Kirigio

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About Kirigio

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  1. I wanted to see if someone could help me with a little code, which is that when my character has a weapon with the shadow tag, it changes the damage multiplier of the character, let's say 25% more damage, but I have no idea how to do it. I would appreciate if you could help me.
  2. @HarryPP It helped me a lot, thank you very much!!!, if it is not too much trouble taking advantage of your kindness, won't you have a backpack mod that contains the exported folder to know how to create my own backpack mod? I would appreciate it a lot since I've been looking for days and I have no idea how to create it
  3. Could you tell me where to put it, I tried to put it on top of the masterposinit but when I tried it it didn't work, I don't have much idea where to put it, would you tell me where?
  4. Someone could help me so that when my character hits the same sparks as when using the morning estar or the voalt goat, the target comes out, as if it were electrified Like that: Code: local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("SCRIPT", "scripts/prefabs/player_common.lua"), } -- Your character's stats TUNING.JINRO_HEALTH = 100 TUNING.JINRO_HUNGER = 125 TUNING.JINRO_SANITY = 200 -- Custom starting inventory TUNING.GAMEMODE_STARTING_ITEMS.DEFAULT.JINRO = { "blowdart_sleep", } local start_inv = {} for k, v in pairs(TUNING.GAMEMODE_STARTING_ITEMS) do start_inv[string.lower(k)] = v.JINRO end local prefabs = FlattenTree(start_inv, true) -- When the character is revived from human local function onbecamehuman(inst) -- Set speed when not a ghost (optional) inst.components.locomotor:SetExternalSpeedMultiplier(inst, "jinro_speed_mod", 1.35) end local function onbecameghost(inst) -- Remove speed modifier when becoming a ghost inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "jinro_speed_mod") end -- When loading or spawning the character local function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) inst:ListenForEvent("ms_becameghost", onbecameghost) if inst:HasTag("playerghost") then onbecameghost(inst) else onbecamehuman(inst) end end -- This initializes for both the server and client. Tags can be added here. local common_postinit = function(inst) inst:AddTag("insomniac") inst:AddTag("fastbuilder") inst:AddTag("masterchef") inst:AddTag("houndfriend") inst:AddTag("monster") inst:AddTag("quagmire_fasthands") inst:RemoveTag("scarytoprey") -- Minimap icon inst.MiniMapEntity:SetIcon( "jinro.tex" ) end -- This initializes for the server only. Components are added here. local master_postinit = function(inst) inst:AddComponent("electricattacks") inst.components.electricattacks:AddSource(inst) -- Set starting inventory inst.starting_inventory = start_inv[TheNet:GetServerGameMode()] or start_inv.default -- choose which sounds this character will play inst.soundsname = "woodie" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used --inst.talker_path_override = "dontstarve_DLC001/characters/" inst:ListenForEvent("killed",function(inst,data) inst.components.sanity:DoDelta(5) --Restores 5 sanity on kill end) -- Stats inst.components.health:SetMaxHealth(TUNING.JINRO_HEALTH) inst.components.hunger:SetMax(TUNING.JINRO_HUNGER) inst.components.sanity:SetMax(TUNING.JINRO_SANITY) inst.components.foodaffinity:AddPrefabAffinity("californiaroll", TUNING.AFFINITY_15_CALORIES_HUGE ) inst.components.sanity.neg_aura_mult = 0.25 inst.components.sanity.night_drain_mult = 0 inst.components.temperature.inherentinsulation = 60 inst.components.temperature.inherentsummerinsulation = 60 inst.components.health:StartRegen(0.1, 0.5) -- Damage multiplier (optional) inst.components.combat.damagemultiplier = 1.50 -- Hunger rate (optional) inst.components.hunger.hungerrate = 0.80 * TUNING.WILSON_HUNGER_RATE inst.OnLoad = onload inst.OnNewSpawn = onload end return MakePlayerCharacter("jinro", prefabs, assets, common_postinit, master_postinit, prefabs)
  5. Hello, I was looking for a code to make my character do electrical damage, and yours worked perfectly, but I would like to know if you can help me to make the sparks of the morning star and the voat goat chaud froid come out when hitting , and if you could help me know where to put them, I add my code: local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("SCRIPT", "scripts/prefabs/player_common.lua"), } -- Your character's stats TUNING.JINRO_HEALTH = 100 TUNING.JINRO_HUNGER = 125 TUNING.JINRO_SANITY = 200 -- Custom starting inventory TUNING.GAMEMODE_STARTING_ITEMS.DEFAULT.JINRO = { "blowdart_sleep", } local start_inv = {} for k, v in pairs(TUNING.GAMEMODE_STARTING_ITEMS) do start_inv[string.lower(k)] = v.JINRO end local prefabs = FlattenTree(start_inv, true) -- When the character is revived from human local function onbecamehuman(inst) -- Set speed when not a ghost (optional) inst.components.locomotor:SetExternalSpeedMultiplier(inst, "jinro_speed_mod", 1.35) end local function onbecameghost(inst) -- Remove speed modifier when becoming a ghost inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "jinro_speed_mod") end -- When loading or spawning the character local function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) inst:ListenForEvent("ms_becameghost", onbecameghost) if inst:HasTag("playerghost") then onbecameghost(inst) else onbecamehuman(inst) end end -- This initializes for both the server and client. Tags can be added here. local common_postinit = function(inst) inst:AddTag("insomniac") inst:AddTag("fastbuilder") inst:AddTag("masterchef") inst:AddTag("houndfriend") inst:AddTag("monster") inst:AddTag("quagmire_fasthands") inst:RemoveTag("scarytoprey") -- Minimap icon inst.MiniMapEntity:SetIcon( "jinro.tex" ) end -- This initializes for the server only. Components are added here. local master_postinit = function(inst) inst:AddComponent("electricattacks") inst.components.electricattacks:AddSource(inst) -- Set starting inventory inst.starting_inventory = start_inv[TheNet:GetServerGameMode()] or start_inv.default -- choose which sounds this character will play inst.soundsname = "woodie" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used --inst.talker_path_override = "dontstarve_DLC001/characters/" inst:ListenForEvent("killed",function(inst,data) inst.components.sanity:DoDelta(5) --Restores 5 sanity on kill end) -- Stats inst.components.health:SetMaxHealth(TUNING.JINRO_HEALTH) inst.components.hunger:SetMax(TUNING.JINRO_HUNGER) inst.components.sanity:SetMax(TUNING.JINRO_SANITY) inst.components.foodaffinity:AddPrefabAffinity("californiaroll", TUNING.AFFINITY_15_CALORIES_HUGE ) inst.components.sanity.neg_aura_mult = 0.25 inst.components.sanity.night_drain_mult = 0 inst.components.temperature.inherentinsulation = 60 inst.components.temperature.inherentsummerinsulation = 60 inst.components.health:StartRegen(0.1, 0.5) -- Damage multiplier (optional) inst.components.combat.damagemultiplier = 1.50 -- Hunger rate (optional) inst.components.hunger.hungerrate = 0.80 * TUNING.WILSON_HUNGER_RATE inst.OnLoad = onload inst.OnNewSpawn = onload end return MakePlayerCharacter("jinro", prefabs, assets, common_postinit, master_postinit, prefabs)
  6. Hello people, I would like to make a mod of a very simple weapon, that I can simply paste what I want, the uses that I want, as simple as a spear, that can be created on a science machine or forever, and I would like Could you please pass me a test mod for this, i saw wand's but it's outdated and i don't have much idea how to start
  7. I need help since I have my exported folder but I cannot create the anim folder or I do not know very well how it appears, I do not know how to create the .tex with all the faces, arms and hands, could you explain how it is done, it took days trying this, thanks in advance
  8. Me gustaría que algún modder que hable español me ayude a crear los sprites, donde ponerlos, donde convertirlos y que me oriente en los sprites en general, agradecería mucho a algún modder si me ayudara.
  9. Buenas xd, el problema es que no entiendo nada de los sprites, no se donde hacer mis imagenes, las hice en una app pero no se si esta bien, y al querer ponerlo hice un rar en anim con el .TEX de la espada y en exporten puse el png con la espada, pero no entiendo que debo hacer reamente, que hago para poner mis sprites o donde lo hago, esa es mi duda porque mis sprites puestos por mi son invisibles
  10. I don't know what a spriter is, I know it's for the character's animations and that, but I don't really understand how, I don't know how to get a spritter, since I speak another language, it's hard for me to understand it with my school English, and I wanted to know what happens since I have been able to solve everything alone but I have not been able to.
  11. (Translate) Please help with my character, I need to learn how to make an image move, I am using a mod of another character and I change it my way to make my original character and I already have the image of how the sword looks on the ground and on the hand ("wolfsword") but the sword is not seen, the game does not "explode" me but the sword is invisible. Could you tell me why this happens and also what would my mistake be? Empalador mod en proceso.rar
  12. <anim name="idle" root="monado" numframes="1000" framerate="40"> <frame idx="0" w="617" h="115" x="-649.086548" y="-272.528320"> <element name="monado" layername="monado" frame="0" z_index="1" m_a="-0.899814" m_b="0.436274" m_c="-0.436274" m_d="-0.899814" m_tx="172.000000" m_ty="-79.000000"/> </frame> wolfsword.rar