neahxx

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About neahxx

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  1. Thank you so much, I'll speak to my skin designer about this right away, If I have any more questions, I'll leave them here.
  2. Hello, my name is Mercy. I'm starting work on the Spekkle mod for updating it to be feature complete. I am having issues accessing the exported files for the graphics as I'm not familiar with graphic design and am commissioning someone else to do so for myself. But they are having issues accessing those files using the Krane editor. (Otherwise known as, ktools) I'm looking for an efficient way of attaining the exported character graphics. Or someone capable of helping to do so! I'll upload the files below for your convenience. Below will be the most recent revision of the files as of now and will include other code I am working on. workshop-739427018.zip
  3. The following should work if you put it into your modded character's, master_postinit function. This detects whether or not it is day each time period, then acts accordingly. local function damagedbydaylight(inst) if TheWorld.state.isday then inst.components.health:DoDelta(-1) end end inst:DoPeriodicTask(10, damagedbydaylight(inst)) But I recommend tweaking the following values to your liking. inst.components.health:DoDelta(-1) --The amount of damage inst:DoPeriodicTask(10, damagedbydaylight(inst)) --The time until being damaged during day (In seconds) I have a quick question though. Do you intend to do this for when it is day or just when the character is in the sunlight. If the later, then it will require putting additional code to check if the character is in the sunlight, rather than just checking if it is day.
  4. Hello, my name is Mercy. I'm working on a mod character named Gwen, the Faithful whom I'm programming. Whereas I'm hiring an artist to produce the artwork. My main issues are that I don't know how to get a few of the perks finished. As well as need references to characters with some of the other perks. Below I will list my character's perks in detail, with a checklist above the detailed explanation. In addition, I will give a character biography. Character Bio: 150 Health, 150 Hunger, 200 sanity. Has been here before. Hence knows most things about the DST world, as well as aware of the cast of characters. Is a vegetarian and a peace loving person. Hence is against hurting creatures. Is a masochist and amused by her own pain. Is clever with references to other worlds. Green = Done; Purple = Uncertain; Red = Incomplete Has been here before: Can craft Night tools by default. (In Sight tab) Can craft Rickidy Staff by default. (In Sight tab) Knows first science level by default. Still requires level 2 science station. Knows first magic level by default. Still requires level 2 magic station. Cooks in half the time. Picks things in half the time. Un-named Perk: Regenerates health at the cost of hunger, if already damaged. (+2 Health & -1 Hunger per minute) A little bit awry: Is a vegetarian. Scared of non-nightmare aggressive creatures. (Rate of Wolfgang) Loses sanity upon killing friendly creatures. (-5 sanity per kill) Starting Items: Starts with a Rickidy Staff. Starts with 1 Hounds Tooth. Starts with 2 Twigs. Starts with 2 Nightmare Fuel --- --- --- --- --- --- --- --- Can craft Night tools and Rickidy Staff by default: (Working on adding the custom crafting tab) File: modmain.lua AddRecipe("rickidystaff", {Ingredient("twigs", 4), Ingredient("boneshard", 1), Ingredient("nightmarefuel", 1)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightaxe", {Ingredient("twigs", 1), Ingredient("boneshard", 1), Ingredient("nightmarefuel", 1)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightpickaxe", {Ingredient("twigs", 2), Ingredient("boneshard", 1), Ingredient("nightmarefuel", 2)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightshovel", {Ingredient("twigs", 2), Ingredient("boneshard", 1), Ingredient("nightmarefuel", 2)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nighthammer", {Ingredient("twigs", 3), Ingredient("boneshard", 1), Ingredient("cutgrass", 6), Ingredient("nightmarefuel", 1)}, RECIPETABS.TOOLS, GLOBAL.TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightpitchfork", {Ingredient("twigs", 2), Ingredient("boneshard", 1), Ingredient("nightmarefuel", 2)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightmachete", {Ingredient("twigs", 1), Ingredient("rope", 2), Ingredient("boneshard", 1), Ingredient("nightmarefuel", 3)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("rickidystaff", {Ingredient("twigs", 4), Ingredient("houndstooth", 1), Ingredient("nightmarefuel", 1)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightaxe", {Ingredient("twigs", 1), Ingredient("houndstooth", 1), Ingredient("nightmarefuel", 1)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightpickaxe", {Ingredient("twigs", 2), Ingredient("houndstooth", 1), Ingredient("nightmarefuel", 2)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightshovel", {Ingredient("twigs", 2), Ingredient("houndstooth", 1), Ingredient("nightmarefuel", 2)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nighthammer", {Ingredient("twigs", 3), Ingredient("houndstooth", 1), Ingredient("cutgrass", 6), Ingredient("nightmarefuel", 1)}, RECIPETABS.TOOLS, GLOBAL.TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightpitchfork", {Ingredient("twigs", 2), Ingredient("houndstooth", 1), Ingredient("nightmarefuel", 2)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") AddRecipe("nightmachete", {Ingredient("twigs", 1), Ingredient("rope", 2), Ingredient("houndstooth", 1), Ingredient("nightmarefuel", 3)}, RECIPETABS.TOOLS, TECH.NONE, nil, nil, nil, nil, "rickidy_healer") Knows first science and magic level by default, yet requires second level crafting stations: (Working on displaying the next level of locked recipes) File: gwen.lua inst:DoTaskInTime(0, function(inst) for k, v in pairs(AllRecipes) do if v and v.level and v.builder_tag == nil and (v.level.SCIENCE == 1 or v.level.MAGIC == 2) then inst.components.builder:AddRecipe(v.name) inst:PushEvent("unlockrecipe", { recipe = v.name }) end end end) Cooks in half the time: (I need a reference for this) ... Picks things in half the time: (I need a reference for this) ... Regenerate health at the cost of hunger if already damaged: (I need a reference for this) ... Is a vegetarian: (Feedback is appreciated) File: gwen.lua inst.components.eater:SetDiet({FOODGROUP.OMNI}, {FOODGROUP.OMNI_NOMEAT}) Scared of non-nightmare aggressive creatures: (I need help with this) ... Loses sanity upon killing friendly creatures: (I need a reference for this) ... Starting Items: File: gwen.lua local start_inv = { "rickidystaff", "twigs", "twigs", "twigs", "houndstooth", "nightmarefuel", "nightmarefuel", "nightmarefuel", } I will frequently update this post as I make progress on each aspect of the character. Thank you very much for reading! Gwen The Faithful.zip