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      UPDATED - Studio Note & Rhymes with Play Streams Temporarily Canceled.   03/06/2020

      UPDATE (3/19/20): Just a quick note regarding the team at Klei Entertainment. As noted previously, everybody at Klei Entertainment is working from home due to the Covid-19 outbreak. Many of us have been working especially hard to help maintain operations as we all move out of the office and into our homes and with everything being done online, extra time must be spent in organizing conversations and trying to maintain communication. As some of you may know, we have a very open office and we are almost always in contact with each other as we go about our days. Some of us work across multiple teams and that work has become a bit more challenging for everybody.   That being said, at this time the transition has not caused any major disruption in our operations, but it would be overly optimistic to expect that we won't have any delays at all. We're going to have to be especially mindful about this in the coming weeks and make sure we don't take on too much work so we can keep things running smoothly.  We will let you know as we see how these changes affect our timelines.  Thanks UPDATE (3/10/20):
      The test yesterday went well. We got the whole office (mostly) to work from home without significant issue. As a result, Klei Staff that can work from home have been asked to do so until further notice.  This means that we will have to cancel the Rhymes with Play stream until we are all back in the office. This shouldn't affect anything else at least in the short term, but if things change I will update you all here.  Original Post: Hey everybody,  This Tuesday March 10th, 2020 the entire staff at Klei will be working remotely for 1 day in an effort to prepare the studio to work remotely for a little while if the need arises.  Klei is already set up pretty well to allow for working remotely, however we are going to have a one day "dry run" with the whole studio so that we can identify and avoid any issues or downtime that may arise should choose to implement a work from home policy due to COVID-19 outbreak concerns. Unfortunately this does mean that we will be canceling the “Rhymes with Play” Art stream this coming Tuesday, however unless the situation changes we expect everything at the studio to be back to normal Wednesday and we’ll continue our regular stream schedule Thursday March 12th. If the situation changes at all, we'll let you know. Thanks for your understanding.
       

Yagenius

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Everything posted by Yagenius

  1. Namiki Aikawa [DST]

    Version 1.0.7

    108 downloads

    STEAM VERSION : https://steamcommunity.com/sharedfiles/filedetails/?id=510301435 Mystery boy Health : 5 > 3 Sanity : 5 > 3 Hunger : 5 > 3 No nerf No life <33 ( this boi getting dunked on so hard ) His Passive Ability : + Run very Fast. ( สับตีนเเตก ) + Has Level System that make you stronger. + Veggies is good for you. + If you wear glasses, it will make you look a little smarter. + A Normal Boi. - Afraid of Darkness. - He is very Useless at the beginning of the game. - Hungry very fast. - Has nothing special. Update 7/2/2561 : Known some issue in this current version : If you play as Client or With CAVE is enabled , When you transformed some of animations will missing. ( I'll fix it later. ) - Now Catz form have 2 Tier and Requires Level to Unlock. - 1 Tier : Unlock at Lv : 250 ( has 0.05 % to Trigger 1 Tier. ) - 2 Tier : Need 1 Tier and Lv 350 + to Unlock. ( Has 0.10 % to trigger 2 Tier.) Beast Mode 1 Tier ability : + Can Jump + Aoe Attack + Damage Base on Player's Lv. + Sweet Gentle Kitty. ========================================================== Press B to Jump / Pounce ( Can cross over the land , but can get little Bugs. ) Beast Mode 2 Tier ability : + IS AGGRO POTATO. + VERY Rude. ====================== Developer Key included : <<< You can use if you get bugs. ( They can Config.) Press B to Jump / Pounce ( Can cross over the land , but can get little Bugs. ) Press X to Ground Pounding ( Beware The Spike of Lag. ) Press R to Roar ( Make Them Faint. ) Press F to Force Attack Press DOWN ARROW to Force Sleep Press RIGHT ARROW to Force Wake =================================== BONUS FACT <3 : In this form you can use some Emoji. ( If you got Invisible Animations that's mean I'm not add it yet.) Stay Boy : Dance : HE LOVE TO GET BRUSHED AND PAT PAT . <3 + You can use Brush Item to get some Fur Tuft or Thick Fur. + = OR ========================================== Update 31/12/2561 : == CAVE SUPPORT < Beta > == * Fix some bugs. * Fixed : Crash when Transforming ( With Cave ) . - NERF him more <3 + More Feature coming soon. + I may add Frost someday. Update 1/9/2561 : - Remodel his Normal Form. - Fix some bugs. Update 31/8/2561 : -Nerf him so badly. *Base stats change to : 5 *Default Damage Change to : 2 *Crit Damage change to : 0.2 % Happy Survival Thank you to DarkXero, Ultroman and YakumoYukari for helping me . Thank you to Ricky Weng for helping and telling me where's the bug . My DA : http://yoyonobi123.deviantart.com/ My Klei Forums : http://forums.kleientertainment.com/user/691696-yagenius/ My FB : https://www.facebook.com/Yayayah.MeawSockPha <<< I usually Online here IB to me if you have errors. --------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------- FAQ : Q : How can I change to the Panda , Bear thing or etc ? A : Just " EAT " Food in " MEAT " type [ LIKE Monster Meat ] or Q : Woah!!! I GET A ERR-!! A : STOP JUST STOP AND SEND ME YOUR LOG PLEASE. It's so annoying when I read those comments. Just go to Documents\ klei\donotstarve\log.txt or Print your Screen where you get bug and send it to me on FB Or DA. ======================================================================================= + Bonus + I recommended you to reach his Lv:200+, before go to dungeo-- i mean Cave. Or Have a ton of meats to triggers his beast form. Lv. 1 - 199 = Feeder Lv. 250 + = Carry Lv. 350 + = God Like :: PROS & CONS :: VEGGIES + It's very useful at the beginning of the game. + Easy to find.( Except you set your world to find harder ) + Use to lower his Ultra instinct. ( Change him back to hoomane from ) - Very low EXP. ( .1 - .5 EXP ) - Give you a little bit full. ( he has a huge hunger rate ) - Late game almost Useless. - I hate Veggies. MEATS + Very High EXP. ( .3 - 2.5 EXP. ) + Use to raise his Ultra instinct. + Very Delicious and High protien. - Raw meat give you more EXP but make your Sanity go down very fast. - Hard to find if you not strong enough or you don't have any friends. - Very Danger at the begin of the game. ( Because he has VERY LOW STATUS. If you eat meat at the very beginning of the game and doesn't have any flower around you, You will dies very fast. ) * Meat and Egg will give you around : 0.5 - 2.5 EXP * Fish will give you around : 1.5 - 2.5 EXP * Veggie , Seed , Fruits will give you around : 0.5 - 2 EXP * Some of Cooked Food will give you around : 0.5 - 2.5 EXP If you want to know more about FOOD that he can eat to lvl up go here :
  2. In game it say : attempt to index "locomote" (a nil value) (It happen , after I choose my Character.) -------------------------------------------------------- (Sorry for my dumb , I'm Just a beginner.) -------------------------------------------------------- Here this is a code (stategraph , SGai.lua ) I use in game . (I try to understand the Code from " Wicked The Merm " ) Please Help. Thank you.
  3. @DarkXero Thank you for everything!!!! Sensei!!!!!!
  4. @DarkXero Ok I can fix the transformation. Can you help me again? Ahhhhhh I have a little problem about his health when turn back to human. Sensei Sama , know code of Multi Sanity? (Like When someone near Me they Sanity will Regen or increase.)
  5. @DarkXero I think I can Fix the transformation problem now. But I have another problem It not Hide Tiger_Meter HUD and bug when " Eat " too much in Weretiger form. (It will go to "Wakeup State")
  6. @DarkXero The perk mean : If eat to much he will Transform . Run Very Fast . Bunny and Bird not run. When Dusk or Night His Sanity will gone down . Mine , Dig , Hammer , Attack very fast.
  7. @DarkXero I think it because of Stategraph . I use SGweretiger It work but can't play animation + can't attack or eating . but when I use SGwilson all animation is work but can't turn back to human because of It not have this State. State{ name = "toaikawa", tags = {"busy"}, onenter = function(inst) inst.Physics:Stop() inst.AnimState:PlayAnimation("death") inst.sg:SetTimeout(3) --inst.SoundEmitter:PlaySound("aikawa/characters/aikawa/tiger_death") inst.components.tigerness.doing_transform = true end, timeline = { TimeEvent(10*FRAMES, function(inst) inst.SoundEmitter:KillSound("tigermusic") end) }, ontimeout = function(inst) TheFrontEnd:Fade(false,2) inst:DoTaskInTime(2, function() inst.components.tigerness.makeperson(inst) inst.components.sanity:SetPercent(.25) inst.components.health:SetPercent(.33) inst.components.hunger:SetPercent(.25) inst.components.tigerness.doing_transform = false inst.sg:GoToState("wakeup") TheFrontEnd:Fade(true,1) end) end },but I think I make me little confuse when I try to change something in it.
  8. @DarkXero the latest script I change transform_weretiger to transform_werebeaver but I not sure if it work...
  9. @DarkXero Yes I have. http://steamcommunity.com/sharedfiles/filedetails/?id=510301435
  10. @DarkXero Hmmm he still not turn back to human.... it because of stategraph?
  11. @DarkXero hmmm... that's mean I just put inst.onbecomehuman = onbecomehumanto master_postinit right , sensei?
  12. @DarkXero Oh!!! can you help me again? I stuck as werebeaver form when The Meter is Go down to 0 like woodie . I try to Set Function to onbecame human but nothing happen. Am I doing right or wrong? local function onbecameaikawa (inst) inst.onbecameaikawa = inst.onbecamehuman end local function tigerhurt(inst, delta) if delta < 0 then inst.sg:PushEvent("attacked") inst.components.tigerness:DoDelta(delta*.25) TheFrontEnd:GetSound():PlaySound("dontstarve/HUD/health_down") inst.onbecameaikawa = true endend local function onbecamehuman(inst) inst.Transform:SetScale(1, 1, 1, 1) inst.tiger = false inst.ActionStringOverride = nil inst.AnimState:SetBank("wilson") inst.AnimState:SetBuild("aikawa") inst:RemoveTag("beaver") inst:RemoveComponent("worker") inst.components.locomotor.walkspeed = 7 inst.components.locomotor.runspeed = 8 inst.components.talker:StopIgnoringAll() inst.components.eater:SetDiet({ FOODGROUP.OMNI }) inst.components.temperature.inherentinsulation = 0 inst.components.temperature.inherentsummerinsulation = 0 inst.components.moisture:SetInherentWaterproofness(0) if inst.components.playercontroller ~= nil then inst.components.playercontroller:SetCanUseMap(true) inst.components.playercontroller.actionbuttonoverride = nil inst.components.playeractionpicker.leftclickoverride = nil inst.components.playeractionpicker.rightclickoverride = nil end inst.components.eater.strongstomach = false inst.components.hunger:Resume() inst.components.sanity.ignore = false inst.components.health.redirect = nil inst.components.tigerness:StartTimeEffect(2, -0.185) inst:RemoveEventCallback("oneatsomething", ontigereat) inst.Light:Enable(false) inst.SoundEmitter:KillSound("danger") inst:DoTaskInTime(0, function() SetHUDState(inst) end)end
  13. @DarkXero Oh!! and Thank you very much for helping me , Sensei !!!!
  14. @ZupaleX Thank you for telling me , but I think I need to fix or clean my computer LOLZ (It's run very slow.)
  15. @DarkXero OMG A DECOMPILE!!! THANK YOU!! THAT'S I LOOKING FOR!!! and how to use it?..... I try to open it but nothing happen ; w ; ....
  16. I try to change bank to "wilson" and it not happen. I think this code is lock for single player or for Woodie only?
  17. @DarkXero I try to SetStategraph to " SGwilson " . or beacause of weretiger_build? in weretiger build has : Anim.bin altas-0.tex build.bin
  18. @DarkXero Sorry I forgot to add picture .
  19. @DarkXero ok now i have a new problem . When I try to Transform to Tiger but the " Weretiger_build " model is not show anything ( invisibility ) .
  20. @DarkXero Ok , The games is running nicely . but my health is damage by something . (It getting lower and lower) This is the current Code we use : require "stategraphs/SGweretiger"local Badge = require "widgets/badge"local easing = require "easing"local MakePlayerCharacter = require "prefabs/player_common"local start_inv = { "fish", "rabbit", "fish", "fish", "carrot",}local assets ={ Asset( "ANIM", "anim/player_basic.zip" ), Asset( "ANIM", "anim/player_idles_shiver.zip" ), Asset( "ANIM", "anim/player_actions.zip" ), Asset( "ANIM", "anim/player_actions_axe.zip" ), Asset( "ANIM", "anim/player_actions_pickaxe.zip" ), Asset( "ANIM", "anim/player_actions_shovel.zip" ), Asset( "ANIM", "anim/player_actions_blowdart.zip" ), Asset( "ANIM", "anim/player_actions_eat.zip" ), Asset( "ANIM", "anim/player_actions_item.zip" ), Asset( "ANIM", "anim/player_actions_uniqueitem.zip" ), Asset( "ANIM", "anim/player_actions_bugnet.zip" ), Asset( "ANIM", "anim/player_actions_fishing.zip" ), Asset( "ANIM", "anim/player_actions_boomerang.zip" ), Asset( "ANIM", "anim/player_bush_hat.zip" ), Asset( "ANIM", "anim/player_attacks.zip" ), Asset( "ANIM", "anim/player_idles.zip" ), Asset( "ANIM", "anim/player_rebirth.zip" ), Asset( "ANIM", "anim/player_jump.zip" ), Asset( "ANIM", "anim/player_amulet_resurrect.zip" ), Asset( "ANIM", "anim/player_teleport.zip" ), Asset( "ANIM", "anim/wilson_fx.zip" ), Asset( "ANIM", "anim/player_one_man_band.zip" ), Asset( "ANIM", "anim/shadow_hands.zip" ), Asset( "ANIM", "anim/player_woodie.zip"), Asset( "ANIM", "anim/woodie.zip"), Asset( "ANIM", "anim/player_wolfgang.zip"), Asset( "ANIM", "anim/aikawa.zip" ), Asset( "ANIM", "anim/ghost_aikawa_build.zip" ), Asset( "ANIM", "anim/tiger_meter.zip"), Asset("ANIM", "anim/weretiger_build.zip"), Asset( "IMAGE", "images/colour_cubes/tiger_vision_cc.tex" ), Asset( "IMAGE", "images/colour_cubes/tiger_vision_1_cc.tex" ), Asset( "IMAGE", "images/colour_cubes/tiger_vision_2_cc.tex" ), Asset( "IMAGE", "images/colour_cubes/tiger_vision_3_cc.tex" ), Asset( "IMAGE", "images/colour_cubes/tiger_vision_4_cc.tex" ), Asset( "IMAGE", "images/colour_cubes/tiger_vision_5_cc.tex" ), Asset( "IMAGE", "images/colour_cubes/tiger_vision_6_cc.tex" ), Asset("ATLAS", "images/woodie.xml"), Asset("IMAGE", "images/woodie.tex"),}local prefabs = {}local TIGER_DIET ={ FOODTYPE.MEAT,}-- WERETIGER FUNCTIONS --local function tigeractionstring(inst, action) return "chomp"endlocal function TigerActionButton(inst) local action_target = FindEntity(inst, 6, function(guy) return (guy.components.edible and inst.components.eater:CanEat(guy)) or (guy.components.workable and inst.components.worker:CanDoAction(guy.components.workable.action)) end) if not inst.sg:HasStateTag("busy") and action_target then if (action_target.components.edible and inst.components.eater:CanEat(action_target)) then return BufferedAction(inst, action_target, ACTIONS.EAT) else return BufferedAction(inst, action_target, action_target.components.workable.action) end endendlocal function LeftClickPicker(inst, target_ent, pos) if inst.components.combat:CanTarget(target_ent) then return inst.components.playeractionpicker:SortActionList({ACTIONS.ATTACK}, target_ent, nil) end if target_ent and target_ent.components.edible and inst.components.eater:CanEat(target_ent) then return inst.components.playeractionpicker:SortActionList({ACTIONS.EAT}, target_ent, nil) end if target_ent and target_ent.components.workable and inst.components.worker:CanDoAction(target_ent.components.workable.action) then return inst.components.playeractionpicker:SortActionList({target_ent.components.workable.action}, target_ent, nil) endendlocal function RightClickPicker(inst, target_ent, pos) return {}end-------------------- CHANGE BADGE --------------------local TigerBadge = Class(Badge, function(self, owner) Badge._ctor(self, "tiger_meter", owner)end)---------------------- CHANGE TO MEAT ----------------------local function ontigereat(inst, data) if data.food and data.food.components.edible.ismeat and inst.components.tigerness:IsTiger() then if data.food.components.edible.hungervalue == TUNING.CALORIES_TINY then inst.components.tigerness:DoDelta(1) elseif data.food.components.edible.hungervalue == TUNING.CALORIES_SMALL then inst.components.tigerness:DoDelta(3) elseif data.food.components.edible.hungervalue == TUNING.CALORIES_MEDSMALL then inst.components.tigerness:DoDelta(6) elseif data.food.components.edible.hungervalue == TUNING.CALORIES_MED then inst.components.tigerness:DoDelta(10) else inst.components.tigerness:DoDelta(15) end endendlocal function onaikawaeat(inst, food) if inst:HasTag("beaver") then return end -- 1 Delta is 1% -- Tigerness 70 if food.name == 'Meaty Stew' or food.name == 'Monster Meat' then inst.components.tigerness:DoDelta(70) -- Tigerness 40 elseif food.name == 'Meat' or food.name == 'Monster Lasagna' or food.name == 'Koalefant Trunk' or food.name == 'Winter Koalefant Trunk' then inst.components.tigerness:DoDelta(40) -- Tigerness 35 elseif food.name == 'Bacon and Eggs' or food.name == 'Turkey Dinner' or food.name == 'Tallbird Egg' or food.name == 'Koalefant Trunk Steak' or food.name == 'Koalefant Trunk Steak' then inst.components.tigerness:DoDelta(35) -- Tigerness 30 elseif food.name == 'Morsel' or food.name == 'Batilisk Wing' or food.name == 'Leafy Meat' then inst.components.tigerness:DoDelta(30) -- Tigerness 20 elseif food.name == 'Frog Legs' or food.name == 'Fishsticks' or food.name == 'Cooked Leafy Meat' then inst.components.tigerness:DoDelta(20) -- Tigerness 12 elseif food.name == 'Jerky' or food.name == 'Egg' then inst.components.tigerness:DoDelta(12) -- Tigerness 10 elseif food.name == 'Cooked Meat' or food.name == 'Cooked Frog Legs' or food.name == 'Cooked Egg' then inst.components.tigerness:DoDelta(10) -- Tigerness 8 elseif food.name == 'Drumstick' or food.name == 'Small Jerky' then inst.components.tigerness:DoDelta(7) -- Tigerness 7 elseif food.name == 'Fried Drumstick' or food.name == 'Fish' then inst.components.tigerness:DoDelta(7) -- Tigerness 5 elseif food.name == 'Cooked Morsel' or food.name == 'Cooked Fish' then inst.components.tigerness:DoDelta(5) end if inst.components.tigerness:GetPercent() > .8 then inst.components.talker:Say(GetString("aikawa", "ANNOUNCE_TIGERNESS_HIGHEST")) elseif inst.components.tigerness:GetPercent() > .65 then inst.components.talker:Say(GetString("aikawa", "ANNOUNCE_TIGERNESS_HIGHER")) elseif inst.components.tigerness:GetPercent() > .5 then inst.components.talker:Say(GetString("aikawa", "ANNOUNCE_TIGERNESS_AVERAGE")) elseif inst.components.tigerness:GetPercent() > .3 then inst.components.talker:Say(GetString("aikawa", "ANNOUNCE_TIGERNESS_LOW")) elseif inst.components.tigerness:GetPercent() > .2 then inst.components.talker:Say(GetString("aikawa", "ANNOUNCE_TIGERNESS_LOWER")) elseif inst.components.tigerness:GetPercent() > .1 then inst.components.talker:Say(GetString("aikawa", "ANNOUNCE_TIGERNESS_LOWEST")) end print ('tigerness', inst.components.tigerness:GetPercent()) end--------------------- SetTigerMode --------------------local function SetHUDState(inst) if inst.HUD then if inst.components.tigerness:IsTiger() and not inst.HUD.controls.tigerbadge then inst.HUD.controls.tigerbadge = GetPlayer().HUD.controls.sidepanel:AddChild(TigerBadge(inst)) inst.HUD.controls.tigerbadge:SetPosition(0,-100,0) inst.HUD.controls.tigerbadge:SetPercent(1) inst.HUD.controls.tigerbadge.inst:ListenForEvent("tigernessdelta", function(_, data) inst.HUD.controls.tigerbadge:SetPercent(inst.components.tigerness:GetPercent(), inst.components.tigerness.max) if not data.overtime then if data.newpercent > data.oldpercent then inst.HUD.controls.tigerbadge:PulseGreen() TheFrontEnd:GetSound():PlaySound("dontstarve/HUD/health_up") elseif data.newpercent < data.oldpercent then TheFrontEnd:GetSound():PlaySound("dontstarve/HUD/health_down") inst.HUD.controls.tigerbadge:PulseRed() end end end, inst) inst.HUD.controls.crafttabs:Hide() inst.HUD.controls.inv:Hide() inst.HUD.controls.status:Hide() inst.HUD.controls.mapcontrols.minimapBtn:Hide() inst.HUD.tigerOL = inst.HUD.under_root:AddChild(Image(resolvefilepath "images/woodie.xml", "beaver_vision_OL.tex")) inst.HUD.tigerOL:SetVRegPoint(ANCHOR_MIDDLE) inst.HUD.tigerOL:SetHRegPoint(ANCHOR_MIDDLE) inst.HUD.tigerOL:SetVAnchor(ANCHOR_MIDDLE) inst.HUD.tigerOL:SetHAnchor(ANCHOR_MIDDLE) inst.HUD.tigerOL:SetScaleMode(SCALEMODE_FILLSCREEN) inst.HUD.tigerOL:SetClickable(false) elseif not inst.components.tigerness:IsTiger() and inst.HUD.controls.tigerbadge then if inst.HUD.controls.tigerbadge then inst.HUD.controls.tigerbadge:Kill() inst.HUD.controls.tigerbadge = nil end if inst.HUD.tigerOL then inst.HUD.tigerOL:Kill() inst.HUD.tigerOL = nil end inst.HUD.controls.crafttabs:Show() inst.HUD.controls.inv:Show() inst.HUD.controls.status:Show() inst.HUD.controls.mapcontrols.minimapBtn:Show() end endendlocal function tigerhurt(inst, delta) if delta < 0 then inst.sg:PushEvent("attacked") inst.components.tigerness:DoDelta(delta*.25) TheFrontEnd:GetSound():PlaySound("dontstarve/HUD/health_down") inst.HUD.controls.tigerbadge:PulseRed() if inst.HUD.bloodover then inst.HUD.bloodover:Flash() end endendlocal function OnIsFullmoon(inst, isfullmoon) if isfullmoon then if inst.components.tigerness:GetPercent() > .25 then inst.components.tigerness:SetPercent(.25) end inst.components.tigerness:SetTimeEffectMultiplier(TUNING.BEAVER_FULLMOON_DRAIN_MULTIPLIER*0.2) else inst.components.tigerness:SetTimeEffectMultiplier(1) endendlocal function ontigernesschange(inst) if inst.sg:HasStateTag("nomorph") or inst.sg:HasStateTag("silentmorph") or inst:HasTag("playerghost") or inst.components.health:IsDead() or not inst.entity:IsVisible() then return end if inst.istigermode:value() then if inst.components.tigerness:GetPercent() > TUNING.WOODIE_TRANSFORM_TO_HUMAN then inst:PushEvent("transform_person") end elseif inst.components.tigerness:GetPercent() <= TUNING.WOODIE_TRANSFORM_TO_BEAVER then inst:PushEvent("transform_weretiger") endend-------------------------------------------------------------------------------------------------------------------------- local function onbecamehuman(inst) inst.Transform:SetScale(1, 1, 1, 1) inst.tiger = false inst.ActionStringOverride = nil inst.AnimState:SetBank("wilson") inst.AnimState:SetBuild("aikawa") inst:RemoveTag("beaver") inst:RemoveComponent("worker") inst.components.locomotor.walkspeed = 7 inst.components.locomotor.runspeed = 8 inst.components.talker:StopIgnoringAll() inst.components.eater:SetDiet({ FOODGROUP.OMNI }) inst.components.temperature.inherentinsulation = 0 inst.components.temperature.inherentsummerinsulation = 0 inst.components.moisture:SetInherentWaterproofness(0) inst.components.pinnable.canbepinned = true inst.components.talker:StopIgnoringAll("becametiger") inst.components.catcher:SetEnabled(true) inst.CanExamine = nil if inst.components.playercontroller ~= nil then inst.components.playercontroller:SetCanUseMap(true) inst.components.playercontroller.actionbuttonoverride = nil inst.components.playeractionpicker.leftclickoverride = nil inst.components.playeractionpicker.rightclickoverride = nil end inst.components.eater.strongstomach = false inst.components.hunger:Resume() inst.components.sanity.ignore = false inst.components.health.redirect = nil inst.components.tigerness:StartTimeEffect(2, -0.185) inst:RemoveEventCallback("oneatsomething", ontigereat) inst.Light:Enable(false) inst.SoundEmitter:KillSound("danger") inst:DoTaskInTime(0, function() SetHUDState(inst) end)endlocal function onbecametiger(inst) inst.tiger = true inst.Transform:SetScale(1.6, 1.6, 1.6, 1.6) inst.components.eater:SetDiet({ FOODGROUP.TIGERDIET } , { FOODTYPE.HORRIBLE }) inst.ActionStringOverride = tigeractionstring inst:AddTag("beaver") inst.AnimState:SetBuild("weretiger_build") inst.AnimState:SetBank("weretiger") inst:SetStateGraph("SGweretiger") inst.components.talker:IgnoreAll() inst.components.locomotor.walkspeed = 6 inst.components.locomotor.runspeed = 7 inst.components.combat:SetDefaultDamage(TUNING.BEAVER_DAMAGE*2) inst.components.health:SetAbsorptionAmount(TUNING.BEAVER_ABSORPTION*1.5) inst.components.inventory:DropEverything() inst.components.playercontroller.actionbuttonoverride = TigerActionButton inst.components.playeractionpicker.leftclickoverride = LeftClickPicker inst.components.playeractionpicker.rightclickoverride = RightClickPicker --inst.components.eater:SetBeaver() inst:AddComponent("worker") inst.components.worker:SetAction(ACTIONS.DIG, 4) --inst.components.worker:SetAction(ACTIONS.CHOP, 4) --inst.components.worker:SetAction(ACTIONS.MINE, 4) inst.components.worker:SetAction(ACTIONS.HAMMER, 4) --inst:RemoveEventCallback("oneatsomething", onaieat) inst:ListenForEvent("oneatsomething", ontigereat) inst.components.sanity:SetPercent(1) inst.components.health:SetPercent(1) inst.components.hunger:SetPercent(1) inst.components.hunger:Pause() inst.components.sanity.ignore = true inst.components.health.redirect = tigerhurt inst.components.health.redirect_percent = .25 inst.components.eater.strongstomach = true inst.components.eater.monsterimmune = true inst.CanExamine = CannotExamine if inst.components.playercontroller ~= nil then inst.components.playercontroller:SetCanUseMap(false) end local dt = 3 local BEAVER_DRAIN_TIME = 120 inst.components.tigerness:StartTimeEffect(dt, (-100/BEAVER_DRAIN_TIME)*dt) inst.Light:Enable(true) inst.components.dynamicmusic:Disable() inst.SoundEmitter:KillSound("eating") inst.SoundEmitter:PlaySound("dontstarve/music/music_epicfight_winter", "danger") --GetWorld().components.colourcubemanager:SetOverrideColourCube(resolvefilepath "images/colour_cubes/tiger_vision_3_cc.tex") inst:DoTaskInTime(0, function() SetHUDState(inst) end)endlocal function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) if not inst:HasTag("playerghost") then onbecamehuman(inst) endend----------------------------------------------------------------------------Re-enter idle state right after loading because--idle animations are determined by beaver state.local function onentityreplicated(inst) if inst.sg ~= nil and inst:HasTag("beaver") then inst.sg:GoToState("idle") endendlocal function onpreload(inst, data) if data ~= nil and data.istiger then onbecametiger(inst) inst.sg:GoToState("idle") endendlocal function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) if not inst:HasTag("playerghost") then onbecamehuman(inst) endend--------------------------------------------------------------------------local function oncollide(inst, other) if other == GetPlayer() or not inst:HasTag("beaver") then return end inst:DoTaskInTime(2*FRAMES, function() if other and other.components.workable and other.components.workable.workleft > 0 then SpawnPrefab("collapse_small").Transform:SetPosition(other:GetPosition():Get()) other.components.workable:Destroy(inst) TheCamera:Shake("SIDE", 0.5, 0.05, 0.1) end end)endlocal master_postinit = function(inst)inst.components.health:SetMaxHealth(250) inst.components.hunger:SetMax(100) inst.components.sanity:SetMax(100) inst.components.sanity.night_drain_mult = 0 inst.components.sanity.neg_aura_mult = 0 inst.components.temperature.maxtemp = 40 inst.components.health.fire_damage_scale = 5 inst.MiniMapEntity:SetIcon( "aikawa.tex" ) -- Custom Sound inst.soundsname = "willow" inst.components.talker.colour = Vector3(255/255, 255/255, 255/255) inst.MiniMapEntity:SetIcon( "aikawa.tex" ) -- Stats -- Damage multiplier (optional) inst.components.combat.damagemultiplier = 1.8 -- Hunger rate (optional) inst.components.hunger.hungerrate = 0.8 * TUNING.WILSON_HUNGER_RATEend-- WERETIGER FUNCTIONS END --local function common_postinit(inst) inst:AddTag("woodcutter") inst:AddTag("polite") inst:AddTag("ghostwithhat") --beaverness (from beaverness component) added to pristine state for optimization inst:AddTag("tigerness") if not TheWorld.ismastersim then inst.OnEntityReplicated = onentityreplicated endendlocal function master_postinit(inst) inst:AddComponent("tigerness") inst._wasnomorph = nil inst.entity:AddLight() inst.Light:Enable(false) inst.Light:SetRadius(15) inst.Light:SetFalloff(.5) inst.Light:SetIntensity(.6) inst.Light:SetColour(255/255,0/255,0/255) -- WERETIGER -- inst:AddComponent("tigerness") inst.components.tigerness.makeperson = onbecamehuman inst.components.tigerness.maketiger = onbecametiger inst.components.tigerness.onbecomeperson = function() inst:PushEvent("transform_person") end inst.components.tigerness.onbecometiger = function() inst:PushEvent("transform_weretiger") end onbecamehuman(inst) inst.components.eater:SetOnEatFn(onaikawaeat) -- WERETIGER END -- inst.Physics:SetCollisionCallback(oncollide) inst.OnLoad = onload inst.OnPreLoad = onpreload inst.OnNewSpawn = onloadendreturn MakePlayerCharacter("aikawa", prefabs, assets, common_postinit, master_postinit, start_inv)Thank you For your help very much!!!
  21. @DarkXero Ok , And here is another error. it's say in my components / tigerness . here is my components : local Tigerness = Class(function(self, inst) --V2C: Recommended to explicitly add tag to prefab pristine state inst:AddTag("tigerness") self.inst = inst self.max = 100 self.current = 0 self.is_tiger = falseend)function Tigerness:IsTiger() return self.is_tigerendfunction Tigerness:OnSave() return { current = self.current, is_tiger = self.is_tiger }endfunction Tigerness:OnLoad(data) if data then if data.current then self.current = data.current end if data.is_tiger then self.is_tiger = data.is_tiger end end if self.is_tiger then if self.maketiger then self.maketiger(self.inst) end else if self.makeperson then self.makeperson(self.inst) end endendlocal function OnTimeEffectTick(inst, self, delta, dt) self:DoDelta(delta * self.time_effect_multiplier, true) --Tigerness hitting 0 does starving damage if self.current <= 0 then inst.components.health:DoDelta(-inst.components.hunger.hurtrate * dt, false, "hunger") endendfunction Tigerness:StartTimeEffect(dt, delta_b) if self.task ~= nil then self.task:Cancel() end self.task = self.inst:DoPeriodicTask(dt, OnTimeEffectTick, nil, self, delta_b, dt)endfunction Tigerness:StopTimeEffect() if self.task ~= nil then self.task:Cancel() self.task = nil endendfunction Tigerness:SetTimeEffectMultiplier(multiplier) self.time_effect_multiplier = multiplier or 1endfunction Tigerness:DoDelta(delta, overtime) local oldpercent = self.current/self.max self.current = self.current + delta if self.current < 0 then self.current = 0 end if self.current > self.max then self.current = self.max end self.inst:PushEvent("tigernessdelta", {oldpercent = oldpercent, newpercent = self.current/self.max, overtime = overtime}) if self.is_tiger then if self.current > 50 then GetWorld().components.colourcubemanager:SetOverrideColourCube(nil) elseif self.current > 50 then GetWorld().components.colourcubemanager:SetOverrideColourCube(resolvefilepath "images/colour_cubes/tiger_vision_5_cc.tex") elseif self.current > 40 then GetWorld().components.colourcubemanager:SetOverrideColourCube(resolvefilepath "images/colour_cubes/tiger_vision_4_cc.tex") elseif self.current > 30 then GetWorld().components.colourcubemanager:SetOverrideColourCube(resolvefilepath "images/colour_cubes/tiger_vision_3_cc.tex") elseif self.current > 20 then GetWorld().components.colourcubemanager:SetOverrideColourCube(resolvefilepath "images/colour_cubes/tiger_vision_2_cc.tex") elseif self.current > 10 then GetWorld().components.colourcubemanager:SetOverrideColourCube(resolvefilepath "images/colour_cubes/tiger_vision_1_cc.tex") else GetWorld().components.colourcubemanager:SetOverrideColourCube(resolvefilepath "images/colour_cubes/tiger_vision_cc.tex") end end --if delta ~= 0 then if self.is_tiger and self.current <= 0 then self.is_tiger = false if self.onbecomeperson then self.onbecomeperson(self.inst) self.inst:PushEvent("tigerend") end elseif not self.is_tiger and self.current >= self.max then self.is_tiger = true if self.onbecometiger then self.onbecometiger(self.inst) self.inst:PushEvent("tigerstart") end end --endendfunction Tigerness:GetPercent() return self.current / self.maxendfunction Tigerness:GetDebugString() return string.format("%2.2f / %2.2f", self.current, self.max)endfunction Tigerness:SetPercent(percent) self.current = self.max*percent self:DoDelta(0)endreturn Tigerness
  22. Ok I try to understand it . I have an another error it say : Variable is not declared. when i look at My Line . local function OnTigerModeDirty(inst) if inst.HUD ~= nil and not inst:HasTag("playerghost") then SetTigerMode(inst, inst.istigermode:value()) endend " inst.istigermode:value() " Mean this ? inst.istigermode = net_bool(inst.GUID, "aikawa.istigermode", "istigermodedirty")or just " SetTigerMode " ? local function SetTigerMode(inst, istiger) if istiger then inst.HUD.controls.status:SetTigerMode(true) if inst.HUD.tigerOL ~= nil then inst.HUD.tigerOL:Show() end if not TheWorld.ismastersim then inst.CanExamine = CannotExamine SetTigerActions(inst, true) SetTigerVision(inst, true) if inst.components.locomotor ~= nil then inst.components.locomotor.walkspeed = 7 inst.components.locomotor.runspeed = 8 end end else inst.HUD.controls.status:SetTigerMode(false) if inst.HUD.tigerOL ~= nil then inst.HUD.tigerOL:Hide() end if not TheWorld.ismastersim then inst.CanExamine = inst.istigermode:value() and CannotExamine or nil SetTigerActions(inst, false) SetTigerVision(inst, false) if inst.components.locomotor ~= nil then inst.components.locomotor.walkspeed = 9 inst.components.locomotor.runspeed = 10 end end endendI'm not sure what i'm going to do. because I try to remove " inst.istigermode:value() " and " inst.istigermode = net_bool " but the game say Unknown.
  23. @DarkXero Ok more error ... Oh , I have a question!! What's different between " attempt to index field " and " attempt to call method " ?
  24. @DarkXero: Ok I change it , And this is an another error.