TheBigDeal

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  1. Hello! It has been a while since I have worked on modding, so i'm pretty rusty. (Not that i was good to begin with) I'm looking to replicate something similar to Wortox's teleport ability but without the use of souls/blinkstaff without an item, i have gotten it to work with the use of souls but it seems to me the only other bit I need to change is the blink action itself. ACTIONS.BLINK.strfn = function(act) return act.invobject == nil and act.doer ~= nil and act.doer:HasTag("soulstealer") and "SOUL" or nil end ACTIONS.BLINK.fn = function(act) local act_pos = act:GetActionPoint() if act.invobject ~= nil then if act.invobject.components.blinkstaff ~= nil then return act.invobject.components.blinkstaff:Blink(act_pos, act.doer) end elseif act.doer ~= nil and act.doer.sg ~= nil and act.doer.sg.currentstate.name == "portal_jumpin_pre" and act_pos ~= nil and act.doer.components.inventory ~= nil and act.doer.components.inventory:Has("wortox_soul", 1) then act.doer.components.inventory:ConsumeByName("wortox_soul", 1) act.doer.sg:GoToState("portal_jumpin", act_pos) return true end end I'm going to need a new tag and remove the "and "SOUL" or nil" bit, but then if someone plays wortox that will mess them up i assume. Basically the question is, how can I make a new one of these actions without hindering other characters, i assume I shouldnt touch the actions.lua file at all, and if that is the case how would I do that in my character file? Bonus questions: How can i make custom localization so it does not say Soul hop, and make it say something else? Is it possible to change the key bind wrong right clicking to another key? I currently have it possible to use a keyhandler, but i'm not sure how to pass in anything other than right click local function GetPointSpecialActions(inst, pos, useitem, right) if right and useitem == nil then local rider = inst.replica.rider if rider == nil or not rider:IsRiding() then return { ACTIONS.BLINK } end end return {} end the "right" is there, but trying to change it to a key value like 122 will not read correctly like I have for other things. Thanks in advance!
  2. Hey, I was wondering if it is at all possible to get the words that characters speak in, to be different fonts? The font I am exactly talking about is Wingdings: I understand if this is completely impossible, expecting that, but I just wanted to check if it is at all possible. Thanks!
  3. Yeah! that worked fine actually, now to fix every single item, I think that covers pretty much everything but dropping a prefab for determination.
  4. Ok, and yeah the pitchfork is only there because that's where i started the trident, and then i made everything else from the trident, so it sorta expanded to all the other items also. So i took, for an example the spears anim.bin ANIM idle97G ðA åÐ@¾?€Â°²ÏBF†‹C º6]Ž ¢©o €? €?Ñ"#À33†B ÀåÐ@¾?€Â°²ÏBF†‹C º6]Ž ¢©o €? €?Ñ"#À33†B ÀåÐ@¾?€Â°²ÏBF†‹C º6]Ž ¢©o €? €?Ñ"#À33†B ÀåÐ@¾?€Â°²ÏBF†‹C º6]Ž ¢©o €? €?Ñ"#À33†B ÀåÐ@¾?€Â°²ÏBF†‹C º6]Ž ¢©o €? €?Ñ"#À33†B ÀåÐ@¾?€Â°²ÏBF†‹C º6]Ž ¢©o €? €?Ñ"#À33†B À 97G spearº6]Ž spear01¢©o Layer 1 Literally just copied and pasted, at the end it has spear, which is what i was trying to say, this is just a normal spear. I looked into a couple others and they also have the same thing. I'll replace the anim.bin's and see but idk, still says spear in it. Tried it, same thing
  5. in the anim, at the end it has pitchfork in it.
  6. Oh yeah, well then all the others have anim files... maybe because they aren't named or something. Yeah just checked, they all say pitchfork lol, so same question stands I guess.
  7. Alright, yeah for some reason my swap files didn't have them, but i see that they have the swap_itemname, do i need a special tool like the build renamer for that, or just rename it manually?
  8. Oh, and idk if you saw before, but for some reason none of the items appear while on the ground which is a problem.... Also whenever i use a custom item i made in a crafting recipe the icon will not show up.
  9. Yeah the firefly idea seems good, as well as emitting light is also a good idea. I'll also look into spriter later then, it'd only be like 2 frames, just rotating, it'll resemble this: I'll start to make it now. Shouldn't take long Also here is Asgore.lua, should have also said, it seems to happen when I attack a non-hostile mob, for example a beefalo. So that works fine now, but now Determination isn't working. client_log.txt
  10. Yeah the firefly idea seems good, as well as emitting light is also a good idea. I'll also look into spriter later then, it'd only be like 2 frames, just rotating, it'll resemble this: I'll start to make it now. Shouldn't take long Also here is Asgore.lua, should have also said, it seems to happen when I attack a non-hostile mob, for example a beefalo. asgore.lua
  11. Alright, I'm getting an error with Justice actually after testing. [00:07:16]: [string "../mods/Asgore/scripts/prefabs/asgore.lua"]:58: variable 'OnAttack' is not declared LUA ERROR stack traceback: =[C]:-1 in (global) error (C) <-1--1> scripts/strict.lua:23 in () ? (Lua) <21-26> t = table: 1F4A6820 n = OnAttack ../mods/Asgore/scripts/prefabs/asgore.lua:58 in (local) fn (Lua) <48-76> client_log.txt Also, I was about to start making the marker but I was just thinking and thought of some potential problems. Firstly, would it be possible for it to show on the map? Secondly, What resolution should it be, since i wouldn't be replacing a weapon or anything. Thirdly, How would i add an animation to this object Lastly, How would I get it to deploy when eaten and remove the last marker if it is being overridden.
  12. It gave that that variable 'target' is not declared, in onHit. Justice works fine though
  13. Yeah, I agree but i'm not sure because the revenge soul is supposed to be the rarest and most powerful, and it's all about killing things alot so I'm not sure, the reflected idea isnt bad, but i'm not sure what else there can be. If anything the reflected damage isn't a bad idea at all so maybe just use that for now, and once i release the mod maybe some ideas will come up then, but I still need to make 2 more items after these and finish the sprite, and with the 2 item's one is fire magic and i have no idea where to go with that really since it isn't exactly an object the character is holding but just... fire.
  14. In revenge i mean a projectile, and when you eat a second one it would probably deal more damage. up to a stack of maybe 4 souls. After 4 souls it can just replenish Health maybe.
  15. Wow, that worked perfectly, Only thing to add, how would i make it so it sorta drops a object down, to mark the save point? And maybe give it a simply animation also. As for the revenge, it would be hard for players to track that and make sure it is actually working, would it atleast be possible to do the part where the soul will passively attack enemies, if so I'd probably literally take the soul, texture and all and shoot it at enemies,. We can replace double drops, and as for Justice it would probably last until death, unless a save point is used from determination. as for the monsters, it would be any hostile mob, but not bosses:
  16. So I met with my friend who is pretty much my art person for the mod and we discussed what each soul will do: Determination [Red Soul] - On eating, spawns a SAVE Point, where once the player dies, will instantly respawn. Once respawned the SAVE point will delete itself, only one save point can be on the map at once. Will have to find a way so if another red soul is eaten it won't be used if there already is a save point, or just have it overwrite the last one. Bravery - Higher Absorption Integrity - Higher Attack Speed, if that's even a thing Patience - Has a chance to double drops up to 75% Justice - Deals more damage to evil monsters (Only one I can think of atm is hounds but i know there are more) Perseverance - Higher Max Sanity Kindness - More Hunger Revenge - Can only be consumed once, very hard to get, creates a new meter on how many things the player kills, the more kills, the more damage the soul will give to the player, also will passively shoot out from player damaging enemies (rarely) Hopefully all of this is possible and not too hard, this is more of a wish list that we came up with lol. Also to add, i realized a pretty big problem that I have no idea how I did not notice before. All of my items, may it be the trident or souls, do not appear while on the ground, so something it wrong there. If i come up with more things I'll edit this post. EDIT: I was thinking about making the soul's stack-able just because having more than one would be very annoying if they were not, so i put the following: inst:AddComponent("stackable") inst.components.stackable.maxsize = 5 But it gives this error: [00:01:05]: [string "scripts/components/stackable_replica.lua"]:21: attempt to perform arithmetic on field '?' (a nil value) LUA ERROR stack traceback: scripts/components/stackable_replica.lua:21 in (method) SetMaxSize (Lua) <20-22> scripts/components/stackable.lua:11 in (field) ? (Lua) <10-12> scripts/class.lua:30 in () ? (Lua) <23-32> ../mods/Asgore/scripts/prefabs/souls.lua:46 in (field) fn (Lua) <9-49> scripts/mainfunctions.lua:146 in () ? (Lua) <135-177> =[C]:-1 in (method) SpawnPrefab (C) <-1--1> scripts/mainfunctions.lua:191 in (global) SpawnPrefab (Lua) <188-193> scripts/util.lua:23 in (global) DebugSpawn (Lua) <20-29> scripts/consolecommands.lua:137 in (global) c_spawn (Lua) <133-144> c_spawn("determination", 5):1 in () ? (main) <0-0> =[C]:-1 in (global) pcall (C) <-1--1> scripts/mainfunctions.lua:1338 in (global) ExecuteConsoleCommand (Lua) <1330-1347> scripts/screens/consolescreen.lua:129 in (method) Run (Lua) <116-131> scripts/screens/consolescreen.lua:222 in (field) fn (Lua) <220-227> scripts/scheduler.lua:194 in (method) OnTick (Lua) <168-225> scripts/scheduler.lua:406 in (global) RunScheduler (Lua) <404-412> scripts/update.lua:166 in () ? (Lua) <150-223> Everything else works 100% fine. client_log.txt
  17. Not so much speed boost, he's a pretty big, and therefore slow character so I don't really want that to change, absorption would be nice but he'd already be able to get quite a bit of health, I still gotta think of very hard recipes for these souls, or better yet would be a way for them to be randomly found in the world. Is there, probably a long shot but, a way to make it so once a player dies instead of becoming a ghost he'd be instantly revived at a location. I was thinking that once you eat the determination soul, it will place down some sorta marker maybe which will do just that, and after one use will go away. Also somehow limit there to only be one of those... I can see it being sorta easy and sorta hard at the same time... Once more thanks for all the help. I can't wait to finish this mod.
  18. Alright, works 100% now, all souls give what they should, but I was wondering, is there anything i can have them buff besides sanity, hunger and damage, since there are 8 souls It would be nice for each to do something different.
  19. Also, forgot to say, it doesn't seem that the print works either.
  20. I'll just share this code bit: local eater = inst.components.eater table.insert(eater.preferseating, FOODTYPE.SOULS) table.insert(eater.caneat, FOODTYPE.SOULS) eater:SetOnEatFn( function(inst, food) if food.components.edible and food.components.edible.foodtype == FOODTYPE.SOULS then --inst.SoundEmitter:PlaySound("some_sound_here_for_consuming_souls") if food.prefab == "determination" then local percent = inst.components.health:GetPercent() inst.components.health:SetMaxHealth(inst.components.health.maxhealth + 50) inst.components.health:SetPercent(percent) elseif food.prefab == "bravery" then local percent = inst.components.health:GetPercent() inst.components.health:SetMaxHealth(inst.components.health.maxhealth + 30) inst.components.health:SetPercent(percent) elseif food.prefab == "integrity" then local percent = inst.components.health:GetPercent() inst.components.health:SetMaxHealth(inst.components.health.maxhealth + 30) inst.components.health:SetPercent(percent) elseif food.prefab == "kindness" then local percent = inst.components.health:GetPercent() inst.components.health:SetMaxHealth(inst.components.health.maxhealth + 10) inst.components.health:SetPercent(percent) elseif food.prefab == "patience" then local percent = inst.components.hunger:GetPercent() inst.components.hunger:SetMax(inst.components.hunger.max + 20) inst.components.hunger:SetPercent(percent) elseif food.prefab == "perseverance" then local percent = inst.components.health:GetPercent() inst.components.health:SetMaxHealth(inst.components.health.maxhealth + 25) inst.components.health:SetPercent(percent) elseif food.prefab == "justice" then if inst.components.combat.damagemultiplier == nil then inst.components.combat.damagemultiplier = 1 end inst.components.combat.damagemultiplier = inst.components.combat.damagemultiplier + 0.25 elseif food.prefab == "revenge" then if inst.components.combat.damagemultiplier == nil then inst.components.combat.damagemultiplier = 1 end inst.components.combat.damagemultiplier = inst.components.combat.damagemultiplier + 0.50 end end end ) inst:AddTag(FOODTYPE.SOULS.."_eater") So yeah they all == the right thing. Icon works fine now. And yeah the character has the soul_builder tag.
  21. Alright, everything seems to load atleast with only a few problems. Firstly, the souls do show up in the crafting menu, but once i craft them the character says "I cannot do that" and then it takes the items for crafting, but gives nothing back. Secondly, Eating the souls do not seem to do anything, maybe I missed a step i'll go back and look to make sure I have everything but i don't think I do at the time of writing this. Lastly, my tab doesn't seem to want to load the icon, no idea why sense it is setup exactly like the last one. the files down below should be everything for the hud. modmain.lua soultab.xml
  22. Oh yeah i forgot about that, Ugh this is gonna take a while...