osmRhodey

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Posts posted by osmRhodey


  1. ( ͡° ͜ʖ ͡°)

    Hello, my dear friends!~♪

    Long time no see, eh? I have been so massively busy, my apologies! Life just seems to do that.
    I hope all have been well. If you would ever like to keep up with me I do have a twitter! I will be updating that more frequently as well as going back to tumblr and making an actual art blog. [wow amazing]

    Anyways! Art for all you lovely people! Please feel free to hmu with any ideas you might have for me to draw, write, etc.

    TaTa!


    eets-sidebar.png

    [the DSTG twitter confirmed that Eets was actually Charlie this whole time!]Eets-charlie.png

    [drawpile session with @DextersComicLaboratory & @TrellyDawn]trell-propose to forest stalker.png

    [woodie blog's new profile picture cuz atrium and all lololol]
    woodie_profile-scared.png

    [sad under cut]

    Spoiler

    Lucy-B2.pngWoodie-D4.pngWoodie-D1.png

     

     

    • Like 4

  2. 5 minutes ago, Aquaterion said:

    I think modimport starts from ur mod folder, so i think it would have to be

    
    modimport("scripts/announcestrings.lua")

    or you should be able to use:

    
    RunScript("announcestrings")

     

    I'll try it, give me a moment! :)

    EDIT: All right I tried the first one and it works fine! Thank you! I had forgotten to tell it to go to the other folder!


  3. All right @rezecib here is the coding as promised and how it is with my mod along with small screenshots to show where stuff is located. Ignore the text being gibberish I had simply wanted to make sure it was reading the things I wrote.

     

    My modmain.lua coding with the modimport bolded

    Spoiler

    PrefabFiles = {
        "luce",
    }

    Spoiler

     

    Assets = {
        Asset( "IMAGE", "images/saveslot_portraits/luce.tex" ),
        Asset( "ATLAS", "images/saveslot_portraits/luce.xml" ),

        Asset( "IMAGE", "images/selectscreen_portraits/luce.tex" ),
        Asset( "ATLAS", "images/selectscreen_portraits/luce.xml" ),
        
        Asset( "IMAGE", "images/selectscreen_portraits/luce_silho.tex" ),
        Asset( "ATLAS", "images/selectscreen_portraits/luce_silho.xml" ),

        Asset( "IMAGE", "bigportraits/luce.tex" ),
        Asset( "ATLAS", "bigportraits/luce.xml" ),
        
        Asset( "IMAGE", "images/map_icons/luce.tex" ),
        Asset( "ATLAS", "images/map_icons/luce.xml" ),
        
        Asset( "IMAGE", "images/avatars/avatar_luce.tex" ),
        Asset( "ATLAS", "images/avatars/avatar_luce.xml" ),
        
        Asset( "IMAGE", "images/avatars/avatar_ghost_luce.tex" ),
        Asset( "ATLAS", "images/avatars/avatar_ghost_luce.xml" ),

    }

     

    local require = GLOBAL.require
    local STRINGS = GLOBAL.STRINGS


    -- The character select screen lines
    STRINGS.CHARACTER_TITLES.LUCE = "Lucy the Lost"
    STRINGS.CHARACTER_NAMES.LUCE = "Lucy"
    STRINGS.CHARACTER_DESCRIPTIONS.LUCE = "*Good in the outdoors\n*Has horrible memories\n*Quite Crafty"
    STRINGS.CHARACTER_QUOTES.LUCE = "\"Woodie, where are you?\""

    -- Custom speech strings
    STRINGS.CHARACTERS.LUCE = require "speech_luce"
    modimport ("announcestrings.lua") --Posted here as no matter where it went the server had crashed.


    -- The character's name as appears in-game 
    STRINGS.NAMES.LUCE = "Lucy"

    -- The default responses of examining the character
    STRINGS.CHARACTERS.GENERIC.DESCRIBE.LUCE = 
    {
        GENERIC = "It's Lucy!",
        ATTACKER = "That Lucy looks shifty...",
        MURDERER = "Murderer!",
        REVIVER = "Lucy, friend of ghosts.",
        GHOST = "Lucy could use a heart.",
    }

    -- --For Rezecib's Status Announcement mod. It is called over in his mod.
    -- GLOBAL.STRINGS._STATUS_ANNOUNCEMENTS.LUCE = {
            -- HUNGER = {
                -- FULL  = "fdg",     -- >75%
                -- HIGH  = "dfg",            -- >55%
                -- MID   = "dfgdfg",     -- >35%
                -- LOW   = "dfgdg",                 -- >15%
                -- EMPTY = "dfgh",             -- <15%
            -- },
            -- SANITY = {
                -- FULL  = "nfh",             -- >75%
                -- HIGH  = "hmjgh",                 -- >55%
                -- MID   = "hyt",                 -- >35%
                -- LOW   = "gjh",             -- >15%
                -- EMPTY = "hjgj",     -- <15%
            -- },
            -- HEALTH = {
                -- FULL  = "jtyj",     -- 100%
                -- HIGH  = "dfg",     -- >75%
                -- MID   = "fgh",             -- >50%
                -- LOW   = "dfg",     -- >25%
                -- EMPTY = "qew",     -- <25%
            -- },
            -- WETNESS = {
                -- FULL  = "zx",     -- >75%
                -- HIGH  = "yu",                    -- >55%
                -- MID   = "oui",                 -- >35%
                -- LOW   = "kuiy",         -- >15%
                -- EMPTY = "tfgh",                 -- <15%
            -- },
        -- }

    AddMinimapAtlas("images/map_icons/luce.xml")

    -- Add mod character to mod character list. Also specify a gender. Possible genders are MALE, FEMALE, ROBOT, NEUTRAL, and PLURAL.
    AddModCharacter("luce", "FEMALE")

    The announcestrings.lua file that is placed underneath my character's speech files

    Spoiler

    GLOBAL.STRINGS._STATUS_ANNOUNCEMENTS.LUCE = {
            HUNGER = {
                FULL  = "fdg",     -- >75%
                HIGH  = "dfg",            -- >55%
                MID   = "dfgdfg",     -- >35%
                LOW   = "dfgdg",                 -- >15%
                EMPTY = "dfgh",             -- <15%
            },
            SANITY = {
                FULL  = "nfh",             -- >75%
                HIGH  = "hmjgh",                 -- >55%
                MID   = "hyt",                 -- >35%
                LOW   = "gjh",             -- >15%
                EMPTY = "hjgj",     -- <15%
            },
            HEALTH = {
                FULL  = "jtyj",     -- 100%
                HIGH  = "dfg",     -- >75%
                MID   = "fgh",             -- >50%
                LOW   = "dfg",     -- >25%
                EMPTY = "qew",     -- <25%
            },
            WETNESS = {
                FULL  = "zx",     -- >75%
                HIGH  = "yu",                    -- >55%
                MID   = "oui",                 -- >35%
                LOW   = "kuiy",         -- >15%
                EMPTY = "tfgh",                 -- <15%
            },
        }

    An image of where the file is located which is in the scripts folder of the mod

    noJd3Lf.png