• Content Count

  • Joined

  • Last visited

Community Reputation

3 Neutral

About SecretlyAPotato

  • Rank
    Junior Member

Recent Profile Visitors

206 profile views
  1. Oh thank you once again! I haven't tried it yet but it sounds simple enough, so I don't think I'll have an issue
  2. Whenever I go into my custom state(which is just a slightly edited play_horn state) My game crashes with: Attempt to index field 'inventory' (a nil value) the code (in my modmain)
  3. I appreciate the help, I really do. Anyway, because I assume it completely replaces the anim for all items that use it, I put the code in my modmain, and... [string "../mods/DeadCells_Mod/modmain.lua"]:173: attempt to call global 'ActionHandler' (a nil value) Also, sorry for the late responses I've got a bit going on. And also I forget to do things.
  4. Why thank you good sir! Now, I'm still very new to modding, so quick question. Do I put this in the modmain or my item prefab? edit: On second thought let me just experiment first and I'll ask for help if I need it
  5. I'd like to override the staff spellcasting animation with the horn animation
  6. And perhaps how I could refill it at a pond for example. The mod I'm working on in case you're curious :)
  7. I'll update this when I have more art to showcase.
  8. So i'm in the process of making a character mod based on the game Dead Cells, by Motion Twin (Great game, check it out if you haven't already) and I'd like some input from the community. I'd just like to know if the art style matches the game and/or receive any constructive criticism for the art I have thus far. I apologize if this is in the wrong sub-forum Note: I am not a modder by any means, so I have no idea how to program, and I have no idea what ideas I have WILL work, and what WON'T work. With that said, if there are any programmers that are interested in helping sometime in the future, I would be absolutely grateful! This is a mod I would love to see in DST. The Beheaded [Character] (WIP Art) Stats - To be determined Mechanics - - Enemies killed around you have a chance of dropping a Cell; bosses guaranteed drop of (?)x cells. Cells can only be stored in player's inventory, or special container upon death, all cells will despawn from inventory ;your skeleton will turn to ash; can revive from skeletons Guillain [NPC] This is unfinished, but pretty close to being done. I would like to do some adjustments so that the body parts are proportional to the other characters of DST. Note: I will be redoing the art for torso/pelvis, also arms are placeholder This is merchant. He will provide mutations (semi permanent augments/perks) in exchange for Cells (resource) you can only have 3 mutations at once You'll lose all mutations upon death Mutation Examples: Dead inside: Increase health by (?)%, however, food cannot heal you Efficient!: Reduce durability used on weapons Health Fountain (full/empty) [Structure (uncraftable)] This will be a structure used to refill the health flask (character exclusive item). One use -- will replenish over some amount of days Teleportation Tombstone - One-way teleport directly to merchants and health fountain Frantic Sword - If your health is lower than 50% it does more damage The Collector [NPC] - WIP art Trades weapons and upgrades for cells Cells [resource/currency] What's Planned? (?) = uncertain - More weapons from the game - (?) Shields - Health flask: Character exclusive. cannot hold more than one. Can be upgraded (?). Other characters either cannot pick up, or only negative effects when used by them. - (?) Bosses //-- I don't know what it is about the bosses but for some reason I suck at drawing them, though I've only tried to draw 1 of the 3 potential bosses, so maybe I'll have better luck with the other 2 Truth be told, I won't be able to post more updates often, as there are things in my life preventing me to work on it. Probably gonna take a good 6ish months again, if at all. Thank you for viewing my post! Please enjoy this gif of my attempt to mimic the DS's animation (definitely needs some tweaks)
  9. So I start a game with RoG and SW compatible and go to day 30ish no problems whatsoever, although I haven't been seeing any ship wrecks on the RoG world that I can hook in to get the parts required to make the seaworthy. But that's not the problem (Well it is, but I wasn't worried about it). So I decide to go into a cave for the first time that save to look for lightbulbs to refuel my miner hat. It was winter before I went in, but as soon as I leave, it started the next season, everything was darker (day was just as dark as dusk), the ambient sounds took on those of SW with constant waves and and some really annoying bird sounds. Also each season was changed to about 5 days each. I hope this makes sense.. I'm really bad at explaining things.