mathem99

  • Content Count

    781
  • Joined

  • Last visited

Community Reputation

2003 Excellent

About mathem99

  • Rank
    Senior Member
...

Badges

Recent Profile Visitors

7644 profile views
  1. Replace your code with this: inst:ListenForEvent("onkillother", function(inst, data) inst.components.combat.damagemultiplier = 2 end) inst:ListenForEvent("onattackother", function(inst, data) if inst.components.combat.damagemultiplier > 0.75 then inst.components.combat.damagemultiplier = inst.components.combat.damagemultiplier - 0.25 end end) inst.OnSave = function(inst, data) data.mult = inst.components.combat.damagemultiplier end inst.OnLoad = function(inst, data) inst.components.combat.damagemultiplier = data.mult or 0.75 end It should work.
  2. Update 1.0.0 has been released: https://steamcommunity.com/sharedfiles/filedetails/?id=2846759977 I hope you like it, leave some feedback if anything needs changing or if you find a bug, thank-you.
  3. BOOKSTATION = "She thinks she can choose what knowledge is shared and what gets hidden away?", BOOK_BIRDS = "What a wasteful misuse of magic.", BOOK_TENTACLES = "What horrors shall be summoned from the depths?", BOOK_GARDENING = "It's not wise to toy with forces beyond your comprehension.", BOOK_SILVICULTURE = "It's not wise to toy with forces beyond your comprehension.", BOOK_HORTICULTURE = "Hopefully this version is less wordy.", BOOK_SLEEP = "I haven't had a real sleep in... ages.", BOOK_BRIMSTONE = "I've had enough fire and brimstone for one eternity.", BOOK_FISH = "I suppose I'll eat for a lifetime, then? Somehow I doubt it.", BOOK_FIRE = "Ah. Based on the librarian's own observations, I take it?", BOOK_WEB = "As if spiders are what you should be worried about here.", BOOK_TEMPERATURE = "I'm always cool and collected.", BOOK_LIGHT = "Taking some inspiration from the Codex, are we? I'm flattered.", BOOK_RAIN = "What's a ritual without a little showmanship? Surely a prop or two?", BOOK_MOON = "We've come this far, no point in stopping our meddling now.", BOOK_BEES = "Perhaps now the bees will serve me.", BOOK_HORTICULTURE_UPGRADED = "Hopefully this will mean less time relegated to the garden.", BOOK_RESEARCH_STATION = "Hmph. It doesn't hold a candle to the secret knowledge I possess.", BOOK_LIGHT_UPGRADED = "Now she's just showing off.",
  4. I'm proud to present a second fan-made Character Refresh mod that changes Wickerbottom to be somewhat similar to her DST counterpart. This mod adds new books, which totals to 21! Already existing books get new effects and reworks as well. This mod, sadly, requires that you own all DLCs to be played without any problems. Below is a list of what's changed and what's added: Wickerbottom now has 125 health, Wickerbottom gains 0 health from stale and spoiled foods, Wickerbottom can now craft 15 additional books, Wickerbottom's books will not disappear if you change character. Books can only be read by Wickerbottom (a configuration option for Wickerbottom's books to be read by Maxwell has been added). Below is a list of all her books and what they do: Birds of the World - Unchanged Applied Horticulture - Unchanged Sleepytime Stories - Unchanged On Tentacles - Cannot be read while riding a boat. The End is Nigh! - Will spawn 16 lightning strikes at random that will damage enemies for 68 to 100 damage at random, will not set things on fire anymore and will not damage Wickerbottom. Joy of Volcanology - Can now be crafted on all worlds. Ode of Arms - Reading it will ally all nearby Pig Guards for 8 minutes. Tempering Temperatures - Will lower the Player's wetness to 0 and set their temperature to 35. Lux Aeterna - Will spawn a beam of light on the Player that will last for 8 minutes. Practical Rain Rituals - Will start and stop rain including Hamlet's fog. Necromancy Grimoire - Will spawn 3 friendly ghosts that will follow the Player and fight for them. Conquer Arachnophobia - Will spawn a turf of web on the Player's feet that will slow down enemies. Pyrokinetics Explained - Will extinguish all nearby flames. Apicultural Notes - Will spawn 3 beehives near the player with a 15% chance to spawn a killer beehive instead. The Angler's Fishing Guide - If read near a pond, shoal or tidal pool 2-4 fish will spawn out of said pond. Fertilizer Compendium - Will fertilize all withered and barren plants nearby. The Woodcutter's Manual - Once read it will cut down 15 trees near the Player. Cartography, Abridged - Will reveal a small radius on the Player's map. Cartography, Expanded - Will reveal a large radius on the Player's map. The Catalyst of Doom - Will enable and disable the Aporkalypse once read. Lady Fortuna's Touch - Play a game of luck, you have a 33% chance to get a Gold Nugget(RoG), a Dubloon(SW) or an Oinc(Hamlet), if you fail the roll then you have an additional 15% chance to get a random gem (for RoG, SW) or a Tenpiece/Centapiece Oinc(for Hamlet) if that check fails as well then the Player will take 8 damage, this game of luck will play 6-8 times. Other recipes introduced in this mod: Bookcase - Works as a chest that only accepts books and papyrus, books will regain +1% durability every 30 seconds Warding Necklace - Lasts for 18 minutes it is crafted next to an Ancient Pseudoscience when equipped nightmare creatures will be neutral against the Wickerbottom, if worn by characters other than her then the amulet perishes 800% faster (2 minutes). A huge thanks to Whyro for his amazing new artwork for the new books! Another thanks to Leonardo Coxington for allowing me to use his artwork from Hallowed Forge for a book. As of right now I am awaiting feedback on what can be changed or what new books can even be added. Thank-you for reading and have a good day.
  5. A Wickerbottom inspired Refresh mod may be underway for solo Don't Starve...
  6. Mx Instant-Noodles, can you tell me if you know in which anim folder is Wickerbottom's new finger? I'm trying to port over her idle animation to DS.
  7. Does anyone have the anim folder of Wheeler before she got her new look? I'm talking about this Wheeler:
  8. Holy moly! I've never seen this boon before, but I'm not complaining!
  9. I made the Armor's Absorption be based on the Armor's Durability (Health) instead of the Player's Sanity, it's much easier and I thought game-play wise it looks a lot more fun. As of right now the code I'm using to change the armor's absorption is this: local function UpdateAbsorption(inst, owner) if inst.components.armor.condition >= TUNING.ARMOR_GHOST*0.75 then inst.components.armor:SetAbsorption(0.75) elseif inst.components.armor.condition >= TUNING.ARMOR_GHOST*0.5 and inst.components.armor.condition < TUNING.ARMOR_GHOST*0.75 then inst.components.armor:SetAbsorption(0.85) elseif inst.components.armor.condition > TUNING.ARMOR_GHOST*0.25 and inst.components.armor.condition < TUNING.ARMOR_GHOST*0.5 then inst.components.armor:SetAbsorption(0.90) elseif inst.components.armor.condition <= TUNING.ARMOR_GHOST*.25 then inst.components.armor:SetAbsorption(0.95) end end And I haven't met any problems yet. (I made the armor go through this function automatically when you equip the armor, when you take damage and when you load in the game)
  10. I didn't mention it before but this mod is being worked for DS and your code worked like a charm! Thank-you!! If it's possible and you have the time I'd like to ask your help for another matter with another armor my mod introduces. This armor (armor_ghost) is supposed to update its Absorption amount based on the player's sanity (if owner's sanity is 100% the armor gives 60% protection, if sanity=75% then 75% protection, if sanity=0.5 then 80% protection and last if sanity=0.25 then 95% protection) What I've tried to do is this: Also the TUNING values I've set on another file: local TUNING = GLOBAL.TUNING TUNING.ARMOR_GHOST = 2000 TUNING.ARMOR_GHOST_ABSORPTION = .7 TUNING.ARMORGHOST_ATKCHANCE = .33 TUNING.ARMORGOST_ATKDMG = 34 I'm still working on it, maybe I can find some solution on some other in-game item, right now the game crashes and the log says: armor_ghost.lua:7: attempt to index local 'owner' (a nil value) I hope you can help. Thanks again for helping me with the original problem (I will credit you on the mod page once it gets released, unless it's against your wishes to use your name.) EDIT UPDATE 1: I had no idea how to make it work with the player's health, so I decided to make the absorption change based on the armor's own health! And it seems to have worked. This is the code I came up with: local function UpdateAbsorption(inst, owner) if inst.components.armor.condition >= TUNING.ARMOR_GHOST*0.75 then inst.components.armor:SetAbsorption(0.75) elseif inst.components.armor.condition >= TUNING.ARMOR_GHOST*0.5 and inst.components.armor.condition < TUNING.ARMOR_GHOST*0.75 then inst.components.armor:SetAbsorption(0.85) elseif inst.components.armor.condition > TUNING.ARMOR_GHOST*0.25 and inst.components.armor.condition < TUNING.ARMOR_GHOST*0.5 then inst.components.armor:SetAbsorption(0.90) elseif inst.components.armor.condition <= TUNING.ARMOR_GHOST*.25 then inst.components.armor:SetAbsorption(0.95) end end local function OnLoad(inst, data) UpdateAbsorption(inst) -- When the Player loads back in the armor will check its durability and absorption end local function OnTakeDamage(inst) UpdateAbsorption(inst) -- Everytime the armor gets hit it will recheck its condition and then apply the appropriate absorption end
  11. Hello! I'm trying to make a body armor that will absorb 0% of all damage dealt to the player (but the armor's durability will lower based on the damage dealt by the enemy) and will make the player lose 20 health (with the additional damage dealt by the enemy). Why do I want a painful armor like that? Well I made it so that equipping said armor will make the player deal 50% more damage, but the cost is that the player should use this if they're confident they can kite well. (This code for the extra damage has already been done) Can anyone help me? Thanks for reading, -mathem99
  12. I've already tried loading the inventory images as ATLAS_BUILD but it didn't work sadly.