Earthyburt

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About Earthyburt

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  1. Wagstaff COULD not be paid dlc. And only unlockable. There are also other ways to mitagate this, like only allowing unlocking him via servers without any server mods. Also I think Wagstaff will make a great addition due to his blindness mechanic being interesting. Oh and also using console commands would disable unlocking him.
  2. basically, the sprite is being drawn over the head, not on the forehead. I researched some ways to do this, but I think the best way to do it is to use a different template (since the one I have is a template of a beefalo hat) that rendsers the sprite OVER the character's forehead (IE Garland). However, I cannot decompile the original anim file from don't starve, and I would like to request someone to teach me how do that or at the very least send me a copy of the anim file. If there is another easier way to do this, then please let me know!
  3. @ant7735The location where newly installed mods are stored has changed and is no longer in the mods folder in the Don't Starve Together. It is now located in ...>Steam > steamapps > workshop > content > somerandom code number. From there every mod you have installed (except for a few exceptions) for any game will be there. Basically, go up a couple files in your dst folder. Any mod you have installed before a certain date (The march update I think) will still be in the dst mod folder
  4. Hello! So for my mod, my character's attack speed was supposed to increase during the time of day, but UH OH, I didn't know how the component worked, and it had a disastrous effect, so to keep any new modders from making the SAME MISTAKE my skateboard half-pipe of a brain did, I have created this short guide describing how the SetAttackPeriod function works in basics. So, for this example, I will use the SetAttackPeriod function as a character modifier. So this can be set in your character's prefab using inst.components.combat:SetAttackPeriod(x) ---x = the number of seconds it takes to perform an attack ---base Attack Period is .5 The higher the value of x, the longer time it will take to perform the attack. The lower value of x, the shorter time it will take to perform the attack. If you want an idea of how fast the attack speed will occur, just use this formula: (1/x) * 60, and then plug the product into a bpm meter (also called a metronome). You can do this easily by searching up Youtube videos of (product) BPM And that is pretty much the tutorial! Simple? Yes. But I made the mistake of thinking the larger attack period is equal to better attack speed, and when my troglodyte brain figured out this wasn't the case, I got so angry with myself that I created this guide to help kill this misconception, and save as many people from this self-inflicted embarrassment. If there is anything else someone can take from this, then remember this: if a component or a bit of code has the word "Period" or "Periodic" then it means "how much time will it take to perform this action."
  5. Oh! So I had to put the function ABOVE the function. Alright, thank you so much for helping me!! I greatly appreciate it. @IronHunter
  6. @IronHunter , there seems to be one more problem. It has something to do with declaring the UpdateDamage Function
  7. Yeah, I see this as a buff for players who are trying their hardest to be the best, but people who are playing Wes casually probably won't like his changes.
  8. Well, now I feel bad for disliking Wes - damn, his backstory is so messed up
  9. @IronHunter , sorry for pinging you again, but my anxiety got the better of me; How would I set the default value again? I am still new at modding.
  10. @IronHunterThank you for your information. There is one more question (hopefully) I have to ask of you: I tried applying this value into my code and the game crashed. Could you give me insight on how to fix this? I have included a screenshot of this and code associated with it. playerSanity = inst.components.inventoryitem.owner.components.sanity:GetPercent() damageAddition = (30*playerSanity) inst:AddComponent("weapon") inst.components.weapon:SetDamage(damageAddition + 15) ---damage
  11. Hello! I do not know how to do the action in the title, I tried asking in a list of questions post, but I wasn't given any Lua code to work off of, and my request for how to code that task was never answered, so I decided to make this post about it. (And maybe help somebody in the future who has this issue). Also if I cannot get the percentage directly, then just give me the way to get Current sanity/health and max sanity/health of the owner.
  12. I am adding this as a note to anybody who needs to use this thread: all you need to do is follow the steps of IronHunter, the autocompiler should create the other files needed for your animation
  13. Hello! I see that you are new to this forum, so I would like to give you a warm welcome here. Anyways, you can change your character's max stats within the character prefab, in [your mod] > scripts > prefabs -> [you characters prefab], and changing the values of TUNING.[CHARACTERNAME]_HEALTH/SANITY/HUNGER. This is typically located near the top of your prefab file. Adding a character only item is a bit more complicated, so I pasted some code below: local nightmare = Ingredient( "nightmarefuel", 1 ) local nightmare_recipe = AddRecipe("nightmarefuel", {Ingredient(GLOBAL.CHARACTER_INGREDIENT.HEALTH, 25)}, (existing tab main), TECH.NONE, nil, nil, nil, nil, "wayne") You do this by entering your modmain file that is locatated in the first level of you mod folder. Make sure this code isn't placed into other strings of code. (Maybe put this just above the skin modes part of the code. Now I am not the best teacher here so I included a link going more in depth for custom crafting recipies. I am not the best teacher, so I think it is best to search the forums a bit more on how to create a custom crafting recipe. If you don't have a way of accessing your prefab files, then you will need to install notepad+ Hope this helps!!