AJP Posted November 17, 2017 Share Posted November 17, 2017 Hi there. I've been working on a custom character mod and one of the features to be implemented is to have the character spawn with a staff similar to the "Infernal Staff" from the Forge. I have dug through the prefabs in my DST files and located "fireballstaff.lua". At first glance I assumed this to be the file for the Infernal Staff and decided to learn from this file in hopes to implement a similar weapon. The issue I am having is that I am unable to "fire" the weapon. I can use my right-click and have the target reticule appear, but I am unable to use left-click to attack and create the projectile. I searched for any indication of how the weapon is "fired" while digging through the fireballstaff.lua file, but I couldn't seem to figure out. My best guess is the "castfxfn" function handles firing off the effect, but when I tried to implement a similar function in my code it did not work. I'm not recieving any errors, but nothing seems to happen when I use my left-click after I activate the reticule with right-click. This is the castfxfn function located in fireballstaff.lua. local function castfxfn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() inst.AnimState:SetBank("fireball_fx") inst.AnimState:SetBuild("deer_fire_charge") inst.AnimState:SetBloomEffectHandle("shaders/anim.ksh") inst.AnimState:SetLightOverride(1) inst.AnimState:SetFinalOffset(-1) inst:Hide() inst:AddTag("FX") inst:AddTag("NOCLICK") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end event_server_data("lavaarena", "prefabs/fireballstaff").castfx_postinit(inst) return inst end So how does the Infernal Staff work? Am I looking at this all wrong? Or is it possible? And how can I mimic this effect with my item? I apologize as I am very new to Lua and have been learning as I go, so the solution may be something very obvious that I've overlooked. If you need to look at the full fireballstaff file or my own file, please let me know and I will gladly edit the post. Thanks! Link to comment https://forums.kleientertainment.com/forums/topic/84334-help-with-implementing-a-forge-item-in-survival/ Share on other sites More sharing options...
Eusong Posted November 17, 2017 Share Posted November 17, 2017 Most of the coding for the Forge is hidden in Klei's servers. Recreating anything in the event would be very difficult, so you probably won't have any luck. Don't let that keep you from trying, though! I'd like to see some Forge items become normal game items. Link to comment https://forums.kleientertainment.com/forums/topic/84334-help-with-implementing-a-forge-item-in-survival/#findComment-975512 Share on other sites More sharing options...
AJP Posted November 17, 2017 Author Share Posted November 17, 2017 Ah! That makes sense as to why it was so difficult to try and reverse engineer it. Well that's a shame haha, but I'll have to see what work-arounds I can come up with. Thanks for letting me know though! Link to comment https://forums.kleientertainment.com/forums/topic/84334-help-with-implementing-a-forge-item-in-survival/#findComment-975517 Share on other sites More sharing options...
Lumina Posted November 17, 2017 Share Posted November 17, 2017 Maybe it would be better to ask for Klei permission, because if they wanted to put Forge item in DST they are able to. I feel like maybe they have a word to say about it, instead of us using their contents just because it's here. It's different, for me, than the classic use of existing assets (because they are in the base game). This is of course my point of view, i just want to share it, but will not argue more about this, so everyone could do as they want. Link to comment https://forums.kleientertainment.com/forums/topic/84334-help-with-implementing-a-forge-item-in-survival/#findComment-975544 Share on other sites More sharing options...
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