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Everyone has something but woodie has nothing look at Walter wormwood wolfgand wilson wickerbottom maxwell and wendy. They have extremely large benefits to playing them what has Woodie? Useless damage, cutting and running mods that can be easily replaced. In late game its useless. What u gain for these options 0 hunger meter and tons of sanity loss not to mention constantly turning on full moon. Either buff his damage for forms and remove penalty or bring a extremely new options to how to play the character right now if it isnt for looks i would maybe change it to a different character already. Moonstorms are terrible too because in nights u constantly transform because of full moon
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I'm working on a mod where, after a certain amount of time, a specific song starts playing. It's supposed to follow the player as they move, but it currently seems to be stuck in a specific spot. How would you get the sound to move? I'm currently using AddClientModRPCHandler in the modmain lua, and SendModRPCToClient in the character lua. Is there something else I should be doing? In the character lua: (This is inside of a timer that determines how long it will take for the song to play inst:ListenForEvent("timerdone", function(inst, data) if data and data.name == "EndSong" then SendModRPCToClient(GetClientModRPC("hatchling", "songcall"), inst.userid) print("playing song with RPC") In the modmain: -- Client RPC Handler for EndSong AddClientModRPCHandler("hatchling", "songcall", function() --"hatchling" is the namespace, needs to be unique. "songcall" is the name, this is how I'll call it later. GLOBAL.TheFocalPoint.SoundEmitter:PlaySound("customvoice/EndTimes/EndSong") end)
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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!!
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Alright, I've published one mod before, woker, and am now working on my second, hatchling. However, for some reason, hatchling is completely invisible. I've compared it to woker, and can't see anything that's different in [character].lua, [character]_none.lua, or in either modmain that would cause hatchling to be invisible. I've tried recompiling and even reinstalling the mod tools, and it's not helping. I'm using the esctemplate extended sample character as a base for both character mods.
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Using a timer to play a song
ScrewdriverLad posted a topic in [Don't Starve Together] Mods and Tools
So I'm making a character who dies every 22 minutes, called the Hatchling. I have a functional script that will instantly kill the Hatchling after a 22 minute timer... but I wanted a warning system. My plan was that after 20 minutes, (2 minutes before death) a song will start playing. I made a timer script, based on the same timer for the Kill Loop. Here's the scripts I have. If someone can help me, please do! I labelled them with comments, and even put in print() functions, but the print("EndSong plays") appears in the console before the Hatchling even loads in. --Kills the Hatchling after a certain time. At release, it should be 22 minutes. AddPrefabPostInit("hatchling", function(inst) print("AddPrefabPostInit") if not inst.components.timer then inst:AddComponent("timer") end inst.components.timer:StartTimer("when the sun explodes",60*3) --should be "when the sun explodes",60*22) print("Timer start") local function YouGetKilled(inst) if inst.components.health and not inst.components.health:IsDead() then inst.components.health:Kill() print("running YouGetKilled") end end inst:ListenForEvent("timerdone", YouGetKilled) -- revive yourself here -- assume you have a home if inst.components.homeseeker then inst.Transform:SetPosition(inst.components.homeseeker:GetHomePos()) print("Going Home") end -- revive inst:PushEvent("ms_respawnedfromghost") print("respawning") inst:ListenForEvent("ms_respawnedfromghost", function() if inst.components.timer:TimerExists("when the sun explodes") then inst.components.timer:StopTimer("when the sun explodes") print("stopping timer") end inst.components.timer:StartTimer("when the sun explodes",60*3) --should be "when the sun explodes",60*22) print("restarting timer") end) end) --This script should play The End Times when there's 2 minutes left in the Loop AddPrefabPostInit("hatchling", function(inst) print("AddPrefabPostInit") if not inst.components.timer then inst:AddComponent("timer") end inst.components.timer:StartTimer("EndSong",60) --should be "EndSong",60*20) print("EndSong Timer start") inst:ListenForEvent("timerdone") inst.SoundEmitter:PlaySound("sound/customvoice") --adding this causes the game to crash upon loading the Hatchling. It doesn't give me anything useful, though. print("playing song") inst:ListenForEvent("ms_respawnedfromghost", function() if inst.components.timer:TimerExists("EndSong") then inst.components.timer:StopTimer("EndSong") print("stopping EndSong timer") end inst.components.timer:StartTimer("EndSong",60) --should be "when the sun explodes",60*22) print("restarting EndSong timer") end) end) As a note: CustomVoice is the name of the .fev and .fsb files I'm using for the song. I'll be renaming it once I get everything working properly. -
I'm making a character that will die every 22 Minutes - no stopping it, but they have their own way to revive themselves. However, I'm not sure how I would do that. I've been looking at Wanda and I saw a few various strings that could help, but I honestly need some help. Is there anyone I could talk to who can help with this? Additional information: I want a specific song to begin quietly playing once they've got about 2 minutes left, and I want them to be able to revive without losing any max HP.
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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)
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Hey hey, I'm making a character and I'd be glad if yall could explain to me how the frost screen overlay that happens at 5 degrees or less works, how can I make it show using code?
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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
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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)
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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.
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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
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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
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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.
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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!
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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
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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!
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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
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Custom deathresponses not working
Garamonde posted a topic in [Don't Starve Together] Mods and Tools
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 -
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.
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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?
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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.
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