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Found 203 results

  1. 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
  2. Hey, so... I need help with a character who should gain some sanity when he plants seeds. Previously I used this code in modmain, but it seems that after the Reap What You Sow update, it stopped working for seeds because of the new farm system. The rest like bushes and pinecones still work. But it doesn't work when planting seeds in farm soils. I have already searched in many places and even in the wormwood codes and nothing has worked for me Some help please. local function SanityOnDeploy(inst) if inst.components.deployable then local oldondeploy = inst.components.deployable.ondeploy inst.components.deployable.ondeploy = function(inst, pt, deployer) if oldondeploy then oldondeploy(inst, pt, deployer) end if deployer.prefab == "rossa" then deployer.components.sanity:DoDelta(3) end end end end AddPrefabPostInit("pinecone", SanityOnDeploy) AddPrefabPostInit("twiggy_nut", SanityOnDeploy) AddPrefabPostInit("acorn", SanityOnDeploy) AddPrefabPostInit("dug_grass", SanityOnDeploy) AddPrefabPostInit("dug_sapling", SanityOnDeploy) AddPrefabPostInit("dug_berrybush", SanityOnDeploy) AddPrefabPostInit("dug_berrybush2", SanityOnDeploy) AddPrefabPostInit("butterfly", SanityOnDeploy) AddPrefabPostInit("berrybush_juicy", SanityOnDeploy) AddPrefabPostInit("marsh_bush", SanityOnDeploy) AddPrefabPostInit("dug_rock_avocado_bush", SanityOnDeploy) AddPrefabPostInit("dug_sapling_moon", SanityOnDeploy) AddPrefabPostInit("seeds", SanityOnDeploy) AddPrefabPostInit("asparagus_seeds", SanityOnDeploy) AddPrefabPostInit("carrot_seeds", SanityOnDeploy) AddPrefabPostInit("corn_seeds", SanityOnDeploy) AddPrefabPostInit("dragonfruit_seeds", SanityOnDeploy) AddPrefabPostInit("durian_seeds", SanityOnDeploy) AddPrefabPostInit("eggplant_seeds", SanityOnDeploy) AddPrefabPostInit("garlic_seeds", SanityOnDeploy) AddPrefabPostInit("onion_seeds", SanityOnDeploy) AddPrefabPostInit("pepper_seeds", SanityOnDeploy) AddPrefabPostInit("pomegranate_seeds", SanityOnDeploy) AddPrefabPostInit("potato_seeds", SanityOnDeploy) AddPrefabPostInit("pumpkin_seeds", SanityOnDeploy) AddPrefabPostInit("tomato_seeds", SanityOnDeploy) AddPrefabPostInit("watermelon_seeds", SanityOnDeploy)
  3. 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.
  4. Everyone has their quarrels with one or some characters and their own reasons why. So tell me, what character do you dislike, and why? If you dislike multiple characters you can list them too. Ill respond to certain replies with questions if Im interested (: (Mostly doing this cause Wendy is awesome and Im curious of people thoughts towards her).
  5. Hi there. I had a random idea for a character that would be centered around gems & minerals. The name "Wardite" is actually a gem itself! (A pretty nifty-looking one too... And fun fact, another character submission used the name idea, but it is from two years ago...) The main idea I had for this character actually stemmed from an idea I had: Farmable gems. I know that sounds broken, but I had quite a train of thought with it... That being, something like Craftable Geodes. And at first, I thought them being a standalone thing would be a neat addition, but then an idea for a whole character came out of it, so. Let's see where this goes. I won't really be talking about the character's stats as that kind of thing is pretty boring and easily interchangeable, more of what is unique about them and what the gameplay could be like. Geodes Geodes would be a craftable cluster of rocks that need to "mature" over time, to later be smashed for more materials than were initially put in. Now, while this does just sound as simple as farmable stone, we already have that in a variety of ways, so it's not really worth doing something as simple as that. Geode farming would center around a structure, a Geode Lab of sorts. Wardites standing near the Geode Lab gain access to the ability to actually make the Geodes in the first place, and the lab must have the geodes placed on them for them to later "mature" and be worth harvesting. So perhaps some small table with some racks on it? About 4 growing geodes could be loaded onto it at a time. I like the idea of it kind of looking like its own bare-bones traveling camp, so maybe a little bit of a tent formation around it, just to make it look like its own little station. I'll get into why I think that'd be neat a little later. Wardite's Downside, and Signature Item Wardite would be an interesting kind of person, someone who is very precise with their work. As such, they cannot use such brutish tools of an axe or pickaxe, instead, needing to use their very small and rather wimpy Ball-Peen Pickamacallit. (Patent Pending) The tool uses an animation like the Ball Pein Hammer for every usage, meaning it takes them more time to do just about any manual labor task, such as chopping, mining, general resource collecting, even eating would take longer... But, because that just sounds absolutely sluggish and miserable... I think it'd be worthwhile if they had a chance to get additional materials from doing work, whether it be an extra log or rock or so, so that it's not technically a gigantic waste of time to do work as them in the long run, as it'd make longer-running playthroughs with them unbearable otherwise. Their perfectionism doesn't go unrewarded all the time, just makes the general process take longer. Oh, and... Trying to use the tool as anyone else lets them get a single use in before it slips out of their hands, so they can't just pick Wardite for an infinite use tool as anyone else... Unless they felt like picking it up after every hit, taking even longer than Wardite would. However, with such a tool comes additional functionality... Like, for example, hammering structures with the tool gives back more materials than the normal 50%, or, more importantly relevant... Gem Farming With their signature item, Wardite has a very important function: Smashing gems. "But wait!" I hear nobody say, "I thought this was about FARMING gems!" I still hear nobody say, only louder. Well, in the process of smashing gems with their unique Ball-Peen Pickamacallit, Wardite gets rewarded with Gem Shards- a sharp little pokey bit of magical crystal. Now, combining a shard with a geode, will now make it so the geode will grow that specific gem when it's ready to harvest! Gem shards can be crafted back into whole gems, however, to keep more of a focus on Wardite in the process, their recipe for doing so could probably be much cheaper than with other characters so that the shards still feel more useful for them, but not a useless item for the rest of the cast (Or a server missing a Wardite) Now now, I can still hear that ever-persistent nobody saying "But Authmind! That sounds overpowered beyond all get-out!", so, to them, I say, The Geode Lab The geode lab is a structure that is used in the initial crafting of geodes and is used directly in the growing process of them. When placed anywhere, they'll grow geodes at a fine, sluggish rate. We're talking maybe 20-30 days or more for a geode to reach maturity, so this thing is all about long-running worlds and patience. However, what about those gem geodes? "You think just waiting for a long time is going to make it balanced?" Well, no, not exactly, and this actually leads into why I think a little mini... "science camp" design works well for it: Gem Geodes only grow in specific biomes! In order to actually farm your gems, you can't just do it from anywhere- You'll need to be parked in a specific biome for it to work, depending on the gem. Otherwise, gem geodes won't even go on the lab (With a line from Wardite, perhaps "This can't grow in this location!" or something similar) A small idea for where these would need to be: This way, with these little stations everywhere, The entire world is utilized, and it gives players a bit of a reason to value long-term plans such as player-made roads/paths, mini-bases, etc. Hence why I think it'd be neat if the thing itself looked like its own little camp set-up: Just add a firepit and a crockpot, and suddenly your world is speckled in mini bases that look truly like small science experiments out in the wilderness, akin to something like the random camps you can find in Red Dead Redemption 2 or something... I think that would look truly very atmospheric for a slow taming of wilderness look, perfect for longer running worlds and especially for shining a light on the more patient playstyle Wardite centers around. Gem Harvesting, and additional applications Geodes, once ready, could only be harvested by a Wardite, (Note how I'm keeping an emphasis on staying as the character? That celestial portal really makes designing a character worth sticking around as a hassle...) by using the Ball-Pein Pickamacallit to break them open. They'd release more gem shards, which could then be turned back into gems by Wardite, or, possibly... As some kind of Warly Spice-like thing, but for tools. I admit, this one sounds a little odd, but since I'm just rattling off ideas that I had, I figured throw this one in for the heck of it. Wardite could use the geode lab (or maybe another structure, but that feels redundant) to upgrade weapons/tools by putting some gem shards on them- Ideas I had for this were like: Wardite could now not only upgrade their own tool to gain another unique function but could deck out their whole team with enhanced tools, so they can, eventually, contribute a direct benefit to the whole team, in a way that doesn't really step on the toes of anyone else currently in the cast. This way, shards feel more justified for being their own separate item, as Wardite gives them uses beyond just being lesser gem pieces... One last bit of ideas I also believe that using Collected Dust on the geode lab could be used to make the geodes mature a bit faster for a few days or so. It adds another function to the item, because as it sits its only purpose is to be crafted into something else. That's boring! Let's give it another function, and since it takes a while to unlock and won't instantly cause a growth, it still plays into the patient style of play Wardite is based on. Oh, and if geodes could sometimes drop Salt when Pickamacalled... Mmm, I'd love another way to get that. Dude would probably love Dust Moths and relate to them. Also probably drools at the idea of moonrocks and thulecite. Why I think this works I think having a character centered around an initial slow-down for a payoff in the long term would be a pretty unique idea for a character. And to further complement it, since RoT finished up, and a refresh to hound waves in long-running worlds, maybe we could finally get more stuff centered around world progression, like Through the ages, at long, long last... With how long the process takes, it wouldn't really consume gameplay either, you could just go check in on your little geode labs every few in-game weeks, so you'd still have plenty of time to do all the other wonderful gameplay opportunities DST offers without feeling like you aren't playing Wardite "At peak efficiency" This is the last bit of text I swear I know nobody will probably read this really, Suggestions and Feedback is really barren compared to General Discussion... But, this is the idea I had behind a whole new process to add to the game, and a character that centers completely around it, designed with what I think are pretty important thoughts in mind for a more modern DST character. Oh, and. If anyone from Klei is reading this. I'm available for hire. Unprofessional professional writer & good idea-haver, here. Don't even need to pay me, really. I can also barely do art and barely write LUA, so. Yknow. Kind of a big fish in the possible hire-able people department. I know how amazing this was for you to not read, so think of all the amazing things I could come up with if I worked there. Just putting it out there. This took over an hour and a half to write and proof-read. I hope you enjoy, and have a nice day, to whomever on the forums is reading this! <3
  6. I'm gonna say it, at some point Woby needs to get an update. She's such a good girl!! Woby is just as important to any other survivor on the roster and I think giving her a mini character update could be a fun idea. (similar to Wes) Apart from giving her their own trailer, I think it would be really cool if she had new skins that matches Walters. It can be skins that require the "Clean Sweeper" tool. Maybe even giver her own menu like Wilson & Webber's beard types? Next: New character idle animations. I always found it weird how Woby didn't had more unique animations compared to the vargling. (apart from her beast form animations) It would be cute seeing her chase her tail or sniffing the air sometimes. Lastly tho a bit touchy: These are the minor ideas I have for new gimmicks she an do. I know Walter is already capable as is, but I do think these mechanics are pretty safe to add to Woby. Note: Ideas I list are intending to be the one addition, Idk if adding them all would be a good idea) 1. Finding Treasure: I think Woby should be able find buried treasure while exploring. How it can work is while you're not riding her, there's a chance she'll start sniffing the air; then if you wait long enough she'll start digging the ground to retrieve something. The items she can dig up (usually a single material) are no different than what you can find in a tumbleweed. Items would vary from twigs & flint to tickets & gears. Or sometimes it can be a false alarm; just think it can be a nice addition and fix the issue of spawning in a establish world with no flint near by for pickaxe. (despite being an RNG system) 2. Fetch: This mechanic is what it sounds like, Woby fetches you stuff. Basically how this can work is that you give Woby a material she can sniff, and then she'll run off in the world to retrieve it for you. (can bring one at a time or up to 3 if in beast form) She can only bring small stuff while mini and bigger items in beast form; however, each time you send her out it takes longer for her to come back. Additionally, there's also a change she can come across a mob on her journey, and bring that mob back to you. The creatures she brings back from spiders to a varg, so use with caution. (having a Mctusk in that RNG pool can be good to) I feel like this can be another safe addition to add to her since theirs a risk reward system, the items she brings back aren't many, and you're out of a mobile backpack & ride for up to a day in waiting for her return. (at least I think it seems fair-ish) 2.5. Now this is an Addon side gimmick to go along with 1 & 2, mostly 2 (plus a bit iffy): Walter should be able to craft dog treats for Woby. The dog treats are for giving to Woby for good behavior or just for fun. Essentially, whenever Woby fetches or digs something up to your liking, she'll wait for a bit expecting a treat. If you like the item she gave you and you give her a treat, she'll be more likely to find more of that item for a short while. Note, teats can only be given once a day and the most she can find or receive is up to 3. Even more so, it's still not a guaranteed process. The treats themselves can also be eaten by other survivors, tho they offer no health, 10 hunger, and loss of 20 - 30 sanity. One last thing I think could be a neat addon to this is when combined with Warly's spices, he can upgrade the treats to give Woby a temporary speedboost effect when in beat mode. 3. Lastly, tho nothing special: When Woby is soaked from water, if you stand near her, she can shake off the water causing some wetness to get on you. It's not a lot and most likely to offer a max of 10 wetness, but I'm sure someone can find some use for it in the summer. But yeah, I think these additions could make for a fun Woby update in the future, let me know what you think? (✿◠‿◠)
  7. I'm sorry if I'm missing where to get this, but I can't seem to find anything within the store to purchase the characters 'Wortox' 'Wormwood' and 'Wurt' for real money. - I'm only seeing skins. I see that I can get the red spools and weave them, but I don't have those yet. I'm kinda wanting to just buy them outright. I see that I can buy gold spools for real money, but the only thing in the stores are skins for those characters. If I read correctly I should be able to find "Essential _______" and that will be the character unlock. However I just can't find it :/. Again, sorry if I'm just missing where it is, but can someone please point me to where I can purchase these characters on Switch?
  8. Ok this one sounds a bit weird from the title alone. I'm remaking an old character mod I made. And I had an idea for a perk of sorts that allows him to essentially sacrifice himself to summon the current seasons boss early. Or immediately respawn them. So, in Winter you can get several deerclops eyeballs if you and your team is good enough/well prepared for it. Bearger in the first autumn. Dragonfly farming in the summer. And extra moose/goose in spring, if you really wanted to, I guess? I have a voodoo doll item made. And it works as a fuel source. What I want to do is make it so when it's used as fuel in a fire, it kills the custom character. (Preferably only the closest one/the one that threw it in, if multiple people are playing as said character) And then have the boss spawn close by. Or just set their spawn timer down to basically nothing. How would I go about implementing this? I'm thinking something along the lines of this would probably be used somewhere for it: if data.season == SEASONS.WINTER then But that's all I really got, I'm not familiar with coding at all. Just enough to piece stuff together properly. If it helps; I've attached the item lua if anyone wants to take a look at it to help. voodoo.lua
  9. Hey all! I'm looking for someone who'd like to join my project of creating a DST Space Mod on which I've been working on for the past 1.5 to 2 years. It's pretty much the size of a DLC and will grow even more. I'm looking for someone who would help animate my Astronauts and Deep Space Aliens and Creatures. I chose a bit more of a rough art style because the mod is quite some machine based and even has simulated electricity and reactors etc.. You can contact me on the mod's Discord server if you're interested in collaborating in animations and even art if you want =] Discord Server of Mod Or directly HolidayExplanation#0014 Here is some example art
  10. Decided to draw this very hastily because you already know Klei isn't doing them.
  11. Would anyone know exactly how one would go about making a modded character receive reduced damage from Charlie? Or at the very least if there's some sort of mod which had something similar to this I could look through? I genuinely haven't been able to find anything that references her damage aside from Negating it entirely.
  12. I am requesting an overhaul of this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=478401489&searchtext=hellscream The uploader is MIA and is not responding to their mod posts and is probably unable to give permission to reupload or update their mod. I am requesting that the overhaul has custom buildings from Warcraft such as a barracks to train grunts a Great hall for peons and watch towers that attack hostile mobs. Peons would collect lumber and gold which could be used to buy peons to increase work speed and grunts which fight for you and guard the outposts along with anything else you can think of that is warcraft related. Maybe even add a new character called Thrall? #ForTheHorde!
  13. Hello guys!! So, I’ve been wanting to share these arts I made some time ago! I’m a big fan of Don’t Starve, so one day I had the idea of making some OC’s for the game. The one with curly hair is Watson. I know his body type doesn’t fit the game’s art style, but since it was just for fun, I wanted to make a character with a body that wasn’t slim. He would be somewhat strong and have a gameplay based on his allergy to pollen, which would make him sneeze from time to time interrupting his actions and making him lose sanity. I didn’t decide all the craftables, pros and cons but I like the idea of him being able to craft a mask type of thing that would help him with his allergy and would protect players from spores. Stats: 175-HP 150-Hunger 175-Sanity And then we have Wellington, the other, grimmer, character. I didn’t think of his abilities all through, but once I had this idea of him being a hypnotist, being able to befriend mobs with a watch or something haha. So what do you guys think? 125-HP 150-Hunger 225-Sanity
  14. mercury.lua Hi, I've attached my LUA file here to ask for some help with this mod, I am currently trying to make him immune to thorns and fix the goop issue. The goop function somewhat works. However, sometimes he drops goops that cannot be picked up (or examined). This isn't so bad except that when you're placing items or structures down it will get in the way, the only way to fix this is to refresh the game. I've tried looking online for similar problems but I cannot get them to work. the immunity to getting prickled does not work at all, I've tried digging into to cactus, spikey bushes and bramble armour code files but nothing seems to work. I've even tried looking for similar mods with this function but I couldn't find any. Just as an extra note, this mod is pretty outdated as well (I remembered I had it and wanted to get back into making characters) But there's no crashes with it, there's just minor bugs that I would like to get fixed. These would be nice to fix, but are not my priority right now. When he gets hit, he drops goops and will shrink -- This function works well. The more he shrinks the slower (maybe weaker too?) he gets -- This doesn't work, it only works when he dies and gets revived, but eating removes this penalty and I'm not sure what I did wrong. Freezes and overheats faster -- not fully tested but I think I got the freezing faster one to work?? (needs more testing) I am not an expert on LUA, If anyone can have a look and tell me the issue I will really appreciate it, thanks for for reading!
  15. Hey so me and my friends got really into don't starve together character modding and wanted something to help us quickly generate the portrait names so I threw together this website real quick and I think some other people MAY find it helpful. @Staff Please let me know if I'm in violation of any copyrights or anything by creating this page and i'll remove it. Just want to help out the community without disrespecting the game. About the generator: - You type in a name and it will auto generate a gold and gray name shrinking it accordingly if needed. Then simply click the download button to save the PNG file. The Generator: Don't Starve Together Portrait Name Generator If your character's portrait name isn't working read the thread at this link --> Character Select Screen Does Not Display Name Possible future features: - I'm thinking about adding options to allow squishing the text closer together and also shaking the characters up n down to get a more natural DST look. Let me know if this is something you'd be interested in and I can try to fast track working on it. - Also let me know what you think if you have any ideas/feedback. Hope you enjoy! Thanks!!
  16. Hey there! My character's face and head are all off center in the game, and I was wondering if anyone could help fix it?d
  17. Hello, I am making a character mod again, and with help I was able to write custom quotes for when he gets hit, and even dies (as well as depending on who kills him). However, unlike my other character mod Garamonde, I am struggling to get his standard death quotes to work. I copied the working code from Garamonde's prefab file, and I even added a SetTaskInTime delay for the quote to show up, but still nothing. I've tried dying in multiple ways but nothing. Here's his prefab file if anyone can see what I may've done wrong! Thank you! kk.lua
  18. Hello there! I'm trying to learn how to create a character mod, but I don't really know where to get started. I've got the concepts designed and all of the dialogue prepared (aside from gorge/forge content) I know that I need to make the character designs and sprites, but I plan on doing those later. I plan on creating Joker, from Persona 5. My main features are: Can craft Gold Nuggets into Bonus Sanity Gains Sanity in Darkness instead of losing it Can Dash forward, similarly to the Lazy Explorer, while holding a custom weapon (his Knife) Enters the Constant with a Knife that does about the same damage as a spear, attacking faster if possible Can craft Masks for Personas, each with different abilities. (I'll be explaining these later, but the personas will behave similarly to Abigail.) Has a unique meter, like Beaverness or Might, called SP. SP is used to Dash, as well as being drained when a persona uses certain skill. Max is 50, and it's recharged at a rate of 1 SP every 5 seconds. I would also like to add a few items: Coffee Beans - Some sort of new food. Functions like in SW? (Can I add base game DLC content if it's not in DST yet?) Coffee - Increases your movement speed. (It was in SW, so I'm not sure if I can do that.) LeBlanc Curry - Crock Pot Recipe that requires a Meat, 2 Veggies, and a Coffee Beans Rebel Knife - Same damage as a spear, slightly faster. (Crafted with 1 Gold, 1 Charcoal, 2 Flint, and 1 Rope by hand) Persona Masks - Each mask can be crafted in a special tab called "Fusion," and usually requires 2 nightmare fuel and one additional item. When equipped in the head slot, it summons a follower, similar to Abigail, with different skills. Arsene - Requires 3 NMF - Deals AoE, but only attacks when you do. Can use 25 SP to do an AoE attack with x2 the strength of the Rebel's Knife. Jack Frost - Requires 2 NMF and 1 Blue Gem - Provides ~120 (Cold) Insulation and immunity to being frozen. (Uses 15 SP each time you're not frozen.) Pyro Jack - Requires 2 NMF and 1 Red Gem - Provides ~120 (Heat) Insulation and makes you take longer to catch fire. (Uses 15 SP each time you're not set on fire.) Alice - Requires 2 NMF and 1 Purple Gem - Shadow Creatures ignore you until attacked, no matter the Sanity level. Can use 40 SP to revive ghosts. Mothman - Requires 2 NMF and 1 Moonrock - All forms of Gestalts ignore you until attacked, no matter the Enlightenment level. Can use 40 SP to revive ghosts. Daisoujou - Requires 2 NMF and 1 Thulucite - Whenever Joker's HP is restored, Daisoujou will release a small area that heals nearby players for 50% of the health factor. (Can restore a small amount of sanity for 35 SP?) Raoul - Requires all other Person Masks and 1 NMF - Deals AoE damage when you attack, provides 80 Cold and Heat resistance, prevents Shadow Creatures and Gestalts from attacking you until attacked, and provides AoE healing when Joker is healed, for 30%. Can boost Damage, Defense and Speed of all nearby players for 50 SP I've also got several samples for his voice, but don't know how to implement them. I plan on implementing things in waves, of sort. Starting with the stats, then basic items, before moving to the phantom dash and SP, and then the Personas and all their skills. After that, I'll add the LeBlanc Curry and Coffee/beans, since I'm not sure if I can add coffee. TL;DR, I have no idea how to use the .lua format and need help getting things figured out. I'd like to mod this my self, but if you're willing to do some of the heavy lifting (including implementation and art assets) I would LOVE to have your help.
  19. 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?
  20. Hi! I've been workign on a few characters and I want to put them all into one mod, but I can't figure it out for the life of me how to do so. If someone can help me with this it will be greatly appreciated.
  21. An emergency's come up and I really need to make some money so I've decided to start taking commissions for DST character sprites starting at $70 (Price may increase depending on complexity) This is my first time taking commissions for this, from the mods I've done for myself, after starting I've finished within 3 days. So I'm thinking a week will be the longest wait per sprite. My discord is Professional Stair-faller#6361 Here's a link to one of my mods you can see my steam profile (where I also have art posted) and my workshop from here: https://steamcommunity.com/sharedfiles/filedetails/?id=2622741526 For an additional $10 I can also make a big portrait for the mod in a replicated version of the game's art style. I won't start until money's sent to me (I only accept paypal at this time)
  22. So my character is almost ready but i want to implement only one last mechanic in order to make it balanced. My character is able to eat the elemental food type (like rocks), I want to make it so that if the character doesn't eat at least one item of the elemental food type its hunger rate doubles until he does, will yall help me figure out how that can be done?... Because I have no idea hehe Thanks in advance
  23. Hello. I was making my own mod character. I used “Extended Sample Character” or something like this. Problem is that in game he is so hecking small even birds could assemble together and kidnap him. I tried resizing him in Spriter but it didn't help. It didn't make any changes in game. I would really appreciate some help about what should I do. Sorry for poor english.
  24. Playable Pets has been on the workshop for awhile now but I figure why not make a thread about it here. Looking for Help Playable Pets is a series of mods that makes most mobs in the game into playable characters, it is basically a successor to the playable mobs mod made by Indie (I don't know his forum name...) a long time ago. The mod is very configurable and has a couple of neat features as well. You can view/download all the mods here. Features Configuration Options General Info: --- FAQ: Major Bugs: Special Thanks: -Lily, Amir, RocketSM, Capt. Kickass, and Kwitchler for playtesting the mod in the prereleased builds of the mod and convinced me to make it public. -Logzombie and Xiao for making 95% of the skins in the mod. -Cheshire Crow for making a lot of the portraits in the mod. (His are the really good looking ones, mine are the bad ones). -The forums for bits of information that helped out when developing the mod (this is my first mod ever). -The many users of Playable Pets whose feedback helped improve the mod in many ways that I could not have done alone. -A certain crow for teaching me how to code and giving support. Other stuff that might be worth noting I GUESS: Steam Group (if you want announcement of major updates to the mod I guess?) Discord Group If you got any feedback/suggestions let me know.