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About htv1lla1n

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  1. Yep, I did. It's in caps, too.
  2. Didn't expect this to get real complicated. Anyways, even that doesn't seem to work, nothing changes. Even then I don't like putting in something that has a high chance to break, feel like I should drop the idea of removing sanity penalty from wet tools altogether. Not like it's a big deal tho -- that's just a neat addition after all. Thanks for trying to help, you're making my dreams come true <3
  3. It's probably different in Shipwrecked, because it doesn't seem to work for me. Character still loses sanity when holding a wet tool.
  4. in english for dummies, please because i, sir, am a dummy
  5. Thanks yet again, mah dude. The reason why I don't make him completely unwettable is because he gets bonuses when reaching certain moisture levels (really just stat bonuses), which I already implemented. I just needed to remove the sanity penalty. Btw character still loses sanity when holding a wet tools/weapon/whatever. How do I remove this?
  6. Can't turn off the moisture sanity penalty (SW). I put the code under the local(fn) = function(inst), and copypasted the code there. So the code's But the game ignores it completely. No crash, nothing - I just get the sanity drain. I'm figuring I need a different code for SW? EDIT: Items. Ok, I need a code to remove the sanity penalty from wet items. can't figure it out.
  7. I'm so close to adding all main mechanics to my character, the only thing I need to add but don't know how to do that, is how do I make enemies drop additional items (FYI that already exist in the game) after they're killed? Basically I want them to drop dubloons (2 on regular, 10 for bosses etc) (and oinks if Hamlet is enabled, if its possible. could also add another "money" item, maybe i'll even do but that doesn't matter rn) once slain. I can't even start figuring it out and I don't know on what mod's code to look on, nothing comes to mind. Pls help and thank you. Oh, and while I'm at it, how do I remove all the downsides of moisture (sanity penalty and (maybe) slippery tools)?
  8. TIL Maxwell's Victorian skin is a reference to Manfred von Karma

    Fav surv with a skin that's a reference to my fav character from my fav game? hell yes

  9. funny thing is, i tried to put it in but it still gave me the same error.. ...or i WANTED to try it out, but I got distracted. anyways IT FINALLY DIDN'T CRASH WOOHOOOOOOOOOO ty again bro
  10. Ok, I played with it a bit and now it crashes with a different error: "variable 'inst' is not declared" i feel ashamed for showing my code because i'm super inexperienced and i suck but oh well gotta learn it seems there. i probably screwed up somewhere didn't i? pyke.lua
  11. Yo, uh... We're seeming to forget something cuz now it crashes with "attempt to index global 'inst' (a nil value)". On this part.
  12. Thank you so much! I knew it was something easy but I couldn't exactly figure out how to get the actual health of the enemy. You're my savior xd
  13. Want to create a character who will execute the enemy under certain threshold of health. Basically, he deals 99999 damage to targets, who're under, let's say, 30% of max health. How do I do that, and is there a way to make him execute certain enemies only under certain thresholds (for example, he'll execute a Spider when the Spider/any other low-health mob (<200hp max) is under 50%; but will execute a Tiger Shark/any other boss only if she's under 10% et cetera.) I have general ideas about it, but the most important part is how do I get the game to check for the current health of the enemy and see if it's under a 30% threshold with a certain weapon (that doesn't deal DoT if it's important)?
  14. World settings not being applied

    I have the same issue, except that I had mosquitoes set to "none", yet they still spawn.
  15. Dry Season No eruption

    It happens occasionally. Idk if it's a bug or not, but the same thing happened to me.