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Found 4 results

  1. Willow. The lady with the bear and the real cool skins. Nightmare fuel farming 101. Join a public server as her to speedrun getting votekicked. Let's go over Willow's upsides and all learn why the bear is Tall, Dumb, and Stinky. Chapter 1: The fire and its beauty. Willow is a pyromaniac who lucked out in the gene pool and got immunity to fire. No need for a fire pit, just use dragonfly's lava pools! This immunity to fire allows Willow to not have to worry about burning her hands, since she'll never get burned, allowing her to cook food twice as fast, provided it's on a fire, and not in a pot. Willow also gains sanity from being near fire, so get Glommer as close as possible to that fire pit for a nice sanity station! Willow also gets 1.2 more sanity gain and drain from all sources. Make a lighter for your friends, for them to throw it away when they get a lantern! Willow can make a lighter (she starts with it too) that lasts a long time, but can't be refueled. She can cook on it too (iirc so can the chef and the scout), so don't worry about eating raw meat! Willow also gets a small overheat resistance, which unfortunately means Willow in winter is like a full beard Wilson in summer. Chapter 2: The Tall, Dumb, and Stinky bear. Alright, so imagine if you went bananas. I'm talking totally wacky here. Just going totally zaney. You, being a Willow main, drop your teddy bear, and it kicks the hell out of anything you see that may or may not be caused by insanity. Imagined it? Ok, that's Bernie. Willow starts with her teddy bear Bernie, who is equipable for 60 insulation and a small sanity gain, at the cost of durability over time. When you drop him, however, Bernie does nothing. When someone who is not Willow is insane in the nearby area, Bernie does a neat jig and probably calls the moms of the shadow monsters fat, making them aggro on him. When Willow is insane near Bernie, Bernie becomes BERNIE! (hereby referred to as big bodacious b). Big Bodacious B. is capable of fighting back against the nightmare monsters, claiming he knows their mom on a very personal level, but instead of being a preteen cod gamer, he has the strength to back it up. He does, however, have a health meter. That goes down when he gets hit. Big Bodacious B. makes farming nightmare fuel easy, since you just have to drop a couple bernies (only one Big Bodacious B. may be active per Willow but all bernies can activate regardless of Willow's presence iirc) and let them tank the nightmares, before going near a fire when you want to sanity up. This results in a lot of nightmare fuel, since you don't gain sanity when Big Bodacious B. goes on a mass murdering spree, but when you vanquish your nightmares, you gain sanity. Big Bodacious B. activates at high enlightenment in the lunar island, and does not fight gestalts. He can also be healed with a sewing kit when he's in the inventory. Chapter 3: What would I change? Let Willow craft a special item that lets her activate Big Bodacious B. at high sanity, or deactivate him at will. Also make Bernie turn into a new berniemon evolution, Enlightened Bernie, when on the lunar island. Not only when enlightened. Finally, change fire damage. Make it a bit more powerful, and give Willow a fire weapon that works better the lower sanity she has, making her be at her best when backed into a corner, as shown in her short. Let Willow extinguish things that are on fire, and make mobs drop items that are on fire instead of ash when they die on fire. This gives the fire staff, dart, and theoretical Willow fire weapon an actual use for combat. Finally, Bernie, Enlightened Bernie, and Big Bodacious B. are both tall and short, with one real evolution and one theoretical evolution being tall, and one being short. Majority vote means Bernie is tall, dumb because he has no known sanity level therefore having zero brain stat, and stinky because bathing in fire is not a real bath. Alright, that's all. Have a good one.
  2. So, I know that you need to have animation files imported and then selected when to play what. For the inactive bernie, things are laid out pretty straight forward, since him being inactive means only two animations (beaten up and normal idle). For the active version, you have multiple ones, like 5 or so, not entirely sure, yet, in the bernie_active.lua there is only one animation declared and it's in fn: inst.AnimState:PlayAnimation("idle_loop") So... where exactly is the code that applies all of the other animations including trottling taunt animation, walking animation, waking up animation, getting hit animation etc.?
  3. Trying to set it up so that the damage that Bernie gets from shadow creatures is also applied to shadow creatures themselves. And, subsequently so that they would also teleport within a radius of Bernie upon attacking him, just like they do when a player attacks them. I've looked through many OnBlocked functions, from scalemail, to cactus picking to even single player's SW cactus armor damage, but NOTHING works! This is my final code that I've come down to: local function OnAttacked(inst, data) if data.attacker ~= nil and data.attacker.components.combat and data.attacker:HasTag("shadow") then data.attacker.components.combat:GetAttacked(inst, data.attacker.components.damage) --data.attacker.components.health:DoDelta(data.attacker.components.damage) data.attacker.components.combat:SetTarget(data.attacker) data.attacker.components.combat:ShareTarget(data.attacker, 30, ShareTargetFn, 1) end end And it doesn't work. Does anybody have any idea as to why and how I could fix it? Mind you, I'm still using that "make a copy of an original file into the mod and edit it" strat, so this code is placed within berniebrain.lua.
  4. I'm trying to make bernie activate and be active only when Willow is insane. I successfully made it so that he doesn't activate for characters that are now Willow, but there is a bug in relation to reanimating when Willow is insane. I added this code (with "end" being placed where appropriate): if v.prefab == "willow" then Underneath "for i, v in ipairs(AllPlayers) do" for both bernie_active.lua: local function tryreanimate(inst) local target = nil local rangesq = 256 --[[16 * 16]] local x, y, z = inst.Transform:GetWorldPosition() for i, v in ipairs(AllPlayers) do if v.prefab == "willow" then if v.components.sanity:IsCrazy() and v.entity:IsVisible() then local distsq = v:GetDistanceSqToPoint(x, y, z) if distsq < rangesq then rangesq = distsq target = v end end end end if target ~= nil then local active = SpawnPrefab("bernie_active") if active ~= nil then --Transform fuel % into health. active.components.health:SetPercent(inst.components.fueled:GetPercent()) active.Transform:SetPosition(inst.Transform:GetWorldPosition()) inst:Remove() end end end and berniebrain.lua: local function FindLeader(self) self._leader = nil local rangesq = LOSE_LEADER_DIST_SQ local x, y, z = self.inst.Transform:GetWorldPosition() for i, v in ipairs(AllPlayers) do if v.prefab == "wollow" then if v.components.sanity:IsCrazy() and v.entity:IsVisible() then local distsq = v:GetDistanceSqToPoint(x, y, z) if distsq < rangesq then rangesq = distsq self._leader = v end end end end end return self._leader end Yet, for some reason, Bernie wakes up for 2 - 3 seconds and then sits back down again and keeps doing that over and over, deactivating and activating when he should just be active. This code is written inside copied files of bernie_active.lua and berniebrain.lua from the actual game (there is a reason as to why I'm simplifying this for myself and not using modmain.lua almost at all, but that's besides the point). I also indented any functions and variables related to decaying for Bernie in bernie_inactive.lua. And yes, I was standing next to him when he did that, in fact he does that whilst I'm standing right on top of him as Willow!