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  1. Hi! There are no good item templates that I know of, so I made a few for hat, armor and handslot item. You will need Don't Starve Mod Tools on Steam to compile your artwork and a text editor (preferably Notepad++) to edit the code. Basically all the stuff that you already know if you ever attempted to make a custom character. If you have any questions that my comments in the code do not cover, do let me know. Download below, or workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2536268729 Enjoy. custom_item_templates.zip
  2. I cant see my item i mean yes its in game but no images,no animation... its invisible and i cant craft it because its say: |Another survivor know how to craft this| what? why? how? is someone know how to fix this? notes: i have item.zip in anim foulder, i added my item name in prefabfiles = {...} here is code of recipe:
  3. Hello everyone. I know there are some tutorials that cover this topic, but in my opinion it might seem to be too hard to follow by fresh members of this amazing forum. In fact I have learnt a lot from those ancient manuscripts, so don't get me wrong. I will try to explain you how to create custom crafting tab and custom items (on head, body, hand slots). Template is ready to download in attachment section. I think you will spot differences between original ESCTemplate and my version with items, so it's self explanatory. I have described some stuff inside .lua files, but if something will cause you trouble just let me know in the comments and I will explain it further. I have used already existing armor and hat graphisc, because I am too lazy, but you can do whatever you want. In order to decompile anim from game you can use ktools: ktools: Cross-platform modding tools for Don't Starve 4.4.0 and if you don't understand it yet, check this out: [TUTORIAL] How to use Krane from Ktools Sources Work of the Old Masters -------------------------------- [Tutorial] Using Extended Sample Character Template [Tutorial] Creating a "handslot-equippable-item" from scratch Hat Example 1.0 I hope you will find it useful my dear Newcomers. Of course I forgot to attach template. There you go. Custom items and item tab [tutorial].rar UPDATED VERSION - Custom items and item tab [template] - updated 21.04.2021.rar What to do if your game doesn't crash but your custom item is invisible? 1. Make sure that you placed location of .zip file (inside of anim folder) under local assets={} function. 2. Make sure that you saved Spriter project (.scml) as [name_of_your_custom_item].scml and marked .scml file format.
  4. problem is when i start a server with my character game crashes here is client_log :
  5. Does anyone know how I can block my character from equipping a specific item? It has the ability to build with half resources, but when it is equipped with the construction amulet and taken out, this ability disappears and the crafts become full resources. If there is any way to ban the use of the construction amulet only for my character or that using it does not affect him at all when unequipping. the code i am using is this in master_postinit() inst.components.builder.ingredientmod = TUNING.GREENAMULET_INGREDIENTMOD
  6. Hi all, Decided to make a custom character based on the Grim Reaper from the Grim Adventures of Billy and Mandy. https://steamcommunity.com/sharedfiles/filedetails/?id=2808647342 His traits are as follows: Not that afraid of the dark or monsters. Small chance to drop bits of bone on getting hit. Starts with his scythe. Protect his head... (you might remember how his head would fall off in the show, I recommend wearing a helmet!) Stronger when sane, weaker when insane. Pics: Years ago I made a similar mod for Don't Starve and now I decided to make it for DST, bigger and better. I tried my best to stay faithful for the show when writing his dialogue and drawing the art assets. Please notify of bugs or whatever, also feedback is greatly appreciated.
  7. I'm looking to add a few custom items for my character, but I am very inexperienced. I'm not sure if all my ideas are possible, and I have no idea where to start with coding them. Any help would be greatly appreciated! Here's what I'd like to add: 1. A Dream item - Would be collected after waking up from sleeping. - Could only be used by the modded character. - Could be used on sleeping mobs to extend their sleeping time and prevent them from waking up until the Dream wears off. - Could be harvested from sleeping mobs. - Could harvest dreams from sleeping players. Webbers would give two dreams. Cannot be harvested from Wickerbottoms. - Could be used on self to restore some sanity over time, but become groggy until it wears off. - Could be used on non sleeping mobs to slow them down and weaken their attacks. - Could be used on other players that are awake to temporarily make them groggy and gain sanity until the dream wears off. - Could be used on sleeping players to boost sanity gain. - Would dissipate if dropped on the ground, and cannot be placed in containers. 2. A Nightmare item - Crafted from 1 Dream and 1 Nightmare fuel in the Magic tab. - Could only be used by the modded character. - Immediately wakes the sleeping mob it is used on, and prevents them from falling asleep for some time. - Could be used on self to prevent sleeping, grogginess, and stop any sanity gain until it wears off. - Could be used on sleeping players to instantly wake them without becoming groggy, lose 15 sanity, and prevent any sanity gain until the nightmare wears off. - Could be harvested from sleeping Wickerbottoms. - Would dissipate if dropped on the ground, and cannot be placed in containers. 3. A Nightmare sword - Crafted from 1 Dark sword and 5 Nightmares in the Magic tab. - Does extra damage to sleeping targets, and does not wake them. Would these ideas be possible to implement? How would I go about doing this?
  8. Version 1.0.0

    93 downloads

    Give a man a fish, feed him for a day Teach a man to fish? Too hard. --------------------------------------------------------------------- Created by hrekin and Catten
  9. Question about the anim folder. I am trying to make custom items, but without the animations when I drop them, you cannot see them. I was wonder how to format and change these images to make the complied into their own animations. I only need an animation for when they drop on the ground. I tried to copy another items anim file, but since they shared the same internal name somewhere so it couldn't run. I heard talk about an scml file, however I do not know how to format it.
  10. As i said in the title i want to make a weapon that is limited to 1 use per day, i tough of doing it by making its durability 1, and every morning restoring it back, but i cant seem to find a way to get that to happen every morning, i thought of using ListenForEvent() but i don't really know how it works, and i don't know if there's an event for that, the part of restoring the durability i tried to doing it with local function Morning("inst","dont know if i should add other variable") if inst.components.finiteuses.current == 0 and TheWorld.state.isday then inst.components.finiteuses:SetUses(1) end end but i don't understand event listeners very well, im kinda new to coding thanks in advance
  11. Hey everybody! I'm once again asking for your professional support: I've finished my very first custom item. It doesn't crash the game, it has unique textures, very pretty overall. Now, it is the time to add some custom perks to it, the problem is, I'm not that experienced with custom items and with their coding. The goals I would like to achieve: I know, these are kinda tough for a first item, but life's short, isn't it?
  12. Hello! I'm making a character mod, and i want to create some custom items that only he can craft. I am new to DST programming, i have looked at mod files, game files and read many forums, but i cant figure out how to even make an item. Any help?
  13. I'm trying to make a hat that allows you to throw explosives with a keybind, since the mouse buttons are reserved for the hand slot. I currently have the code for an item that is a simple explosive you throw, but since it's a hand slot item it uses the normal mouse buttons. How can I make it throw projectiles with a keybind, like the R button? local kidpotion_assets = { Asset("ANIM", "anim/kidpotion.zip"), Asset("ANIM", "anim/swap_kidpotion.zip"), Asset("ATLAS", "images/inventoryimages/kidpotion.xml"), Asset("IMAGE", "images/inventoryimages/kidpotion.tex"), } local kidpotion_prefabs = { "explode_small", } local function DoExplode(self) print("DoExplode") local explosiverange = 5 local stacksize = self.inst.components.stackable ~= nil and self.inst.components.stackable:StackSize() or 1 local totaldamage = self.explosivedamage * stacksize local x, y, z = self.inst.Transform:GetWorldPosition() -- Players are off limits now local ents = TheSim:FindEntities(x, y, z, explosiverange, nil, { "INLIMBO", "player" }) for i, v in ipairs(ents) do if v ~= self.inst and v:IsValid() and not v:IsInLimbo() then if v.components.workable ~= nil and v.components.workable:CanBeWorked() then v.components.workable:WorkedBy(self.inst, self.buildingdamage) end --Find a way to get rid of this stuff, it's freaking useless since the potion doesn't set stuff on fire if v:IsValid() and not v:IsInLimbo() then if self.lightonexplode and v.components.fueled == nil and v.components.burnable ~= nil and not v.components.burnable:IsBurning() and not v:HasTag("burnt") then --v.components.burnable:Ignite() end if v.components.combat ~= nil then v.components.combat:GetAttacked(self.inst, totaldamage, nil) end v:PushEvent("explosion", { explosive = self.inst }) end end end end local function OnExplodeFn(inst) print("OnExplode") SpawnPrefab("explode_small").Transform:SetPosition(inst.Transform:GetWorldPosition()) DoExplode(inst.components.explosive) end local function OnHitWater(inst, attacker, target) print("OnHitWater") inst.components.explosive:OnBurnt() end local function common_fn(bank, build, anim, tag, isinventoryitem) print("common_fn") local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() if isinventoryitem then MakeInventoryPhysics(inst) else inst.entity:AddPhysics() inst.Physics:SetMass(1) inst.Physics:SetCapsule(0.2, 0.2) inst.Physics:SetFriction(0) inst.Physics:SetDamping(0) inst.Physics:SetCollisionGroup(COLLISION.CHARACTERS) inst.Physics:ClearCollisionMask() inst.Physics:CollidesWith(COLLISION.WORLD) end if tag ~= nil then inst:AddTag(tag) end inst.AnimState:SetBank(bank) inst.AnimState:SetBuild(build) inst.AnimState:PlayAnimation(anim, true) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("locomotor") inst:AddComponent("complexprojectile") return inst end local function onequip(inst, owner) print("OnEquip") owner.AnimState:OverrideSymbol("swap_object", "swap_kidpotion", "swap_kidpotion") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function onunequip(inst, owner) print("OnUnequip") owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local function onthrown(inst) print("OnThrown") inst:AddTag("NOCLICK") inst.persists = false inst.AnimState:PlayAnimation("spin_loop", true) inst.Physics:SetMass(1) inst.Physics:SetCapsule(0.2, 0.2) inst.Physics:SetFriction(0) inst.Physics:SetDamping(0) inst.Physics:SetCollisionGroup(COLLISION.CHARACTERS) inst.Physics:ClearCollisionMask() inst.Physics:CollidesWith(COLLISION.WORLD) inst.Physics:CollidesWith(COLLISION.OBSTACLES) inst.Physics:CollidesWith(COLLISION.ITEMS) end local function ReticuleTargetFn() print("ReticuleTargetFn") local player = ThePlayer local ground = TheWorld.Map local x, y, z --Attack range is 8, leave room for error --Min range was chosen to not hit yourself (2 is the hit range) for r = 6.5, 3.5, -.25 do x, y, z = player.entity:LocalToWorldSpace(r, 0, 0) if ground:IsPassableAtPoint(x, y, z) then return Vector3(x, y, z) end end return Vector3(x, y, z) end local function kidpotion_fn() print("kidpotion_fn") local inst = common_fn("kidpotion", "kidpotion", "idle", "projectile", true) inst:AddComponent("reticule") inst.components.reticule.targetfn = ReticuleTargetFn inst.components.reticule.ease = true if not TheWorld.ismastersim then return inst end inst:AddComponent("explosive") inst.components.explosive:SetOnExplodeFn(OnExplodeFn) inst.components.explosive.explosivedamage = 100 -- So explosion doesn't affect anything, including players inst.components.explosive.explosiverange = 0 inst.components.complexprojectile:SetHorizontalSpeed(15) inst.components.complexprojectile:SetGravity(-40) inst.components.complexprojectile:SetLaunchOffset(Vector3(.25, 1, 0)) inst.components.complexprojectile:SetOnLaunch(onthrown) inst.components.complexprojectile:SetOnHit(OnHitWater) inst:AddComponent("weapon") inst.components.weapon:SetDamage(0) inst.components.weapon:SetRange(8, 10) inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "kidpotion" inst.components.inventoryitem.atlasname = "images/inventoryimages/kidpotion.xml" inst:AddComponent("stackable") inst:AddComponent("equippable") inst.components.equippable:SetOnEquip(onequip) inst.components.equippable:SetOnUnequip(onunequip) inst.components.equippable.equipstack = true return inst end local testkey = "r" TheInput:AddKeyUpHandler( testkey:lower():byte(), function() print("R Button Test") end) STRINGS.NAMES.KIDPOTION = "Kid's Potion" STRINGS.CHARACTERS.GENERIC.DESCRIBE.KIDPOTION = "It might explode!" return Prefab("kidpotion", kidpotion_fn, kidpotion_assets, kidpotion_prefabs)
  14. Version 1.3

    523 downloads

    Refreshes the items in the pig shops every day (including shelves).
  15. im trying to make it where the item is only pick up by the character and no one else im also trying to make it where she can only make her crock pot recipe and no one else can make it but can eat it i look in to Lucy the axe but cant find anything that i understand that says only Woodie can use this or pick up and i also look in to Warly because i was told he has crock pot recipes that he can make but ever one else cant angel WIP.rar
  16. Recently I created my second mod and everything appear to be working, but I found out that my function that makes my item unpickable for other characters crushing my game while putted into chest or at the fight agains toadstool. The game says smth wrong with inventory-dropitem line (nil value). I suggest that non-player inventory such as chest's don't have inventory as their variable.
  17. Hello again, I tried to add a custom item, which can only be used and crafted by my custom character, but I don't get it... The item should be a throwing star/shuriken. It should do damage like a spear (maybe less, not sure about that) and the item should be stackable up to 15 times. After throwing and doing damage the item should disappear like a blow dart. The item should be craftable without a science machine or alchemie machine in an extra tab. Thank you for your help
  18. I'm trying to add a hat to my custom character, the original template I used is hat_bee_bw which is from this file here: However when I change the prefab file name it disappears! and I don't know why! It works with the original name, but as soon as I change it, it becomes invisible in the inventory bar, I can't click it or wear it, and there's no name to show up, I've not yet started the drawing. I've made custom items before and I've never had this issue, I've looked though all the files to try and find the problems but I can't see anything, any help with this will be very much appreciated, thank you! I've attached my mod here, her name's Poppy, and her hat is renamed too "poppyhat". Poppy.zip
  19. My custom character is almost done, I just have a small issue with the crafting recipes. He's able craft basic blueprints from Papyrus. And has a custom tab for all that too. But the problem is that in game the recipes for the blueprints have no name, or description. Is there anyway I can fix this? I tried to play around with things like GLOBAL.STRINGS.NAME and stuff but not really sure where to place them. Heres a example of a recipe for a blueprint: AddRecipe("spear_blueprint", { Ingredient("papyrus", 1), }, GLOBAL.RECIPETABS.BLUEPRINT, GLOBAL.TECH.NONE, nil, nil, nil, nil, 'guider', "images/inventoryimages.xml", "blueprint.tex")
  20. Hello I am currently working on a character mod for DST. And I've added a bow and arrow to the game. But, i'd like to make it so only my character can craft them, but be able to share them. Like Wigfrig and her helmets. My current recipes and code for them are: local bow = AddRecipe("bow",{ Ingredient("log", 10), Ingredient("rope", 2)}, GLOBAL.RECIPETABS.WAR, GLOBAL.TECH.NONE, nil, nil, nil, 1, nil, ATLAS_BOW) local arrow = AddRecipe("arrow", { Ingredient("rocks", 1 ), Ingredient("twigs", 1) }, GLOBAL.RECIPETABS.WAR, GLOBAL.TECH.NONE, nil, nil, nil, 3, nil, ATLAS_ARROW)
  21. I am trying to make a 'moooncake' item that glows with brighter and has a bigger light radius as the moon phase changes. I am doing something wrong, because it doesn't work... but I am at a loss on what I need to change The item does not light up at all as is. If I change the default light settings, it lights up, but does not change with the moon phases. So I'm fairly sure the problem is in either overriding the defaults or in recognizing the moon phases. Any advice is welcome. Thank you
  22. Hello everyone. After fight a lot to start to understand how to MOD things in DST, I reached a point where I wasn't able to fix by myself. My character is a star gazer and he can craft a custom item called "star chart" who work similar to item "map scroll". This item is always available in "Cartography" tab since you have the ingredients to craft it. So the issue is: Since he is only able to create "star charts" when he can see the stars, he only could make this item during the night phase of the game and in the "forest world". Not inside "caves". So, there is a way to make the recipe be available to craft only during the night phase? And the is a way to add a speech like "I can't draw what I can't see" when the character tries to create this item during the day, dusk or in the caves? Here is what my star_chart.lua looks like now (it's a bit dirty >_<): And here is my modmain.lua (equally dirty): Thanks since now! =)
  23. Hello, everyone. Lately I've doing progress in the construction of my custom character, but now I'm stucked in something I really don't understand and didn't see nothing like this in tutorials or others MODS. I'm trying to create a custom item for my character called "star chart". It act similar to Map Scroll, but could me crafted using the Cartography tab only at night. I was able to create the item, set it up in modmain.lua, set the assets about it, but as I'm a noob with LUA, I Just copied the "mapscroll.lua" script and pasted in my "star_chart.lua" script, changing some lines. In game, everything works fine until the moment I craft the "star_chart". It appear in the Cartography tab, but when I craft it, a invisible item comes to my inventory. It is there, but I can't see it. I can drop the item and learn, but I can't see the item in inventory, neither on the ground. Can't see the name and inspect neither. As I don't understand how to create a like map item, I thing the problem is in "star_chart.lua". Here is what I got in Client_Log.txt And here is my "star_chart.lua": Can someone help me checking this lines? I'm almost finishing my character and I'm looking for a solution to this "problem".
  24. I'd like to find a way to make a character refuse to equip certain items (based on tags). I've found examples of this in other mods and posts but in all of them the item is equipped, checked and then unequipped if necessary. I got that working, and if I must then I'll keep that, but I would rather have the character refuse to equip it in the first place. I.e.: When right-clicking the equipment (armor) in the inventory, it will not be equipped at all and the character will say something about it - as opposed to what happens now, where it gets equipped, unequipped and then the characters says something about it. When the equipment is picked up and the character's equip slot is empty, it should go into the inventory without being equipped - as opposed to what happens now, where... (same as above) When equipping would cause a currently-equipped item to be unequipped, I'd like for the currently equipped item to remain equipped. In other words, as I said, the character should refuse to equip it, with the behavior you'd expect when that happens. Similarly, rather than using tags, I'd like to make specific items usable only by specific characters. I'm guessing that'll be similar though. Any ideas or leads would be appreciated. =) Edit: Problem solved; see the bottom part of my own reply below.
  25. I have been making a mod character and have made the item I want to be character specific (a bedroll.) I tried looking around in the vanilla game's scripts for other character specific items, but they don't seem to have much. So I began reading through a thread, which I linked below. I decided to start where the original poster in that thread started by using the script he originally posted and tailoring it to my character with the idea that I could trouble shoot any problems the same way the users in the thread did. Although the script doesn't crash my game and does cause characters to be unable to hold the item, it makes all characters including my own drop it. I tried a couple things mostly going to the (if player.prefab ~= "wisia" then) code and changing what is set in the quotation marks. What i found is that when the prefab name is set to that of my character, they won't spawn with the item or say the text for being unable to hold the item, but if the value is set to something else such as "wilson" I will start with the item dropping off my character and them saying the appropriate text. The short of it is, does any one know how to fix this issue, or a better set of code that would garner the same results without the hassle? Thank you for your time. I also added the item's prefab if you want to poke around in there. My friend wanted me to hurry up making the mod like 6 months back and got someone who knew what they were doing to write the bed roll code since i was having trouble so i can only kind of guess and assume what each part of the code does but not why or how it affects other parts. meaperroll.luameaperroll.lua inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "meaperroll" inst.components.inventoryitem.atlasname = "images/inventoryimages/meaperroll.xml" inst.components.inventoryitem.cangoincontainer = false inst.components.inventoryitem.onputininventoryfn = function(inst, player) if player.prefab ~= "wisia" then inst:DoTaskInTime(0.1, function() player.components.inventory:DropItem(inst) player.components.talker:Say("It seems to slip right out of my hands!") end) end end
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