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Found 9 results

  1. Hello! I make my return back once to the art forums for help!;-; So I'm working on a concept idea for the shopkeeper (spoilers) and I'm sort of drawing a picture to sort of get a demonstration of it. (And for fun!) So here's the first concept: Concept number one (the bad one): So not too spoil too much into my concept idea, but its suppose to show a sign of mourning, Wilson and the shopkeeper in a location mourning (in a way). I decided to make the artsyle similar to the one from turn of tides. Especially Wilson's face from this scene: Though, halfway through drawing I realised I accidentally put Wilson too high and you can see the ground which was not looking good for the picture and decided to redraw it... :/ Concept number two, (The cooler concept): I put a bit more detail and more better... things in general doing this The angle is now more upwards then ground level, there's more rain, Wilson looks more confused (I'd be confused aswell if I was standing next to a over sized man mourning) I even got the trees to look farther away,credit goes to this scene in a new reign trailer: The shopkeeper might be a little bit too tall though. :/ but the advice I'm asking for is if anyone knows how to make the scenery more... better I guess. Where it looks like an actual Don't starve animation. Any ideas?
  2. I'm still new to modding in don't starve but one of my character's downfalls are is that he'll get the drowsy status if it rains or it's summer. So how do I do that? I've provided the code so do what you wish. local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("SCRIPT", "scripts/prefabs/player_common.lua"), } local prefabs = {} -- Custom starting items local start_inv = { "armorwood" , "spear" } -- When the character is revived from human local function onbecamehuman(inst) -- Set speed when reviving from ghost (optional) inst.components.locomotor:SetExternalSpeedMultiplier(inst, "esctemplate_speed_mod", 1.2) end local function onbecameghost(inst) -- Remove speed modifier when becoming a ghost inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "esctemplate_speed_mod") end -- When loading or spawning the character local function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) inst:ListenForEvent("ms_becameghost", onbecameghost) if inst:HasTag("playerghost") then onbecameghost(inst) else onbecamehuman(inst) end end -- This initializes for both the server and client. Tags can be added here. local common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "esctemplate.tex" ) end -- This initializes for the server only. Components are added here. local master_postinit = function(inst) -- choose which sounds this character will play inst.soundsname = "wilson" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used --inst.talker_path_override = "dontstarve_DLC001/characters/" -- Stats inst.components.health:SetMaxHealth(125) inst.components.hunger:SetMax(150) inst.components.sanity:SetMax(125) inst.components.temperature.mintemp = 75 -- Damage multiplier (optional) inst.components.combat.damagemultiplier = 1.3 -- Hunger rate (optional) inst.components.hunger.hungerrate = 1.2 * TUNING.WILSON_HUNGER_RATE inst.OnLoad = onload inst.OnNewSpawn = onload end return MakePlayerCharacter("esctemplate", prefabs, assets, common_postinit, master_postinit, start_inv)
  3. I was making the character design for a new character mod i am making and i saw the design of the floppy rain hat skin and its almost the shape that i needed for her hat, so i was looking into the files to see if i could find the anim file to use as a template but i cant seem to find it. I was wondering if its even possible or if its hidden.
  4. Hello, I have been making a character mod for DST and I ran into an error as I'm trying to make my character heal in the rain but I can't get it to work. The full code is below but here is the main bit and how I call on the function (NOTE: he also glows in the dark if the light part of the code was confusing.) ---------MAIN BIT--------- local rainheal = function(inst) if c_moisture => 1 then c_setmoisture(c_moisture - 1) c_sethealth(c_health + 1) end end -- Hunger rate (optional) inst.components.hunger.hungerrate = 1 * TUNING.WILSON_HUNGER_RATE inst:DoPeriodicTask(2/1, function() rainheal(inst) end) -------FULL CODE-------- local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("SCRIPT", "scripts/prefabs/player_common.lua"), } local prefabs = {} -- Custom starting items local start_inv = { } -- When the character is revived from human local function onbecamehuman(inst) -- Set speed when reviving from ghost (optional) inst.components.locomotor:SetExternalSpeedMultiplier(inst, "pete_speed_mod", 1) local Light = inst.entity:AddLight() inst.Light:Enable(true) inst.Light:SetRadius(0.45) inst.Light:SetIntensity(0.55) inst.Light:SetFalloff(0.5) inst.Light:SetColour(255/255, 255/255, 150/255) end local function onbecameghost(inst) -- Remove speed modifier when becoming a ghost inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "pete_speed_mod") local Light = inst.entity:AddLight() inst.Light:Enable(true) inst.Light:SetRadius(0.45) inst.Light:SetIntensity(0.55) inst.Light:SetFalloff(0.5) inst.Light:SetColour(255/255, 255/255, 150/255) end -- When loading or spawning the character local function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) inst:ListenForEvent("ms_becameghost", onbecameghost) local Light = inst.entity:AddLight() inst.Light:Enable(true) inst.Light:SetRadius(0.45) inst.Light:SetIntensity(0.55) inst.Light:SetFalloff(0.5) inst.Light:SetColour(255/255, 255/255, 150/255) if inst:HasTag("playerghost") then onbecameghost(inst) else onbecamehuman(inst) end end -- This initializes for both the server and client. Tags can be added here. local common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "pete.tex" ) end local rainheal = function(inst) if c_moisture => 1 then c_setmoisture(c_moisture - 1) c_sethealth(c_health + 1) end end -- This initializes for the server only. Components are added here. local master_postinit = function(inst) -- choose which sounds this character will play inst.soundsname = "webber" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used inst.talker_path_override = "dontstarve_DLC001/characters/" -- Stats inst.components.health:SetMaxHealth(100) inst.components.hunger:SetMax(250) inst.components.sanity:SetMax(80) -- Damage multiplier (optional) inst.components.combat.damagemultiplier = 1.05 -- Hunger rate (optional) inst.components.hunger.hungerrate = 1 * TUNING.WILSON_HUNGER_RATE inst:DoPeriodicTask(2/1, function() rainheal(inst) end) inst.OnLoad = onload inst.OnNewSpawn = onload local Light = inst.entity:AddLight() inst.Light:Enable(true) inst.Light:SetRadius(0.45) inst.Light:SetIntensity(0.55) inst.Light:SetFalloff(0.5) inst.Light:SetColour(255/255, 255/255, 150/255) end return MakePlayerCharacter("pete", prefabs, assets, common_postinit, master_postinit, start_inv)
  5. Hello! I've started work on my second mod, and while it's been going smoothly so far, I do have a question or two. The first one is this: How would I change the rate at which my character dries off? Basically, said character has thick fur, and as a result it holds water longer than short fur would. Is there a way I can make her dry off slower? And in a similar vein, is it possible to make my character more susceptible to cold only when wet? (As it currently stands, she's less likely to freeze and more likely to overheat overall.) Thanks!
  6. Hello there! So i was trying to create a character wich would lose sanity when it would be raining,tried to code it myself and looked here and there but nothing seems to work. I looked up how WX-78 loses his health during rain and tried to modify the code but it seems to not work at all So if anybody could help me i would appreciate it a lot!
  7. So, I'm trying to re-work WX-78's rate of wetness damage, so that it would increase (be faster) the more wetness he has. So, this is what I have: --Declares a variable that is the current moisture of the player character local wetness_percent = inst.components.moisture:GetMoisture() --Determines how long until the next spark happens inst.spark_time_offset = (3 *(1 -wetness_percent)) + 1 The code above would mean that at just above 0 wetness, the rate would be 4 seconds, while being 1 second at full wetness. That is if 100% = 1 in terms of numbers. However, when testing it, just above 1 wetness, the rate starts to become extremely fast. Why is that? Any way I can fix this and make this work correctly? I've been trying to get this working for like an hour now and no amount of change fixes it. It's either too slow at times or way too fast
  8. It's me again :/ I'm not too good at modding but I have so many ideas... This time, I need to add a "perk" when the character gets too hot. Essentially the character will sizzle and then set on a short fire like bushes do in summer. Except the fire will stop after a few seconds like when you step on the lava pools. The threshold would be when the character starts to overheat (when the HUD gets all red and hot and HP loss) Any help? I also need a perk to decrease attack damage when wet, and to increase sanity drain when wet
  9. I've been incessantly updating my character Pith the Pyromancer and ran into a few problems. My character mod, Pith the Pyromancer, was created just a few weeks before DST ROG came out. Later I updated him so he can be played in Reign of Giants. A few errors have occurred which I have been eagerly trying to fix. But this one leaves me stumped. In the normal DST Pith takes rain damage similar to WX-78, however I realized WX-78's coding is different in ROG compared to the original. I tried to look in the forums to see if the same problem occurred for someone else and found nothing. So, I'm looking for a code that I can simply paste in. I need to know which file, and which section inside the file. Thanks for your help.
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