Cagealicous

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About Cagealicous

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  1. So, I'm having a problem trying to make my character have a negative sanity aura around a modded prefab that has a sanity aura. My code is like this: AddPrefabPostInit("tobi", function(inst) if GetPlayer().prefab == "ethan" then inst:AddComponent("sanityaura") inst.components.sanityaura.aura = -TUNING.SANITYAURA_LARGE end end) This was placed in modmain.lua. And I got this error: Any ideas?
  2. Alright. I found my solution. I forgot to disable inst.soundname = "ethan". Once I disabled that, I got it to work. Thanks anyways.
  3. That didn't work. What I am trying to do is this in modmain.lua: RemapSoundEvent( "dontstarve/characters/ethan/angry_LP","ethan/ethan/angry_LP") In ethan.lua: local function beangrycage(inst) if TheWorld.ismastersim then inst.isangrycage:set(true) inst.components.locomotor:SetExternalSpeedMultiplier(inst, "ethan_speed_mod", 1.25) inst.components.combat.damagemultiplier = 2 if TheNet:GetServerGameMode() == "lavaarena" then inst.components.health.absorb = -0.3 end if not inst:HasTag("playerghost") then inst.components.skinner:SetSkinMode("angry_skin", "ethan_angry") end end inst.talksoundoverride = "dontstarve/characters/ethan/angry_LP"
  4. What would you mean? I'm sorry. I'm just a bit confused. That's all.
  5. I don't think that would work, because all I'm trying to do is change my character's talking voice when he is angry, and then change it back to normal. I know they did it for Wolfgang when he either is Mighty or Wimpy.
  6. Alright, now how do I change it back to normal? It is still the voice when he goes back to neutral. local function beneutralcage(inst) if TheWorld.ismastersim then inst.isangrycage:set(false) inst.components.combat.damagemultiplier = 1 if TheNet:GetServerGameMode() == "lavaarena" then inst.components.health.absorb = 0 end inst:RemoveTag("insomniac") inst.talksoundoverride = "dontstarve/characters/ethan/talk_LP" if not inst:HasTag("playerghost") then inst.components.skinner:SetSkinMode("normal_skin", "ethan") end end
  7. Now, what I am trying to do is change the character's voice when he is just talking. What I want to change the voice to when talking is "angry_LP," but I can't seem to get it to work. For Wolfgang, this is possible. Do I have to put something in modmain.lua for it to work? local function beangrycage(inst) if TheWorld.ismastersim then inst.isangrycage:set(true) inst.components.locomotor:SetExternalSpeedMultiplier(inst, "ethan_speed_mod", 1.25) inst.components.combat.damagemultiplier = 2 if TheNet:GetServerGameMode() == "lavaarena" then inst.components.health.absorb = -0.3 end if not inst:HasTag("playerghost") then inst.components.skinner:SetSkinMode("angry_skin", "ethan_angry") end end inst.talksoundoverride = "dontstarve/characters/ethan/angry_LP"
  8. Well... this is far as coding can go for me. So, I was wondering if anyone could help me figure out how to do this. What I am trying to do is make a transformation of a character into a bunnyman. How I want it to happen is when the character's hunger reaches lower than or equal to 46, he transforms into a bunnyman and has to eat grass and twigs to regain his hunger back to 50. Anyone have any ideas how I could make that possible?
  9. Thanks, but I think I can ask my friend for any further help. He told me he can figure it out, but thanks anyway.
  10. Well, one is a shovel tool the character can use, the other is a boomerang that he can attack with. Both of them are craft-able and are in the starting inventory.. Also, yes they are custom prefabs.
  11. Well, it's only two prefabs, also I seem to have run into a problem.
  12. Ok. I don't think I'm asking correctly. Sorry. What I mean to say is when another character tries picks it up, such as Wolfgang, they say a line of dialogue such as, "This tool is too mighty for Wolfgang!" How would I go about doing that?
  13. How would I add dialogue for when the character tries to pick it up?
  14. Well, what I am trying to do is to make a tool only go into my character's inventory, but when it gets picked up by another character, I don't want it to be dropped once it goes into their inventory. I would rather be unable to pick up and a character to say an ACTIONFAIL string.
  15. I need to know if I can make other characters unable to pick up my weapon; when I mean pick up, I don't mean once in inventory it gets dropped. local function onputininventory(inst, owner) if owner:HasTag("player") and not owner:HasTag("ethan") then inst:DoTaskInTime(0.01, function() owner.components.inventory:DropItem(inst, false, true) owner.components.talker:Say(GetActionFailString(inst, "CAGESHOVELPICKUP", "GENERIC")) end) end end I would like to change the "owner.components.inventory:DropItem(inst, false, true)" line to some bit of code that would make the item not even able to enter the inventory period. Anyone have any ideas?