Foxrai

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  1. @Gaby from what I know there is such mod already - I think I saw character called "Wolf" It was quite nice PS. UPDATED Wayrra ^^
  2. @rezecib, Looks like this now: local common_postinit = function(inst) inst.soundsname = "wendy" inst:AddTag("sanityorb_builder")endand recipe is modified to this: someitem_recipe.sortkey = -8812221 (are you sure I add "-" in it?) Doesn't seems to work :/ But I must admin I haven't found RecipeIsValid part for DST ROG characters.. :/ they are pretty plain comparing to normal DS characters in DST..
  3. DST ROG... ok will check that out. I kinda compared only Wickerbottom. So when the character has for example tag: book_builder, then only this character will be able to build "book" item? So in general - the safest way is to set sortkey for like 50 or 100? And It will show up under everything else? Like any high numer shot, so nothing in different mod will argue with it?
  4. For Don't Starve Together, I have a recipe, as a part of character mod. It's placed in modmain.lua. looks like this: local someitem_recipe = Recipe("someitem", {Ingredient("rocks", 10), Ingredient("log", 25), Ingredient("twigs", 8)}, RECIPETABS.TOWN, TECH.NONE)someitem_recipe.sortkey = 1someitem_recipe.atlas = resolvefilepath("images/inventoryimages/someitem.xml")STRINGS.RECIPE_DESC.SOMEITEM = "bla blablabla blah!"Like this, if mod is enabled, everyone on the server can make it. And the deal is - to make it ONLY the character the recipe comes from specific.So no other characters can craft it. I guess it's very simple, so sorry for stupid question -.-
  5. Nowhere is written that it is DST, so not - it's not. I will upload DST version today in the evening, as soon as I have time.
  6. Version 1.0.4

    3792 downloads

    Wayrra the Arctic Fox - Don't Starve and Don't Starve ROG Wayrra is a member of north fox tribe from far away lands. One feral day she get's dragged to Maxwell's world, during tribal event - Festival of Ancient Spirits, together with Wakkari the Red Fox of southern tribe. Did you want DSTogether version? http://forums.kleien...arctic-fox-dst/ HP: 140, Hunger: 150, Sanity: 210 *Freeze slower during winter *Can eat monster meat and spoiled meat *Can build create Sanity Orb, which increases sanity for fixed period of time *Eats only meat *Beefalo's hates her *Has her own weapon - Orb Staff *Tiny sanity from killing spiders UPDATE INFO: v 1.0.4 *Wayrra is running faster (same as Wakkari) *Staff is eating less sanity *Sanity orb now needs 1 fuel instead of 3 to be crafted __________________ LINKS you might like: Wayrra the Arctic Fox DS,ROG: http://forums.kleien...the-arctic-fox/ Wakkari the Red Fox DS,ROG: http://forums.kleien...ri-the-red-fox/ Wayrra the Arctic Fox DST: http://forums.kleien...arctic-fox-dst/ Wakkari the Red Fox DST: http://forums.kleien...he-red-fox-dst/ ALSO AVAILABLE THROUGH STEAM!
  7. Naa.. most chars just don't fit their style at all Just do little "censor" and it's good. Make her bra-made-of-leaves or something. Try to understand developers. There has to be SOME rule. And if we let some1 pass the rule a little... another person will pass the rule more.. another more... and more... and more. character has the style So I guess censoring it won;t kill it
  8. You know I'm terrible at coding many things but... @Kzisor did you notice Crestonia said it's in the modinfo?
  9. There is no really need to check the scale of just hat - ESCTemplate features Cat character right? Original HEIGHT of character head in Don't starve is the height of CAT HEAD + EARS. I guess You draw your char's head same big as cat had, but without the ears. This way You are just missing height on ur head. Compare scale: size torso to head of original Wilson to your char. Head is just too small. That's it. ESCTemplate Cat-head is based on circle shape (+ears) when original DS heads are based on (egg?), elipsoide. solution? Make your .png of head bigger/higher. (just the picture on it - keep the size of canvas unchanged!) Just look how small this char is comparing to the bush near.. ESCTemplate has GOOD size of torso,legs hands etc.. Head is too short.
  10. Introducing Wakkari, the Red Fox for DST http://forums.kleientertainment.com/files/file/1085-wakkari-the-red-fox-dst/ In next update: filling 50% of speech file (will be finished then) maybe adding new function to Bell Staff Hope you won't get any trouble with it, but if so - feel free to type it here
  11. Version 1.0.6

    2195 downloads

    Wakkari the Red Fox - Don't Starve TOGETHER version! Wakkari is a member of south fox tribe from far away lands. One feral day he get's dragged to Maxwell's world, during tribal event - Festival of Ancient Spirits, together with Wayrra the Arctic Fox of northern tribe. Mod made by: Base, graphics and general idea: Foxrai Hard coding and bugs fixing: Ysovuka http://steamcommunity.com/id/kzisor/myworkshopfiles/?appid=322330 (If You want to enjoy Your game even more - visit Yvo's page for marvellous mods!) Did you want version for DS/ROG? http://forums.kleientertainment.com/files/file/1072-wakkari-the-red-fox/ HP: 200, Hunger: 150, Sanity: 170 *Runs a bit faster *Can eat monster meat and spoiled meat *Can build up hound mound (which can be disadvatage is used uncarefully) *Eats only meat *Beefalo's hates him (probably for eating them...) UPDATE INFO: v 1.0.6 __________________ LINKS you might like: Wayrra the Arctic Fox DS,ROG: http://forums.kleientertainment.com/files/file/1095-wayrra-the-arctic-fox/ Wakkari the Red Fox DS,ROG: http://forums.kleientertainment.com/files/file/1072-wakkari-the-red-fox/ Wayrra the Arctic Fox DST: http://forums.kleientertainment.com/files/file/1103-wayrra-the-arctic-fox-dst/ Wakkari the Red Fox DST: http://forums.kleientertainment.com/files/file/1085-wakkari-the-red-fox-dst/ ALSO AVAILABLE THROUGH STEAM!
  12. Little update: We played a while, everything worked. But on second start of the game sudden error occured out of nowhere: [string "../mods/workshop-389385830/modmain.lua"]:70: attempt to call global 'resolvefilepath' (a nil value) No changes where made between games. Solution was adding this to modmain.lua: local resolvefilepath = GLOBAL.resolvefilepath Thank you @Kzisor and thank you @Dleowolf, who suggested last error correction here!
  13. @rezecib, Ops sorry my bad really o.o wish I could delete it now -.- Hmmm that might be the case - because when I read the tutorials I didn't really know if a character itself is an "entity" as well, or only items. So I take it now, as I just should add the same networking parts to character prefab, like I did with item prefab? That's the thing I didn't really understand from the above tutorials. Um.. breaking player_classified? Indeed I got a recipe in char prefab.. wow too many things to break stuff grrr... Sorry again ^^ no more garbage adding here.
  14. @rezecib, First of all - very great tutorial about mods! I guess I still don't get many things, but after reading all of these it sure did make some things clear. I might have a request to you tho :/ I triple checked everything in my mod (character + weapon) with Your tutorial here.. It seems ok. Every additions for from DS to DST seems on the place.. But something doesn't work - no crash or thing, but just like character statistics, components, so all skills, HP, hunger, sanity, eater etc... All are broken - not working for CLIENT, while HOST is all fine... *Custom item works fine tho. Just the character itself seems broken on DST, while working fine on DS and ROG... Any idea what can be wrong there? :/ Attaching my lua and logs from last login as a client... What stupid mistake did I make here? -.- I guess that might save others who does the same.. wakkari.lua log.txt
  15. Did everything you said :/ I guess I'll just pass on it for now... Checked it with 3 people. Everyone confirmed the same error :/
  16. @Kzisor, Hmmmm believe it or not.. But I just send Your zip to my friend and same added to my mods.. And still the same issue o.o Can this be just me? Tho I don't have ANY other mods installed apart from where's my beefalo o.o
  17. Complicated or not.. Still it works and doesnt work at once.. why? When Item is dropped on the ground - it shines! (lights on!) well it has square shape but still its light... When item is in hand - no light -.- Is that some functions order or thing ? :/ local assets={ Asset("ANIM", "anim/orbstaff.zip"), Asset("ANIM", "anim/swap_orbstaff.zip"), Asset("ATLAS", "images/inventoryimages/orbstaff.xml"), Asset("IMAGE", "images/inventoryimages/orbstaff.tex"),} local prefabs ={ "torchfire", "ice_projectile", "staffcastfx",} --ICE Staff functionslocal function onattack_blue(inst, attacker, target) if attacker and attacker.components.sanity then attacker.components.sanity:DoDelta(-TUNING.SANITY_SUPERTINY) end if target.components.freezable then target.components.freezable:AddColdness(1) target.components.freezable:SpawnShatterFX() end if target.components.sleeper and target.components.sleeper:IsAsleep() then target.components.sleeper:WakeUp() end if target.components.burnable and target.components.burnable:IsBurning() then target.components.burnable:Extinguish() end if target.components.combat then target.components.combat:SuggestTarget(attacker) if target.sg and not target.sg:HasStateTag("frozen") and target.sg.sg.states.hit then target.sg:GoToState("hit") end endend --Bell Staff functions basics + shinelocal function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_orbstaff", "swap_orbstaff") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal")end--light parameterslocal function fn(inst) inst.Light:SetIntensity(0.4) inst.Light:SetRadius(1) inst.Light:SetFalloff(0.9)endlocal function OnUnequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal")end local function fn(Sim) local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() local sound = inst.entity:AddSoundEmitter() MakeInventoryPhysics(inst) --light inst.entity:AddLight() inst.Light:SetColour(180/255, 195/255, 150/255) anim:SetBank("orbstaff") anim:SetBuild("orbstaff") anim:PlayAnimation("idle") inst:AddComponent("inspectable") -- lines 66-72 - ice staff weapon based with increased range inst:AddTag("icestaff") inst:AddComponent("weapon") inst.components.weapon:SetDamage(0) inst.components.weapon:SetRange(7, 11) inst.components.weapon:SetOnAttack(onattack_blue) inst.components.weapon:SetProjectile("ice_projectile") inst:AddComponent("characterspecific") inst.components.characterspecific:SetOwner("wayrra") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "orbstaff" inst.components.inventoryitem.atlasname = "images/inventoryimages/orbstaff.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) return instendreturn Prefab("common/inventory/orbstaff", fn, assets)
  18. Ye i just noticed my own stupid error -.- Fixed
  19. ye i just realized. + I don't want any ROG specified code parts... It has to be compatible with DS, ROG and DST so... working on "making" light
  20. what is the name for that? -.- I can't seem to find anything looking at least similar in DS lua files.. Guess it's inside of something like all staffs are in one file... looking for
  21. I ll check it out Didn't think of that. Reading what you linked here - nice piece of information! Least for modding-noobs like myself o.o Thank you ^^
  22. related to weapon - let's say a spear for now. Shining spear. for now. Yes I did.. When I remove any of them It will just stop emitting the flames... but ALSO it stops giving any light aura.. I thought using lightbulbs code will be handy here but it doesn't work either... Hehe ye thank you for pointing it out. YET it's Don't Starve + ROG version
  23. I want to make shining hand item - weapon kind. My base was lightbulb at first, and then "torch" but there came an little issue... I tried following codes: local assets={ Asset("ANIM", "anim/orbstaff.zip"), Asset("ANIM", "anim/swap_orbstaff.zip"), Asset("ATLAS", "images/inventoryimages/orbstaff.xml"), Asset("IMAGE", "images/inventoryimages/orbstaff.tex"),} local prefabs ={ "torchfire",} local function fn() local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_orbstaff", "swap_orbstaff") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") inst.fire = SpawnPrefab( "torchfire" ) --inst.fire.Transform:SetScale(.125,.125,.125) local follower = inst.fire.entity:AddFollower() follower:FollowSymbol( owner.GUID, "swap_object", 0, -110, 1 ) end local function OnUnequip(inst, owner) inst.fire:Remove() inst.fire = nil owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() local sound = inst.entity:AddSoundEmitter() MakeInventoryPhysics(inst) anim:SetBank("orbstaff") anim:SetBuild("orbstaff") anim:PlayAnimation("idle") inst:AddComponent("inspectable") inst:AddTag("sharp") inst:AddComponent("weapon") inst.components.weapon:SetDamage(48) inst:AddComponent("characterspecific") inst.components.characterspecific:SetOwner("wayrra") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "orbstaff" inst.components.inventoryitem.atlasname = "images/inventoryimages/orbstaff.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) return instendreturn Prefab("common/inventory/orbstaff", fn, assets)I also tried the lightbulb one but didn't work at all.. local light = inst.entity:AddLight()light:SetFalloff(0.7)light:SetIntensity(.5)light:SetRadius(1)light:SetColour(230/255, 230/255, 100/255)light:Enable(true)After using torchfire the item does shine when Equipped and stops when not equipped but you know how the torch/willow lighter looks - it has FIRE ANIMATION (yellow sparks, flames thing following the torch stick) Is there anyway to remove showing of flames and leaving only LIGHT? I tried commenting out some lines but effects where like: NO LIGHT AT ALL or LIGHT + FLAMES visible -.- Guess I'm lost :/