless_adam.zip"),
Asset( "ANIM", "anim/gelid_hide_adam.zip"),
Asset( "ANIM", "anim/gelid_insane_adam.zip"),
Asset( "ANIM", "anim/flawless_hide_adam.zip"),
Asset( "ANIM", "anim/flawless_gelid_adam.zip"),
Asset("SCRIPT", "scripts/prefabs/player_common.lua"),
}

Add anything that's the name of one of his texture builds.

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...