Wolf_EX

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About Wolf_EX

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  1. if inst.components.inventoryitem:GetContainer().inst.prefab == "icebox"
  2. If i had to take a shot in the dark my guess would be something from LeftClickPicker and SetTigerActions functions in the aikawa.lua. I think one of your errors is coming from componentactions.lua executing EntityScript:CollectActions which gets called from playeractionpicker.lua I never messed with playeractionpicker before but my guess is that it shouldn't be ran on the client and is for some reason?
  3. I found an answer here You have to make a custom food group. In the modmain add local FOODTYPE = GLOBAL.FOODTYPE local FOODGROUP = GLOBAL.FOODGROUP FOODTYPE.FRUITS = "FRUIT" FOODGROUP.FRUIT = {} FOODGROUP.FRUIT.name = "FRUIT" FOODGROUP.FRUIT.types = { FOODTYPE.FRUITS, } local function MakeFruit(inst) inst:AddTag("edible_"..FOODTYPE.FRUITS) end --Do this for each food that you want in the fruit group AddPrefabPostInit("dragonfruit", MakeFruit) AddPrefabPostInit("pomegranate", MakeFruit) and the code to change the caneat is inst.components.eater:SetDiet({FOODGROUP.FRUIT}) and assuming your character has a regular diet when you transform back, just use FOODGROUP.OMNI(or whatever type of diet it has)
  4. I use this tool to decompile an anim file and don't starve will compile it when you run it if it's in the right folder.
  5. nope, the ground image uses a separate anim file that you usually build in spriter.
  6. I was just using my code as an example on how it was done, you would probably use "inst" instead. maybe something like local eattags = inst.components.eater.caneat local preferseattags = inst.components.eater.preferseating inst.components.eater:SetDiet({"pomegranate", "dragonfruit", "cave_banana"})--im not sure if this is how you set it's diet. --and to undo if eattags then inst.components.eater:SetDiet(eattags, preferseattags) end my gpu is dying atm so I can't really test this. You probably don't even need to do it this way if your character normally eats regular food. Could probably just set the diet to FOODTYPE.GENERIC or something.
  7. "images\inventoryimages\hat_disguise.tex" is used for the inventory image.
  8. I'm not sure if what I did would apply to you but I made an item that changes a characters diet when you equip and reverts it on unequip. The code I used to change it is --onequip owner.eattags = owner.components.eater.caneat owner.preferseattags = owner.components.eater.preferseating owner.components.eater:SetDiet({})--stick the new diet in here and on the unequip i used --onunequip if owner.eattags then owner.components.eater:SetDiet(owner.eattags, owner.preferseattags) end
  9. Hard to tell with the little information like ultroman said but based on that information my guess would be you have a server only component being ran on the client. Prob need if GLOBAL.TheWorld.ismastersim then somewhere.
  10. I think owner.AnimState:OverrideSymbol("swap_object", "ocsayakaswap_whip", "ocsayakaswap_whip") needs to be owner.AnimState:OverrideSymbol("swap_object", "swap_ocsayakawhip", "swap_ocsayakawhip")
  11. I don't see inst:ListenForEvent("hungerdelta", onhungerchange), so that function is probably never getting called. Also why is there an else statement in your onhungerchange function? To change sanity drain could probably use sanity.dapperness.
  12. the bunnyman have multiple anim files so I'm not sure if you need to use all of them but can try using owner.AnimState:SetBuild("manrabbit_build"). Just need to make sure you have the bunnyman_build.zip asset in your anim folder and you add it to the assets table. Look at wolfgang.lua to see how he changes when his hunger hit a certain threshold. It uses inst:ListenForEvent("hungerdelta", onhungerchange) and if inst.components.hunger.current < TUNING.WOLFGANG_END_MIGHTY_THRESH. To eat twigs and grass you need to use the inst.components.eater:SetDiet({ }, { }) functions.