Dragon Wolf Leo

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  1. It's also probably a style thing. At this point, making anthropomorphic characters is my style.
  2. Why not? It's good to put variety in characters.
  3. Version 1.1/1.2

    1420 downloads

    "I'm a squirrel! Just a normal, fluffy squirrel. But...why do I have these memories of being something else?" Version 1.1 Don't Starve Vanilla, Reign of Giants, and Shipwrecked Version 1.2 Don't Starve Together This mod adds Ron as a playable character for Don't Starve and Don't Starve Together. STATS Hunger: 150 Health: 250 Health Absorption: 50% Sanity: 100 JINX The mod adds a jinxing mechanic to the game, in which completing various tasks, such as mining a boulder or picking a berry bush, can trigger a hostile creature spawn, or even an ambush event. Most jinx effects will result in the player taking damage easier. However, Ron has increased health and defense to balance this out. The jinx can also affect nearby players and entities that are not protected with luck-giving items. The jinx itself can be hindered if the victim is protected by luck. The jinx also changes and adds new behaviors to the game. The most common effect is hostile mobs having a preference to the victim over other entities, along with having an increased targeting range. Spawners are also affected. For instance, spider dens have a tendency to spawn a tougher variant of the spider, the spider warrior. Also, meteors will target the victim, accompanied with aggressive frogs. Ron can also build a doll of himself, called the Jinxed Doll, that retains his jinxing effects. Its usage includes being an alternative target for hostile mobs, or allowing characters other than Ron to experience the jinx's effects. LUCK Clovers are the main way of combating Ron's jinx. Ron has an increased chance to find clovers over other characters, making him efficient at clover hunting. A number of luck giving items have been added to the game, most, if not all, requiring clovers as crafting ingredients. These items have the ability to prevent the jinx. ITEMS Jinxed Doll Ron-specific recipe Recipe: Beefalo Wool x4, Catcoon Tail, Wet Goop x4 Gives bad luck when held in inventory. Prefered target to hostile mobs. Clover Found randomly picking flowers, cave ferns, and tumble weeds, and chopping trees. Clover amulet increases chance of finding. Increased chance to be found by Ron. Increased chance to be picked in rain or spring. Increased chance to be picked every seventh day. Prevents jinx when held in inventory. Olives Found randomly picking berry bushes and tumble weeds, and chopping trees. Clovers increase chance of finding. Increased chance to be found by Ron. Increased chance to be picked in summer. Potted Clover Requires Science Machine Recipe: Cut Stone, Clover Protects an area from jinx. Marble Clover (Don't Starve) Requires Alchemy Engine Recipe: Marble, Clover Protects an area from jinx. Fireproof. Obsidian Clover (Don't Starve Shipwrecked) Requires Alchemy Engine Recipe: Obsidian x3, Clover Protects an area from jinx and volcanic meteors. Moonrock Clover (Don't Starve Together) Requires Alchemy Engine Recipe: Moon Rock x3, Clover Protects an area from jinx and meteors. Clover Amulet Requires Prestihatitor Recipe: Gold Nugget x3, Clover Prevents jinx when worn. Increases chance to find clovers and olives. Guardian Amulet Requires Prestihatitor Recipe: Gold Nugget x3, Clover x3, Moon Rock Transfers damage of nearby players, followers, and companions to wearer. 40% damage absorption. Wearer becomes a prefered target to hostile mobs. Peace Amulet Requires Prestihatitor Recipe: Gold Nugget x3, Clover x3, Olives x3 20% damage absorption. Wearer becomes less targeted by hostile mobs. Wearer's damage reduced by 50%. Leprechaun Hat Requires Prestihatitor Recipe: Gold Nugget, Clover x4, Silk x4 Prevents jinx. Gives chance to randomly find gold nuggets.
  4. @rons0n, it looks like the x and y pivots were mistakenly defined in the animation data. I usually delete those, but for some reason Spriter added those back in. I will delete them again.
  5. Version 1.0.1/1.2.3

    6393 downloads

    For Don't Starve, Reign of Giants, and Don't Starve Together. This mod adds music tracks for dusk and night for each season. You can also configure whether you want music to play continuously or only when working. Music:
  6. Food spoilage penalties aren't working. I think I found the cause in edible.lua. A typo. self.degrades_with_spolage = true
  7. The DST version will be worked on once Reign of Giants gets added. EDIT: Done.
  8. Version DS1.3.3/DST1.4

    4455 downloads

    "I've saved a friend from death, but at what cost? I can no longer be with him without endangering his life." This mod adds Nedelya as a playable character for Reign of Giants, Shipwrecked, and Don't Starve Together. She has custom dialogue and a custom voice. Version 1.3 for Don't Starve Reign of Giants and Shipwrecked. Version 1.4 for Don't Starve Together. STATS - Hunger: 150 - Health: 200 - Sanity: 200 DAMAGE MULTIPLIERS Nedelya - Normal/Cold: 0.75 - Warm: 1.25 - Hot: 2 Conductor Blade - Normal: 0.8x spear damage (x0.75 normal damage multiplier) - Warm: 2x spear damage (x1.25 warm damage multiplier) - Hot: 3x spear damage (x2 hot damage multiplier) - Cold: 4x spear damage (x0.75 normal damage multiplier) Nedelya is a wolf inflicted with a condition called "fireblood". She has an increased temperature (50 degrees higher), and can overheat in spring, summer, and autumn. This also prevents her from freezing in the winter. Heat and cold sources affect Nedelya 50% more, and also insulation slows down Nedelya's temperature rate 50% longer. Additionally, she can cool down by expelling the fires from her body. This is done by either attacking with her fist or Conductor Blade, setting the target on fire. Also, being attacked while not wearing armor will work. Rain is also helpful. Rain lowers Nedelya's temperature, and also gives summer insulation. She also doesn't lose sanity from wetness. In Shipwrecked, the temperature rate has been slowed when sailing the seas. Boosting on waves will also decrease Nedelya's temperature. Wind will also lower her temperature. Nedelya's damage multiplier changes with heat. She is strongest when she is hot. The Conductor Blade is Nedelya's special weapon, which also gets stronger when hotter. When warm or hot, the blade provides light. It also sets the target on fire, which immediately cools Nedelya down. It also gets stronger when cold, which freezes its target. This time I've given the character an actual story of how she ended up in the world of Don't Starve. ---------------------------------------------- TIPS - If starting in spring, summer, or autumn, it's a good idea to craft a straw hat and pretty parasol as soon as possible. - Players have extra summer insulation at dusk and night, and also extra insulation in caves. This is a normal Don't Starve mechanic. - More tips on dealing with overheating: http://dont-starve-game.wikia.com/wiki/Overheating
  9. I answered some of your questions I had time to. You can modify your character's eater component in wakkari.lua: -- Remove sanity penalty from foodinst.components.eater.Eat_orig = inst.components.eater.Eatfunction inst.components.eater:Eat( food ) if self:CanEat(food) and food.components.edible.sanityvalue < 0 then food.components.edible.sanityvalue = 0 end return inst.components.eater:Eat_orig(food)end I think it should look like this: item.atlas = resolvefilepath("images/item.xml") You want to modify their retarget function. This can be done by using AddPrefabPostInit in modmain.lua: -- Function to make beefalo hostile to characterlocal makeBeefaloHostile = function (prefab) if prefab.components.combat then local targetfn_orig = prefab.components.combat.targetfn local targetfn_new = function(inst) local target = nil -- First retarget normally if targetfn_orig then target = targetfn_orig(inst) end -- If no target found, target Wakkari if target == nil then target = GLOBAL.FindEntity(inst, GLOBAL.TUNING.BEEFALO_TARGET_DIST, function(guy) return not guy:HasTag("beefalo") and inst.components.combat:CanTarget(guy) and not guy:HasTag("wall") and guy.prefab == "wakkari" end) end return target end prefab.components.combat.targetfn = targetfn_new endendAddPrefabPostInit("beefalo", makeBeefaloHostile)
  10. There were a few syntax errors in the function sanitychange. There also isn't a WILSON_SANITY_MULT, so it should be 0.5. local function sanitychange(inst,data) if inst.components.sanity.current <= 50 then inst.components.combat.damagemultiplier = 1 else inst.components.combat.damagemultiplier = 0.75 endendlocal fn = function(inst) -- choose which sounds this character will playinst.soundsname = "wendy" -- Minimap iconinst.MiniMapEntity:SetIcon( "sari.tex" ) -- Statsinst.components.health:SetMaxHealth(150)inst.components.hunger:SetMax(120)inst.components.sanity:SetMax(100)inst.components.combat.damagemultiplier = 0.75inst.components.sanity.night_drain_mult = 0.5inst.components.sanity.neg_aura_mult = 0.5inst:ListenForEvent("SanityTsuki", sanitychange) end
  11. You either have to change the pivots in the scml's text, or change the eye's position in the png. Moving parts directly in Spriter will not work.
  12. Face 14 is the skeleton eyes, seen when getting struck by lightning in RoG. Face 23 seems to be an unimplemented emote.
  13. I have come up with a backstory of how she came to be, which parts are hinted by her in-game quotes. Her story involves a mechanization project malfunctioning and endangering her pack and destroying food sources. She had to resort to eating energy plants, which changed her. I would try to add a backstory of how she ended up in Maxwell's world, but I'm afraid of butchering DS lore.
  14. Parts being misaligned is usually caused by moving things around in the spriter, or by changing the canvas size without updating the dimensions in the .scml's text. The position of parts are determined by the pivot locations. Rendering errors are sometimes caused by an atlas size that tends to glitch out. This template usually renders slightly larger than the glitched size, so it could happen if someone makes some things smaller.
  15. You can also drag the files into the command prompt and separate them with spaces.
  16. The tutorial has been updated with information on how to get the mod tools.
  17. Version DS1.4.2/DST1.5.1

    6671 downloads

    This mod adds Rakky as a playable character for base Don't Starve, Reign of Giants, Shipwrecked, and Don't Starve Together. He has custom dialogue and a custom voice. Version 1.4.2 is for Don't Starve Version 1.5.1 is for Don't Starve Together Stats: - Hunger: 200 - Health: 150 - Sanity: 200 Rakky is an adventurous kangarcoon that is good with boomerangs. He is able to catch boomerangs automatically. He can also craft his own special boomerangs. Rakky's Boomerangs: Adventurang Recipe: Hound's Tooth x2, Log x3 Durability: 100 Rakky's basic boomerang. Does spear damage and last much longer than a regular boomerang. Featherang Requires Science Machine Recipe: Stinger x4, Crimson Feather x4, Jet Feather x4 Durability: 150 Faster than a regular boomerang. Carrotrang Requires Alchemy Engine Recipe: Carrot x4, Rope, Honey x4 Perish Time: 10 Days This boomerang has a perishing time instead of a durability. Slumberang Requires Prestihatitor Recipe: Azure Feather x4, Silk x4, Gold Nugget x2 Durability: 50 Makes targets fall asleep. Batarang Requires Shadow Manipulator Recipe (DS/RoG): Batwing x4, Living Log x2, Tentacle Spots Recipe (SW): Monster Jerky x4, Living Log x2, Snakeskin x2 Durability: 150 Absorbs health from targets. Catastrorang Requires Ancient Altar (DS/RoG); Requires Shadow Manipulator (SW) Recipe (DS/RoG): Thulecite Medalion, Walrus Tusk x2, Nightmare Fuel x4 Recipe (SW): Hound's Tooth x4, Purple Gem, Nightmare Fuel x4 Durability: 300 (DS/RoG); 150 (SW) Indicates when a hound or giant attack is about to happen. It is strongest in times of danger. Shipwrecked Boomerangs Flowerang Requires Science Machine Recipe: Bamboo x2, Petals x5, Palm Leaf x2 Perish Time: 4.5 Days Gives minor sanity increase, water resistance, and summer insulation. Brainerang Requires Alchemy Engine Recipe: Brainy Matter, Seashell x10, Electrical Doodad x3 Durability: 75 Hits multiple times automatically. --------------------- Rakky is part raccoon and prefers food stale for some reason. Fresh food is now considered unripe. Unripe food has stale food effects on hunger (66%) and health (33%), and spoiled food effects on sanity (-10 if sanity value > 0). Stale food has a 1.2x multiplier on hunger and 1.5x multiplier on health. --------------------- Rakky is too focused on adventure, so he is unobservant to incoming threats. Rakky will not get a warning of hounds, giants, krampus, or Charlie. --------------------- Tips: As Rakky, you'll likely will have prepare food ahead of time. Since Rakky doesn't gain sanity from eating unripe food, keeping sane could be a challenge. Sleeping becomes useful for recovering sanity if you have lots of food. Berries and vegetables spoil faster if cooked. Meats spoil faster when raw, though meats other than fish damage sanity when eaten raw. Raw fish is very useful (especially in Shipwrecked) since it spoils fast and is safe to eat. Additionally, food spoils faster when placed on the ground, though you would have to watch out for other mobs taking it.
  18. You didn't leave a space in "frosty rabbit" did you? I would imagine that causing an error. I haven't tried the helper file myself. I put it there at the request of the person who provided it. Could you check if the wallace.tex and wallace.xml has appeared in place of the esctemplate.tex and esctemplate.xml? I took a look at your mod on the workshop. You want to rename ghost_esctemplate_build as well.
  19. The template character by default shares the same animations as the standard characters. In order to add a new tail, you may need to give your character custom animations. It's not something I know much about doing, so you may need to check other tutorials if you're considering this. The only other alternative I can think of is drawing the tail in the hairpigtails slot instead, and of course this may mean changing image dimensions and pivot locations. This is actually something I did in an earlier version of my Zinnia mod, before I knew an actual tail slot existed. Hairpigtails-0 is only used in the front and back views, while hairpigtails-2 is only used in the profile view. This may result in the tail looking a bit "loose", since the pivots are pinned at the back of the head, but I personally don't think it's too jarring. Making the ghost an egg is an interesting idea. I love it. I have no idea how to edit a character's ghost speech. I don't even know where the speech file is. :/ Also, do you mind if I use your tutorial image for finding the mod tools?
  20. The alignment of parts is determined by the pivots, so moving around the parts in Spriter wouldn't work. There's also a certain atlas size that seems to glitch the template. If you made any part smaller or removed any part, there's a chance you have encountered that glitch.
  21. I've given plenty of space in the hair area, so I don't see that being much of a problem. Though, it's the tail that seems will be tricky. It seems possible, but it's likely going to require quite a bit of modification to the template. The tail is divided into six segments, though for your character, it seems that only one segment would be needed. Therefore you would only need tail-0 (normal) and tail-6 (skeleton). You'll likely need to change the dimensions and pivots for both of these by editing the .scml with a text editor. The pivots is what defines the position of each part. A pivot of 0 would be at one edge of the image, 1 at the opposite edge, and 0.5 at the center. For my example, I've increased the dimensions to a 300 by 300 square, and set the pivot to the exact center of the image. <folder id="14" name="tail"> <file id="0" name="tail/tail-0.png" width="300" height="300" pivot_x="0.5" pivot_y="0.5"/> <file id="1" name="tail/tail-1.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="2" name="tail/tail-2.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="3" name="tail/tail-3.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="4" name="tail/tail-4.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="5" name="tail/tail-5.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="6" name="tail/tail-6.png" width="300" height="300" pivot_x="0.5" pivot_y="0.5"/> <file id="7" name="tail/tail-7.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="8" name="tail/tail-8.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="9" name="tail/tail-9.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="10" name="tail/tail-10.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="11" name="tail/tail-11.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> </folder>The tail looks the same from all views, which could look weird from the side. But I'll leave that for you to decide. tail test.zip
  22. I managed to figure out how to do this for my character. This is what is in my modmain.lua. I hope this helps. local resolvefilepath = GLOBAL.resolvefilepathlocal TECH = GLOBAL.TECHlocal CUSTOM_RECIPETABS = GLOBAL.CUSTOM_RECIPETABSCUSTOM_RECIPETABS.BOOMERANGS = { str = "BOOMERANGS", sort = 998, icon = "boomerangtab.tex", icon_atlas = resolvefilepath("images/hud/boomerangtab.xml") }STRINGS.TABS.BOOMERANGS = "Boomerangs"local rakkyboomerang_recipe = Recipe("rakkyboomerang", { Ingredient("houndstooth", 2), Ingredient("log", 3) }, CUSTOM_RECIPETABS.BOOMERANGS, TECH.NONE, nil, nil, nil, nil, true)local rakkyboomerang_carrot_recipe = Recipe("rakkyboomerang_carrot", { Ingredient("carrot", 4), Ingredient("rope", 1), Ingredient("honey", 4) }, CUSTOM_RECIPETABS.BOOMERANGS, TECH.SCIENCE_TWO, nil, nil, nil, nil, true)local rakkyboomerang_feather_recipe = Recipe("rakkyboomerang_feather", { Ingredient("stinger", 4), Ingredient("feather_robin", 4), Ingredient("feather_crow", 4) }, CUSTOM_RECIPETABS.BOOMERANGS, TECH.SCIENCE_ONE, nil, nil, nil, nil, true)local rakkyboomerang_bat_recipe = Recipe("rakkyboomerang_bat", { Ingredient("monstermeat_dried", 4), Ingredient("livinglog", 2), Ingredient("tentaclespots", 1) }, CUSTOM_RECIPETABS.BOOMERANGS, TECH.MAGIC_TWO, nil, nil, nil, nil, true) -- TODO: Change "monstermeat_dried" to "batwing" when batilisks are re-implementedlocal rakkyboomerang_ruins_recipe = Recipe("rakkyboomerang_ruins", { Ingredient("nightmare_timepiece", 1), Ingredient("walrus_tusk", 2), Ingredient("nightmarefuel", 4) }, CUSTOM_RECIPETABS.BOOMERANGS, TECH.ANCIENT_FOUR, nil, nil, true, nil, true)rakkyboomerang_recipe.atlas = resolvefilepath("images/inventoryimages/rakkyboomerang.xml")rakkyboomerang_feather_recipe.atlas = resolvefilepath("images/inventoryimages/rakkyboomerang_feather.xml")rakkyboomerang_carrot_recipe.atlas = resolvefilepath("images/inventoryimages/rakkyboomerang_carrot.xml")rakkyboomerang_bat_recipe.atlas = resolvefilepath("images/inventoryimages/rakkyboomerang_bat.xml")rakkyboomerang_ruins_recipe.atlas = resolvefilepath("images/inventoryimages/rakkyboomerang_ruins.xml")-- Add new tabAddClassPostConstruct("widgets/crafttabs", function(class) if class.owner:HasTag("boomerangbuilder") then local v = CUSTOM_RECIPETABS.BOOMERANGS local k = #class.tab_order + 1 local tab_bg = { normal = "tab_normal.tex", selected = "tab_selected.tex", highlight = "tab_highlight.tex", bufferedhighlight = "tab_place.tex", overlay = "tab_researchable.tex", } class.tabs.spacing = 750/k local tab = class.tabs:AddTab(STRINGS.TABS[v.str], resolvefilepath("images/hud.xml"), v.icon_atlas or resolvefilepath("images/hud.xml"), v.icon, tab_bg.normal, tab_bg.selected, tab_bg.highlight, tab_bg.bufferedhighlight, tab_bg.overlay, function() --select fn if not class.controllercraftingopen then if class.craft_idx_by_tab[k] then class.crafting.idx = class.craft_idx_by_tab[k] end class.crafting:SetFilter( function(recipe) local rec = GLOBAL.AllRecipes[recipe] return rec and rec.tab == v end) class.crafting:Open() end end, function() --deselect fn class.craft_idx_by_tab[k] = class.crafting.idx class.crafting:Close() end) tab.filter = v tab.icon = v.icon tab.icon_atlas = v.icon_atlas or resolvefilepath("images/hud.xml") tab.tabname = STRINGS.TABS[v.str] class.tabbyfilter[v] = tab table.insert(class.tab_order, tab) endend)
  23. I'm assuming TUNING.LOLA_SANITY is not declared. Also, there's already a line that sets max sanity a few lines up.