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Showing results for tags 'event'.
Found 5 results
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After years of waiting, finally the beloved Winter's Feast Lantern came back... And after seeing this chance, I thought about all the wonderful items that could also come to us. Thinking about this and the previous Valentines' event, we did receive this years heart and a previous one, if I'm not mistaken... But there's is other items! I would just be the happiest persons if this Winter's Hat skin came back, even if it is through Klei rewards. Maybe with the year of the Beefalo event? Maybe on Valentines? I don't know, but I would love to get/buy it! Is there any previous item you guys would like to see again?
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I've been a long time fan of Don't Starve since like 2015, and one of the best experiences I've had with the franchise was The Forge back in like 2017. I remember having loads of fun with it and loving the cosmetics that came with it, To be honest I expected it to be a permanent addition to the game, but alas it ended after like a month of the event starting both times it was in the game. So I'm just wondering if I should hold onto any hope of it coming back.
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It would be cool if there was a Boss Rush. This event will be for 6 characters. Every character will start with other weapon and armor. After every boss weapons, healing items, food, amulets, staffs and armor will randomly drop.The harder the boss the better items will drop. Bosses will be in this order: Lord of the Fruit Flies Spider Queen Treeguard Deerclops Moose/Goose Bearger Antlion Malbatross Reanimated Skeleton Ancient Guardian Dragonfly Klaus Bee Queen Shadow Pieces Toadstool Crab King (with Pearl and 8 random gems, no opals) Misery Toadstool Ancient Fuelweaver (Buffed) Event would have its own achievements and chests. Have a good day!
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Hello, so I want my character to gain sanity when going under a tree so I did this inst:ListenForEvent("sheltered", function(inst, data) inst.components.talker:Say(GetString(inst, "ANNOUNCE_SHELTERED")) inst.components.sanity:DoDelta(TUNING.SANITY_TINY) The problem's that when she leaves under the tree she gets another sanity boost which I don't want... Is there an "stopsheltered" event ?! Any help's appreciated so much! And thanks for reading !
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I asked a similar question way back, but I can't find the topic from my profile. So here's my situation. I'm working on fiddling around with a variation of the component kramped.lua. I want to change its purpose from causing events when things are KILLED to causing events when things are CRAFTED or PROTOTYPED. So I noticed this code: self.inst:ListenForEvent( "killed", function(inst,data) self:onkilledother(data.victim) end )and this code: function Danger:onkilledother(victim) --assigns value based on victim, learn to assign value based on item crafted if victim.prefab == "pigman" then if not victim.components.werebeast or not victim.components.werebeast:IsInWereState() then self:OnNaughtyAction(3) end elseif victim.prefab == "babybeefalo" then self:OnNaughtyAction(6) elseif victim.prefab == "teenbird" then self:OnNaughtyAction(2) elseif victim.prefab == "smallbird" then self:OnNaughtyAction(6) elseif victim.prefab == "beefalo" then self:OnNaughtyAction(4) elseif victim.prefab == "crow" then self:OnNaughtyAction(1) elseif victim.prefab == "robin" then self:OnNaughtyAction(2) elseif victim.prefab == "robin_winter" then self:OnNaughtyAction(2) elseif victim.prefab == "butterfly" then self:OnNaughtyAction(1) elseif victim.prefab == "rabbit" then self:OnNaughtyAction(1) elseif victim.prefab == "tallbird" then self:OnNaughtyAction(2) elseif victim.prefab == "bunnyman" then self:OnNaughtyAction(3) elseif victim.prefab == "penguin" then self:OnNaughtyAction(2) end endendSo I've managed to figure out how to set up the functions for various things being crafted or prototyped, but I don't know what event to "listen" for and what data that event contains(item crafted?). Any tips?