Lillyth

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About Lillyth

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  1. Goodness, I have a bunch of pet peeves with the Switch version. They're not game-breaking necessarily, but they make it really hard for me to enjoy the game properly, and I'd love to see them addressed. Like for one, there's no zoom function. I don't know about anyone else, but I zoom in/out a lot in the game on PC, so not having that option is quite jarring. I love handhelds, so I play on the Lite, which really fortifies this as an issue (smaller screen). I'm also not a big fan of how sharp the graphics get at such a zoomed out setting. Some kind of anti-aliasing, or if it's already there having the option to make it stronger would be amazing. Then there's the controls, while they're pretty alright, I'd really like to see some control customisation, or at least different control schemes. Another one that's pretty big is how you can swing your weapon/punch in mid air. Makes it super difficult to try and attack stuff if you're slightly out of range, I really wish they just made it so you can't attack unless you're close enough to a target, just like Force Attack in the PC version. I really don't see any reason why this is in the game in the first place. Finally, and this is really nit-picky, the title screen could use some polishing up. There's so much empty space that I feel like I'm seeing parts of the background image I shouldn't. The buttons are so tiny, which also brings up that anti-aliasing issue I brought up before. Oh, one more... also super nit-picky, but it seems the pitch for the character voices go a bit too high/a bit too low- I'm pretty sure that there's no pitch shift at all for the voices in the original. Seems Wilson's got quite an unstable voice in this one. Call me fussy, but as a long time Don't Starve player, these are quite glaring. The switch version really feels rough/unpolished to play to me mainly because of these issues (Not even going into some of the big bugs people have been reporting), which is a shame because I love the Switch and DS. Hopefully they'll think about addressing at least a couple of these!
  2. -- Outside Fn local auraDuration = 0 -- Inside Fn inst:ListenForEvent("onattackother", function(inst, data) auraDuration = 6 -- Turn on our aura for 6 seconds (Hit again to reapply) end) local function ScytheTick() local x, y, z = inst.Transform:GetWorldPosition() local ents = TheSim:FindEntities(x, y, z, 4, nil) -- Play around with distance to suit your needs. I put it to "4" as an example. for i, v in ipairs(ents) do if v.components.health and not v.components.health:IsDead() then -- Make sure our target isn't dead and has the health component local damage = 1 v.components.combat:GetAttacked(inst, damage) -- 1 point of damage, coming from inst (Player) inst.components.health:DoDelta(damage) -- Heal us with it, as well. end end end inst:DoPeriodicTask(2, function() if auraDuration > 0 then ScytheTick() auraDuration = auraDuration - 2 end end, nil) -- Every 2 seconds, run ScytheTick function This is how I'd handle it, assuming you put it in your character prefab lua. Untested, but I'm pretty positive it'll work. Change variables as you need @Near4422
  3. Update: Fixed it a day or so after posting. I added a component to my custom item which the action was on- turns out there's a method to check whether or not you're hovering over an entity, and then you can insert the action there. Here's an example: local customcomponent = Class(function(self, inst) self.inst = inst end) function customcomponent:CollectEquippedActions(doer, target, actions, right) table.insert(actions, ACTIONS.MYACTION) end end return customcomponent If anyone's interested, I believe this came from playeractionpicker.lua; there's a couple more like it that handle if you're hovering over an item, for instance.
  4. Hello all, I'm trying to add a custom action to my mod. I've ran into a bunch of errors, but I've finally managed to have the game boot up and not crash. The problem is however, it doesn't actually bring up the prompt to perform said action; only the default ones such as Examine, Attack and Walk To. local MYACTION = GLOBAL.Action({}, 3) MYACTION.id = "MYACTION" MYACTION.str = "Perform Action" MYACTION.fn = function(act) print("Action performed!") end AddStategraphActionHandler("wilson", GLOBAL.ActionHandler(MYACTION, "dolongaction")) AddAction(MYACTION) This is my current code. I've seen other posts bring up stuff like AddComponentAction, but I don't think that exists in DS (undeclared error). Besides, it's not mentioned anywhere in modutils or actions.lua. Does anyone know why the action isn't coming up in game? I'm really not sure what else to try. Thank you in advance.
  5. That's quite a shame. Thank you for clearing that up, though. Would you know if it'd be possible to get the same effect with the available methods that are in DS? I'm not sure how versatile these are.
  6. Hello all, Recently I've been trying to mod DS (Not DST), and I've come across an issue where I need this DST animstate function in order to swap a symbol's z-order with another one: AnimState:SetMultiSymbolExchange("symbol1", "symbol2"); Unfortunately however, this doesn't seem to exist in the single player version of the game, and I thought I might be able to port it over by copying it from DST into DS; thing is, I can't find where Klei put these functions in the files, so I presume they are hidden from user view. I figured to post it in this forum since it kinda relates and is a lot more active than DS's one. So I ask, does anyone know if you can find them and where/if you can port it over, or, does anyone have a workaround to have this method's functionality within DS? Thank you in advance.
  7. You should not be expecting a game (Any game) to officially release completely broken content. If your standards are that low, something has gone horribly wrong.
  8. I agree with this. In my opinion Wortox should probably have his Souls tied to/replace his hunger bar. This way you don't have to implement different "soul" items for each and every mob and have it clutter up your inventory; you can just scale the amount of Soul gained per mob. You'd right-click your hunger bar to drop a soul. This'd also add a dynamic of risk/reward, considering Souls and hunger would then be one resource while still maintaining the spiky-powerful utility everyone loves.