. . . Posted September 13, 2016 Share Posted September 13, 2016 (edited) @509071_1452787209 Hey sorry about the delay I never got a notif ... Here a go he should swap between textures now Luffy.zip Size @509071_145278720 What would the items be specifically? Edited September 13, 2016 by SuperDavid Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-813110 Share on other sites More sharing options...
509071_1452787209 Posted September 13, 2016 Author Share Posted September 13, 2016 (edited) 16 hours ago, SuperDavid said: @509071_1452787209 Hey sorry about the delay I never got a notif ... Here a go he should swap between textures now Luffy.zip I'll start tagging you then @SuperDavid Thanks alot! i'll save the spriting and detailed stats and all for later, hope you will still help me out by then! Next up would be.. the 2 attacks. How do i take the effect of an item ingame and set is as just a keypress without the item? One would be the huge summoned foot, the other would be the effect of the flute that puts surrounding enemies to sleep Edited September 13, 2016 by 509071_1452787209 Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-813179 Share on other sites More sharing options...
509071_1452787209 Posted September 14, 2016 Author Share Posted September 14, 2016 @SuperDavid The items are called 'Old Bell' and 'Pan Flute' What exactly do i need from the item and where do i put it? Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-813417 Share on other sites More sharing options...
. . . Posted September 14, 2016 Share Posted September 14, 2016 24 minutes ago, 509071_1452787209 said: 'Old Bell' and 'Pan Flute' Hmmm... That maybe too hard for me but I do remember a mod which calls a giant fist on enemies like how the old bell does. I think it was a one piece mod too https://steamcommunity.com/sharedfiles/filedetails/?id=697540251 you should look through the code here in this mod & try to get the fist. As for the pan flute sorry but I really wouldn't know how to do that Dx... Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-813422 Share on other sites More sharing options...
509071_1452787209 Posted September 14, 2016 Author Share Posted September 14, 2016 There are multiple one piece mods with that, so i thought it might be possible But thats alright. i'll save it for later. Would you be able to help me with the stats then when the character is transformed? Or perhaps a ranged attack without having to equip a weapon? A teleport bound to right click? (Seen this before) An effect for when transformed? (Seen this before) Starting item? (Seen this before) Extra craftable for the character? (Seen this before) There are alot of things i want to do xD I just dont know what to do with the coding and where to put it Maybe it'd be easier if you could like explain me a little on how i know what the code means, and how i know where to put it, and what exactly i need to put there? I dont know, i dont wanna bother you with all of this xD You've been helping out alot already.. If you dont want to anymore, i understand, thank you already! Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-813538 Share on other sites More sharing options...
. . . Posted September 15, 2016 Share Posted September 15, 2016 15 hours ago, 509071_1452787209 said: Starting item? (Seen this before) In luffy.lua there will something like this which you can add item for example I added a spear to it. you can replace spear with any item debugspawn name local start_inv = { "spear", } 15 hours ago, 509071_1452787209 said: Would you be able to help me with the stats then when the character is transformed? Yes, I can. 15 hours ago, 509071_1452787209 said: Extra craftable for the character? (Seen this before) Do you mean he can craft like a spear without a science machine? For example add this to your modmain.lua you can replace spear with any item debugspawn name AddPrefabPostInit("luffy", function(inst) if(inst.components and inst.components.builder) then inst.components.builder:UnlockRecipe("spear") end end ) I don't know what you mean by this? Can you tell me in more detail? 15 hours ago, 509071_1452787209 said: An effect for when transformed? (Seen this before) Download a mod which has that feature & look through the code because I wouldn't know how to do that, sorry... 15 hours ago, 509071_1452787209 said: A teleport bound to right click? (Seen this before) For range attack without weapon I wouldn't know either, sorry! 15 hours ago, 509071_1452787209 said: Or perhaps a ranged attack without having to equip a weapon? Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-813785 Share on other sites More sharing options...
509071_1452787209 Posted September 15, 2016 Author Share Posted September 15, 2016 @SuperDavid -Starting item, as in a costum hat. (So how can i create my own item/equippable, and make my character start off with it) - Changing stats when transformed; What coding would i need to add to, for example make the hunger drop faster? (Also, how could i make transformation 1 and 2 overlap? How would one go at this?) -Effect for when transformed; For example, when pushing the transform button, an explosion happens where the character is standing. -Also, how do i make my character bigger when transformed? Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-813869 Share on other sites More sharing options...
. . . Posted September 15, 2016 Share Posted September 15, 2016 4 hours ago, 509071_1452787209 said: Starting item, as in a costum hat. (So how can i create my own item/equippable, and make my character start off with it) I never made a item before so I wouldn't know what to tell you, you should probably download a mod which also adds a hat & take the code.. 4 hours ago, 509071_1452787209 said: Changing stats when transformed; What coding would i need to add to, for example make the hunger drop faster? You can change the numbers to anything you want for example 1.25 would be 25% higher than Wilson. inst.components.hunger.hungerrate = 2 * TUNING.WILSON_HUNGER_RATE -- Default hunger is 1, this's double hunger of Wilson inst.components.combat.damagemultiplier = 2 -- Default is 1, this's double attack of Wilson inst.components.locomotor.runspeed = 2 * TUNING.WILSON_RUN_SPEED -- Default is 1, this's double speed of Wilson inst.components.hunger.hurtrate = 1 -- Default is 1, how much damage u take from starving inst.components.eater.strongstomach = true -- Can eat monstermeat no penalty inst.components.eater.ignoresspoilage = true -- Ignores spoilage inst.components.combat:SetDefaultDamage(10) -- How much damage dealt with fists, default is 10 inst.components.sanity.neg_aura_mult = 0.75 -- How much sanity drain from monsters, default is 1 inst.components.sanity.night_drain_mult = 0.75 -- How much sanity drain from darkness, default is 1 inst.components.temperature.inherentinsulation = 100 -- How much insulation from cold, default is 0 inst.components.temperature.inherentsummerinsulation = 100 -- How much insulation from heat, default is 0 inst.DynamicShadow:SetSize(1.3, .6) -- How big is his shadow, default is (1.3, .6) inst.Transform:SetScale(1, 1, 1) -- How big is he, default is (1, 1, 1) btw I never used this so it might not work If you want to add coding for when he transforms then put it in the TRANSFORM_? in modmain.lua where it says " -- IF YOU WANT TO CHANGE ANY STATS WHEN HE TRANSFORMS PUT IT IN HERE " you just add them there, don't forgot for them to have " act.target" instead of the usual "inst" 5 hours ago, 509071_1452787209 said: (Also, how could i make transformation 1 and 2 overlap? How would one go at this?) Replace the respective actions in your modmain.lua with this. -- TRANSFORM_1 local TRANSFORM_1 = GLOBAL.Action() TRANSFORM_1.str = "Transform_1" TRANSFORM_1.id = "TRANSFORM_1" TRANSFORM_1.fn = function(act) if act.target.transform_1 == nil and act.target.transform_2 == nil and act.target.transform_3 == nil then -- Activates when Luffy transforms when not transformed act.target.transform_1 = true -- IF YOU WANT TO CHANGE ANY STATS WHEN HE TRANSFORMS PUT IT IN HERE act.target.AnimState:SetBuild("luffy_armament_haki") act.target.components.talker:Say("This's my first form!") elseif act.target.transform_1 == true and act.target.transform_2 == nil and act.target.transform_3 == nil then -- Activates when Luffy goes normal when transformed act.target.transform_1 = nil -- IF YOU WANT TO CHANGE ANY STATS WHEN HE TRANSFORMS PUT IT IN HERE act.target.AnimState:SetBuild("luffy") act.target.components.talker:Say("I'm to the way I used to be!") elseif act.target.transform_2 == true or act.target.transform_3 == true then -- Activates when Luffy is in form 3 & can't enter act.target.components.talker:Say("I'm already in form 1!") elseif act.target.transform_1 == nil and act.target.transform_2 == true and act.target.transform_3 == nil then -- Activates when Luffy transforms when already in form 2 act.target.transform_1 = true -- IF YOU WANT TO CHANGE ANY STATS WHEN HE TRANSFORMS PUT IT IN HERE act.target.AnimState:SetBuild("luffy_armament_haki") act.target.components.talker:Say("I'm now in transfrom 1 & 2! Incredible!!") elseif act.target.transform_1 == true and act.target.transform_2 == true and act.target.transform_3 == nil then -- Activates when Luffy just goes to form 2 from form 1 act.target.transform_1 = nil -- IF YOU WANT TO CHANGE ANY STATS WHEN HE TRANSFORMS PUT IT IN HERE act.target.AnimState:SetBuild("luffy_gear_second") act.target.components.talker:Say("I lost transform 1. I'm now just in transfrom 2!") end end AddAction(TRANSFORM_1) -- TRANSFORM_2 local TRANSFORM_2 = GLOBAL.Action() TRANSFORM_2.str = "Transform_2" TRANSFORM_2.id = "TRANSFORM_2" TRANSFORM_2.fn = function(act) if act.target.transform_1 == nil and act.target.transform_2 == nil and act.target.transform_3 == nil then -- Activates when Luffy transforms when not transformed act.target.transform_2 = true -- IF YOU WANT TO CHANGE ANY STATS WHEN HE TRANSFORMS PUT IT IN HERE act.target.AnimState:SetBuild("luffy_gear_second") act.target.components.talker:Say("This's my 2nd form!") elseif act.target.transform_1 == nil and act.target.transform_2 == true and act.target.transform_3 == nil then -- Activates when Luffy goes normal when transformed act.target.transform_2 = nil -- IF YOU WANT TO CHANGE ANY STATS WHEN HE TRANSFORMS PUT IT IN HERE act.target.AnimState:SetBuild("luffy") act.target.components.talker:Say("I'm to the way I used to be!") elseif act.target.transform_1 == true or act.target.transform_3 == true then -- Activates when Luffy is in form 3 & can't enter act.target.components.talker:Say("I'm already in form 2!") elseif act.target.transform_1 == true and act.target.transform_2 == nil and act.target.transform_3 == nil then -- Activates when Luffy transforms when already in form 1 act.target.transform_2 = true -- IF YOU WANT TO CHANGE ANY STATS WHEN HE TRANSFORMS PUT IT IN HERE act.target.AnimState:SetBuild("luffy_gear_second") act.target.components.talker:Say("I'm now in transfrom 2 & 1! Incredible!!") elseif act.target.transform_1 == true and act.target.transform_2 == true and act.target.transform_3 == nil then -- Activates when Luffy just goes to form 1 from form 2 act.target.transform_1 = nil -- IF YOU WANT TO CHANGE ANY STATS WHEN HE TRANSFORMS PUT IT IN HERE act.target.AnimState:SetBuild("luffy_armament_haki") act.target.components.talker:Say("I lost transform 2. I'm now just in transfrom 1!") end end AddAction(TRANSFORM_2) 5 hours ago, 509071_1452787209 said: -Effect for when transformed; For example, when pushing the transform button, an explosion happens where the character is standing. I don't know sorry. Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-813944 Share on other sites More sharing options...
509071_1452787209 Posted September 15, 2016 Author Share Posted September 15, 2016 (edited) I dont think the combination transform works?? I have tried making the character bigger when transformed, and it works! But how do i set it back when untransforming again? Same goes for speed and other stats. Where do i put inst.components.eater.strongstomach = true For when in any form? Edited September 15, 2016 by 509071_1452787209 Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-814028 Share on other sites More sharing options...
. . . Posted September 15, 2016 Share Posted September 15, 2016 1 hour ago, 509071_1452787209 said: I have no idea how to get rid of these freaking "said:" boxes, UGH! So, i'm gonna reply in this... Here I fixed the problem a.zip! It only took me 1 hour of bashing my head against the wall to fix it! In the modmain.lua it would show where that other stuff you asked would go. Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-814050 Share on other sites More sharing options...
509071_1452787209 Posted September 15, 2016 Author Share Posted September 15, 2016 Thanks alot, im sorry you have to put so much effort into something for someone else.. :S I really appreciate the effort! So umm, its working now. But when i like combine them, is there a way to sortof fuse the way it looks? example; when combined you have the arms of transformation 1, but the rest is transformation 2? Or would it be easier to change the coding to yet another transform once combined? What part of the coding nullifies the effect of transform again? Im using the scale increase on transform 3 but it doesnt change back :l p.s. did you add the Quote inst.components.eater.strongstomach = true on the regular(base) form?? It needs to be like that in any mode. (Thats how it works right? If nothing is changed from base stats then it remains the same in other transforms?) Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-814062 Share on other sites More sharing options...
. . . Posted September 15, 2016 Share Posted September 15, 2016 14 minutes ago, 509071_1452787209 said: What part of the coding nullifies the effect of transform again? Im using the scale increase on transform 3 but it doesnt change back :l I'm sorry I tried the size thing & it didn't work for me so unfortunately I don't know how to use it so I can't help with that... 15 minutes ago, 509071_1452787209 said: inst.components.eater.strongstomach = true Add that code in luffy.lua under master_postinit if you want him be able eat monstermeat all the time 16 minutes ago, 509071_1452787209 said: is there a way to sortof fuse the way it looks? You're going to have to make 1 new texture build which's when transform 1 & transform 2 is fused Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-814063 Share on other sites More sharing options...
509071_1452787209 Posted September 15, 2016 Author Share Posted September 15, 2016 About the size; would it be possible to 'reset' by setting the other forms back to 1,1,1 ? 32 minutes ago, SuperDavid said: You're going to have to make 1 new texture build which's when transform 1 & transform 2 is fused Done. Named it 'luffy_armament_haki_gear_second'. Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-814073 Share on other sites More sharing options...
. . . Posted September 15, 2016 Share Posted September 15, 2016 modmain.lua Replace your old modmain with this one. 31 minutes ago, 509071_1452787209 said: About the size; would it be possible to 'reset' by setting the other forms back to 1,1,1 ? Why don't you try it yourself & see? Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-814077 Share on other sites More sharing options...
509071_1452787209 Posted September 15, 2016 Author Share Posted September 15, 2016 29 minutes ago, SuperDavid said: Why don't you try it yourself & see? I was going to, but just asking, maybe you knew it would work Btw; Quote local assets = { Asset( "ANIM", "anim/luffy_armament_haki.zip"), Asset( "ANIM", "anim/luffy_gear_second.zip"), Asset( "ANIM", "anim/luffy_gear_fourth.zip"), Asset( "ANIM", "anim/luffy_armament_haki_gear_second.zip") Asset("SCRIPT", "scripts/prefabs/player_common.lua"), } local prefabs = {} Error; telling me line 10 '{' is expected to be '}' at line 5? near asset or something. Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-814084 Share on other sites More sharing options...
. . . Posted September 16, 2016 Share Posted September 16, 2016 You're missing a " , " at 51 minutes ago, 509071_1452787209 said: Asset( "ANIM", "anim/luffy_armament_haki_gear_second.zip") don't worry I used to make the same mistake when I first started Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-814104 Share on other sites More sharing options...
509071_1452787209 Posted September 16, 2016 Author Share Posted September 16, 2016 O wow lol, the tiniest details really matter.. Btw, i have fixed the issue of the size when transforming back. Was pretty simple actually, starting to learn haha -- TRANSFORM_3 local TRANSFORM_3 = GLOBAL.Action() TRANSFORM_3.str = "Transform_3" TRANSFORM_3.id = "TRANSFORM_3" TRANSFORM_3.fn = function(act) if act.target.transform_1 == nil and act.target.transform_2 == nil and act.target.transform_3 == nil then act.target.transform_3 = true act.target.AnimState:SetBuild("luffy_gear_fourth") act.target.components.talker:Say("This's my 3rd form!") act.target.Transform:SetScale(2, 2, 2) elseif act.target.transform_1 == nil and act.target.transform_2 == nil and act.target.transform_3 == true then act.target.transform_3 = nil act.target.AnimState:SetBuild("luffy") act.target.components.talker:Say("I'm to the way I used to be!") act.target.Transform:SetScale(1, 1, 1) elseif act.target.transform_1 == true or act.target.transform_2 == true then act.target.components.talker:Say("I can't!") end end Also, i have accidently taken the skin of the fused transform as basic skin. And it wont change back again.. How do i fix this? Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-814114 Share on other sites More sharing options...
. . . Posted September 16, 2016 Share Posted September 16, 2016 22 minutes ago, 509071_1452787209 said: Also, i have accidently taken the skin of the fused transform as basic skin. And it wont change back again.. How do i fix this? Can you explain to me in more detail? Or you can just post the entire mod then I can fix it. Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-814124 Share on other sites More sharing options...
509071_1452787209 Posted September 16, 2016 Author Share Posted September 16, 2016 Well, the basic form has the look of the 'armament haki gear second' form. Even tho the files are correctly named i think? Here you go; Monkey D. Luffy.rar Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-814125 Share on other sites More sharing options...
. . . Posted September 16, 2016 Share Posted September 16, 2016 (edited) GRHAAAAAAAAAAAhahhahshsahg *slams head on desk for 1 hour* *modmain.lua has evolved* Please Work.zip Edited September 16, 2016 by SuperDavid Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-814192 Share on other sites More sharing options...
509071_1452787209 Posted September 16, 2016 Author Share Posted September 16, 2016 Its back to normal, but i cant combine form 1 and 2 anymore Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-814320 Share on other sites More sharing options...
. . . Posted September 16, 2016 Share Posted September 16, 2016 9 hours ago, 509071_1452787209 said: but i cant combine form 1 and 2 anymore dwhjnckxjnx jkc bhjkxhyujckfdhguiedhyzikxx.zip Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-814435 Share on other sites More sharing options...
509071_1452787209 Posted September 16, 2016 Author Share Posted September 16, 2016 Yay its all good now Thanks alot! Please dont explode? lol Link to comment https://forums.kleientertainment.com/forums/topic/69961-new-to-modding-want-to-make-a-specific-character/page/2/#findComment-814443 Share on other sites More sharing options...
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