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About Jjmarco

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Don't Starve Together
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  1. @absimiliard, You won't need to, the bug got fixed in the last update. (Also it's \32, not /32)
  2. What... is this!?

    @cezarica, Isn't that Wilson sitting on the Nightmare Throne from the adventure mode of DS?
  3. @Nofew, @rezecib, Meanwhile you could use the character code for spaces, '\32'
  4. @Nofew, If you add '-console' to the launch options of the server, you can input commands in the shell, and so you can use c_announce(). There's also c_announce("message", [time in seconds]) for sending periodic messages.
  5. @Safey, Yeah, I noticed that too. I don't think there is a way to properly attach it to the tip of the tail without doing custom animation. Unless there is a "tip of the tail" symbol or something like that, but I can't really help you beyond that. Sorry!
  6. @Safey, Try this: inst.tailfire.Follower:FollowSymbol(inst.GUID, "tail", -60, -110, 0)
  7. @Safey, No, this goes in your Charmander's prefab, in master_postinit. torchfire already exists as a prefab, you just have to spawn it. You don't have to change anything about the anim folder. I'm not sure, because I've never used Spriter, but I think you have to put, instead of <symbol>, the name of the part of the character that you want the fire attached to. Maybe try "tail" ?
  8. @Safey, You could use the torchfire prefab, which holds the fire of the torch. You also get a neat particle effect bonus! Here's how you could do (this is how torches work): inst.tailfire = SpawnPrefab("torchfire")inst.tailfire.entity:AddFollower() -- adds follower attribute to the fireinst.tailfire.Follower:FollowSymbol(inst.GUID, <symbol>, 0, 0, 0)Now I have next to no experience with Spriter, so I don't know if there is a 'tail' symbol or something like that. But instead of <symbol>, you have to put the name of the symbol you want the fire to follow. Instead of '0,0,0' at the end, you can specify an offset to make the fire aligned with the tip of the tail. You might want to listen for the "ms_becameghost" and "ms_respawnedfromghost" events, to hide/show the fire when your character dies/is resurrected. You can use the same code as WX-78, it should work. You'll just have to add your own condition if the player is wearing a specific piece of clothing (the umbrella already does that for WX-78, negates all rain damage). Here's WX-78's code, which I modified to work with your character (to put above common_post init and master_postinit): And in master_postinit, what calls these functions: inst.damage_time = 3 -- same as WX-78inst:WatchWorldState("israining", onisraining) -- trigger health loss if it starts rainingonisraining(inst, TheWorld.state.israining) -- let's check right now, in case the player spawns and it already rains.I don't know what you consider dry clothing, so I made it so any body slot item that has the "waterproof" tag will render your character immune to rain damage.
  9. @Kzisor, of course, the chat! I'll look into the code for the chat (and that mod). Thank you. I hope Klei will one day add support for sending data to the server the same way netvars do.
  10. @Kzisor, hm, so I checked out the thread where you helped Purswader. If I understand correctly, this code, as a client, will send a request for doing the SETDOG action on the server, right? If so, I think that RPCs aren't actually the solution to what I want to do. I want clients to be able to send strings to the server, to then change the description of a sign, for instance. Essentially the opposite of a netvar. Is that possible?
  11. @rezecib, could you say more about RPCs? In my mod, clients need to send some data occasionally, and, unless there is another clever way, I think I have to use one. I've looked at the game's code but I can't seem to understand how they really work, and how I could hijack one.
  12. @mikey99222, I don't see any problems on this log.
  13. @mikey99222, Still line 50: STRINGS.CHARACTERS.MICHAEL is not defined. And please, don't multi-post, use the Edit function.
  14. @mikey99222, those lines are under a return! After a return, none of the code under it will be interpreted. That's why you get that error, because nothing should be there. Just put them above the return.
  15. @mikey99222, this has nothing to do with those warnings. The error I see is "[string "../mods/michaelwand/scripts/prefabs/wand.lua"]:50: '<eof>' expected near 'STRINGS'". Something in wand.lua at line 50 isn't right. You may have made a syntax error at this line.