dragonacool

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About dragonacool

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  1. you are awsome. i want you to know that i will check this out later as im fairly busy today. but thank you sooo much
  2. ok forget my last post i got it to work. i noticed i had deleted a few things from the original wx87 prefab. now lets say my character starts out weak (like wolfgang) but instead of eating. he becomes "normal" after 10 or so days. and then after he became normal he is able to eat a certain item that will make him "mighty" and would stay these forms and not go back. also he wouldnt be able to craft the "electric staff" until he became mighty. would this be difficult to do. i was trying to figure it out, and i dont know how i would be able to get the 10 days to work and the item specifics for each stage of his "mightiness".
  3. omg thank you so much. ok so i got it working. but you were right about me getting destroyed. i used wx87's prefab as a base to cope with the lightning strike but its not working. but i honestly cant thank you enough. if only i can get the lightning strike to not do any damage to me. after this there is just a few more thinsg for this mod and it will be complete. if i ever get any other issues can i count on your help? if thats not to much trouble
  4. PrefabFiles = { "zapper","tm24", "tm24_projectile",}Assets = { Asset( "IMAGE", "images/saveslot_portraits/zapper.tex" ), Asset( "ATLAS", "images/saveslot_portraits/zapper.xml" ), Asset( "IMAGE", "images/selectscreen_portraits/zapper.tex" ), Asset( "ATLAS", "images/selectscreen_portraits/zapper.xml" ), Asset( "IMAGE", "images/selectscreen_portraits/zapper_silho.tex" ), Asset( "ATLAS", "images/selectscreen_portraits/zapper_silho.xml" ), Asset( "IMAGE", "bigportraits/zapper.tex" ), Asset( "ATLAS", "bigportraits/zapper.xml" ), Asset( "IMAGE", "images/map_icons/zapper.tex" ), Asset( "ATLAS", "images/map_icons/zapper.xml" ), Asset( "IMAGE", "images/avatars/avatar_zapper.tex" ), Asset( "ATLAS", "images/avatars/avatar_zapper.xml" ), Asset( "IMAGE", "images/avatars/avatar_ghost_zapper.tex" ), Asset( "ATLAS", "images/avatars/avatar_ghost_zapper.xml" ),}local require = GLOBAL.requirelocal STRINGS = GLOBAL.STRINGS-- The character select screen linesSTRINGS.CHARACTER_TITLES.zapper = "The Shocker"STRINGS.CHARACTER_NAMES.zapper = "Zapper"STRINGS.CHARACTER_DESCRIPTIONS.zapper = "*Super fast\n*Shocking Ranged attack\n*Only eats fruits and veggies"STRINGS.CHARACTER_QUOTES.zapper = "\"ZAPPER\""-- Custom speech stringsSTRINGS.CHARACTERS.ZAPPER = require "speech_zapper"-- The character's name as appears in-game STRINGS.NAMES.ZAPPER = "Zapper"-- The default responses of examining the characterSTRINGS.CHARACTERS.GENERIC.DESCRIBE.ZAPPER = { GENERIC = "It's Zapper!", ATTACKER = "That Zapper looks shocking...", MURDERER = "Murderer!", REVIVER = "Zapper, Glad you could give me a \"jump\"", GHOST = "Zapper could use a Jolt.",}AddMinimapAtlas("images/map_icons/zapper.xml")-- Add mod character to mod character list. Also specify a gender. Possible genders are MALE, FEMALE, ROBOT, NEUTRAL, and PLURAL.AddModCharacter("zapper", "MALE")
  5. just a pointer aswell. the code on line 45 of the projectile doesnt work i keep getting an error --:45: attempt to index field 'SoundEmitter' (a nil value)
  6. hey guys. i have a few questions. my mod is almost complete just having a few issues with some things. 1) is i cant seem to get the "over_charge" sound to play when the projectile is used. now do i place the sound in the projectile or the weapon that creates the projectile. 2)i have been looking around on trying to get the hunger to go down every time the projectile is used. again do i place this in the weapon or the projectile itself. every time i have tried either nothing happens or it crashes. i dont even know if im using the right code for it. 3) i have the code for the book" the end is neigh" in my projectile sequence. now when i use the weapon i hear the sound and the screen even goes dark indicating that the lightning happened. but i dont see it and it doesnt do anything to the surrounding area. 4)where is the "day" indicator stored. i would like my character to change animations on the tenth day. or when an item is used. this will change the players speed, health and hunger. how would i go about doing this. if you cant figure these outs its ok. im just really excited to get this mod complete as i have been working on it for a while now. Enclosed bellow is the weapon and the projectile if that helps (weapon) local assets={ Asset("ANIM", "anim/tm24.zip"), Asset("ANIM", "anim/swap_tm24.zip"), Asset("ATLAS", "images/inventoryimages/tm24.xml"), Asset("IMAGE", "images/inventoryimages/tm24.tex"), Asset("SOUND", "sound/wx78.fsb"), Asset("SOUNDPACKAGE", "sound/dontstarve.fev"),}local prefabs ={ "sparks",}local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() MakeInventoryPhysics(inst) inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter("dontstarve/characters/wx78/charged", "overcharge_sound") inst.entity:AddNetwork() inst.AnimState:SetBank("tm24") inst.AnimState:SetBuild("tm24") inst.AnimState:PlayAnimation("idle") if not TheWorld.ismastersim then return inst end local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_tm24", "swap_tm24") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function OnUnequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end inst:AddComponent("inventoryitem") inst.components.inventoryitem.keepondeath = true inst.components.inventoryitem.imagename = "tm24" inst.components.inventoryitem.atlasname = "images/inventoryimages/tm24.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) inst.components.inventoryitem.keepondeath = true inst:AddComponent("inspectable") inst:AddTag("shadow") inst:AddComponent("weapon") inst.components.weapon:SetDamage(80) inst.components.weapon:SetRange(6, 8) inst.components.weapon:SetProjectile("tm24_projectile") inst.SoundEmitter:KillSound("overcharge_sound") inst.SoundEmitter:PlaySound("dontstarve/characters/wx78/charged", "overcharge_sound") return inst end return Prefab("common/inventory/tm24", fn, assets)(projectile) local assets ={ Asset("ANIM", "anim/tm24_projectile.zip"), Asset("ANIM", "anim/bishop_attack.zip"), Asset("SOUND", "sound/wx78.fsb"), Asset("SOUNDPACKAGE", "sound/dontstarve.fev"), }local function fn(inst) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() MakeInventoryPhysics(inst) RemovePhysicsColliders(inst) inst.AnimState:SetBank("bishop_attack") inst.AnimState:SetBuild("bishop_attack") inst.AnimState:PlayAnimation("idle", true) if not TheWorld.ismastersim then return inst end inst:AddTag("projectile") inst.entity:SetPristine() inst:AddComponent("projectile") inst.components.projectile:SetSpeed(30) inst.components.projectile:SetOnHitFn(inst.Remove) inst.components.projectile:SetOnMissFn(inst.Remove) inst.SoundEmitter:KillSound("overcharge_sound") inst.SoundEmitter:PlaySound("dontstarve/characters/wx78/charged", "overcharge_sound") ---------------------------------------------------------------------- --Lighting effect---commented out for the momment ------------------------------------------------------------------------ --[[ local pt = Vector3(inst.Transform:GetWorldPosition()) local num_lightnings = 16 inst:StartThread(function() for k = 0, num_lightnings do local rad = math.random(3, 15) local angle = k * 4 * PI / num_lightnings local pos = pt + Vector3(rad * math.cos(angle), 0, rad * math.sin(angle)) TheWorld:PushEvent("ms_sendlightningstrike", pos) Sleep(math.random( .3, .5)) end end) ]] return instendreturn Prefab("common/inventory/tm24_projectile", fn, assets)
  7. i did. i realized i had placed the original in off topic. do u no how to delete topics you create? @Asparagus
  8. ok so i have the weapon almost complete. one part of the weapon shoots a projectile towards a target, i got that working. besides the fact that i cant get the overcharge sound to play when that happens. other than that its ok now the second part is spawning lighting around. now the weapon makes the sky go dark and i hear the lightning sound but i dont see any lightning nor does it do any effects to the surround areas. is it because the weapon is set to projectile or could it be do to the world position. here is my code for the projectile local assets ={ Asset("ANIM", "anim/tm24_projectile.zip"), Asset("ANIM", "anim/bishop_attack.zip"), Asset("SOUND", "sound/wx78.fsb"), Asset("SOUNDPACKAGE", "sound/dontstarve.fev"), }local function fn(inst) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() MakeInventoryPhysics(inst) RemovePhysicsColliders(inst) inst.AnimState:SetBank("bishop_attack") inst.AnimState:SetBuild("bishop_attack") inst.AnimState:PlayAnimation("idle", true) if not TheWorld.ismastersim then return inst end -- inst.AnimState:SetBank("projectile") -- inst.AnimState:SetBuild("staff_projectile") inst:AddTag("projectile") inst.entity:SetPristine() inst:AddComponent("projectile") inst.components.projectile:SetSpeed(30) inst.components.projectile:SetOnHitFn(inst.Remove) inst.components.projectile:SetOnMissFn(inst.Remove) ---------------------------------------------------------------------- ------------------------------------------------------------------------ local pt = Vector3(inst.Transform:GetWorldPosition()) local num_lightnings = 16 inst:StartThread(function() for k = 0, num_lightnings do local rad = math.random(3, 15) local angle = k * 4 * PI / num_lightnings local pos = pt + Vector3(rad * math.cos(angle), 0, rad * math.sin(angle)) TheWorld:PushEvent("ms_sendlightningstrike", pos) Sleep(math.random( .3, .5)) end end) return instendreturn Prefab("common/inventory/tm24_projectile", fn, assets)
  9. i commented out the code for wx87 base code and still getting the same issue. so it cant be that. what am i doing wrong. all you masters out there can probably see the problem better than i can
  10. so i just got something to work but it also doesnt at the same time local pt = Vector3(inst.Transform:GetWorldPosition()) local num_lightnings = 16 inst:StartThread(function() for k = 0, num_lightnings do local rad = math.random(3, 15) local angle = k * 4 * PI / num_lightnings local pos = pt + Vector3(rad * math.cos(angle), 0, rad * math.sin(angle)) TheWorld:PushEvent("ms_sendlightningstrike", pos) Sleep(math.random( .3, .5)) end end) this worked to appearantly spawn lightning. but for some reason i dont see the lightning only hear the sound and the screen goes dark. and no effect takes place. could this be becuz im using wx87 lightning strike code as a base for my character?
  11. hey guys. ok so ive been at this for a while now and i have been running into some issues. and i dont know why. keep in mind i used the default esctemplate. and imported a few things from other mods to help guide me to where i am now. 1) even though i posted this before i cant get the item to appear on the ground when it is dropped. 2)im trying to get a weapon to do the over_charge sound from wx87 sound file. but the sound doesnt play 3) im trying to get the weapon to do the function from the book "the end is neigh" but cant seem to get that to work. 4)how do i write the code for getting the weapon to decrease the players hunger please be specific as im fairly new to all of this and writting out the code is greatly appreciated. im sorry if i cause anyone trouble, but this has bee frustrating me, i know i can get this to work and i would like my character to be the way i want it before i send it to the workshop. anyways if anyone gets back to me i thank you in advance
  12. hey guys. im trying to get my character to spawn lightning when using a certain weapon but i cant figure out how to get it working. or even really started with the lightning part atleast
  13. im getting the same issue, also my projectile wont show up either.