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Found 11 results

  1. Hello everyone, I am currently working on a emote mod where you hug your friends either for comfort or sanity purposes. I had an issue while working on the mod where I had the code become recognizable to the game, but the images/animation became blank. I tried to fix that but I made the situation way worse than it should be. It introduced the label "crashed" under it and i couldn't open the world anymore with the mod enabled. I have the animation already down and build to a specific folder, and I have already decided to start over on the coding aspects for the mod. I just really need help with the coding for the mod, this is my first time creating a emote mod ever. I just wanna say first, yes I have used another mod for this. It was the default dance mod (yea I know cringe) I use Visual Studio Code for this mod the image below was the old code for my first try its a modinfo.lua The second one was my mod main again I used the default dance mod to help me out with this please don't lash on me about it. but this is really what I had including the anim build. I would really love some help on this mod, if anyone knows how to do this please let me know
  2. Hopefully the title makes sense. What I'm trying to do with my mod character is make it so he breaks tools faster but he chops trees, mines rocks etc. faster as well because he is very strong and easily breaks man-made and organic materials. I took code from Wigfrid's durability Battlesong and tried to modify it to make it so that tools broke faster but trees fell and rocks broke with like half the uses, however I am getting crashes, the most recent crash being this: Now I understand that the "weapon" component isn't going to work, but I don't know what to change to make it work. The most recent crash happens when I unequip a tool, oddly. Plus I am not even getting the effect I want. Here is the code I currently have as well as my character's .lua file attached. local GARAMONDE_DURABILITY_MOD = 0.8 inst:ListenForEvent("equip", function(data) if data.eslot == EQUIPSLOTS.HANDS then inst.components.weapon.attackwearmultipliers:SetModifier(inst, TUNING.GARAMONDE_DURABILITY_MOD) end end) inst:ListenForEvent("unequip", function(target, data) if data.eslot == EQUIPSLOTS.HANDS then inst.components.weapon.attackwearmultipliers:RemoveModifier(inst, TUNING.GARAMONDE_DURABILITY_MOD) end end) Thanks in advance! garamonde.lua
  3. I am trying to make a Funtime Freddy mod, and currently, I am stuck. The game freezes whenever I choose the character (This I am trying many things to fix). Other than that, my character has three main perks that I will need help making when/if I can fix this bug, the perks are: 1. He has an built-in ice box, this is compensated for by having him move slightly slower, and unable to equip body and head items. 2. Funtime Freddy has night vision. This is compensated for with Funtime Freddy losing sanity during the day. 3. Funtime Freddy Brings along Bon-Bon. Bon-Bon is an equippable item that lets Funtime Freddy gain sanity in the dark, and negate the daytime sanity drain. Bon-Bon also has a secondary function when equipped, when held, Bon-Bon de-agros mobs after Funtime Freddy (This of course doesn't effect big bads). Bon-Bon also can be dropped or thrown, in which Bon-Bon will act like Bernie, where he will attack mobs. Bon-Bon seems overpowered, but Bon-Bon has a major downside, his crappy durability, Whenever Bon-Bon attacks a mob, gets attacked by a mob, or Funtime Freddy gets attacked while Bon-Bon is in his inventory, Bon-Bon loses 1% durability, and when broken, will become rubble on the ground. Bon-Bon can of course be healed for 10% durability per gear and when broken can be fixed similarly to how you can tame clockworks, by repairing him with three gears, this will make a new Bon-Bon with 25% durability, making gear farming essential if you want to have any sanity. Funtime Freddy has 225 health, 150 hunger, and only 100 sanity. I know how to make custom stats. But if you guys can help me with the other perks and help me to fix this bug that prevents me from progressing any further, I would be grateful
  4. hello! I recently downloaded ktools so that I could decompile the characters sprite files. when I try to open the program, a black command box opens for a split second and then closes again. can anyone help me with this? I have also tried mattstools, and the files just don't show up when opened. any help or advice is appreciated! -Brenn
  5. I'm trying to make a character who's rather quick and physically strong, but it's pretty jarring to see them slow aaall the way down when carrying a chunk of marble statue. He'd normally be able to carry them somewhat faster than the average person, but I have no idea how to do this. Well, except that it probably has to do with stuff in tuning, and this line of code in the suspicious marble prefab. inst.components.equippable.walkspeedmult = TUNING.HEAVY_SPEED_MULT Where would I start?
  6. I would like to make it so my mod character has a slightly above average starting speed, and have their speed increase over time as they move. I've seen another mod character do a similar thing, but I felt like just copy+pasting the code would be pretty rude of me. Another thing, not necessary but would be appreciated, is if I could get some help with making sanity drain faster with wetness level. Thanks!
  7. Because I love suffering and being sad, I'm adding one more feature to Winnie before she's fully released. She now can utilize her book of shadows in the form of various spells craftable from a unique tab in the toolbar. I figured out how to add a custom tab, and even added a custom recipe! But I'm struggling to link an item to the recipe. local carrotspell = AddRecipe("Carrots", {Ingredient("papyrus", 1), Ingredient("carrot", 2), Ingredient("nightmarefuel", 2)}, papyrustab, GLOBAL.TECH.NONE, nil, nil, nil, 5, "papyrustab", "images/inventoryimages/carrotspell.xml", "carrotspell.tex") is in my modmain.lua, and I have carrotspell tex and xml in the appropriate folders as mentioned in the recipe line. STRINGS.NAMES.CARROTSPELL = "The Green Thumb Spell" STRINGS.RECIPE_DESC.CARROTSPELL = "All it says is 'carrots.' Huh." is also included in the modmain to lend a name and description to the recipe. I have the carrotspell.lua file in my prefabs folder, though it's not really fleshed out since I don't know how to achieve the function of the spell just yet. Spawing Carrots can come later. Right now I just need to figure out how to make a basic custom item. However, at the end of the prefab file, if I try to put return Prefab( "common/inventory/carrotspell", fn, Assets) like I'm supposed to, the game won't open correctly and then crashes. In addition to that, when you hover over the recipe for the carrotspell - for which the image shows up fine! - the image of the carrotspell and the name and desc is missing from the hovertab where you can hit 'build'. If I gather the necessary materials and craft the carrotspell, Winnie will use the materials, busy about for a moment, and then say "I can't do that." I'm not sure exactly what I'm doing wrong here. I've been following another mod that uses custom items, to see where everything needs to be placed, but I must have gotten something mixed up along the way. I have the files available if anyone would need them to get a better idea of what I did.
  8. So, I'm making an item for a character, which is a weapon. It is supposed to do an AoE attack, kinda like the Bearger. Actually, I wanted to use the effects for the bearger's attack, but anyway, the weapon does a lot of damage to all enemies around it, has a cooldown of 20 seconds, and I wanted to add a custom animation. The weapon is a tuba, (like a really, really, really loud tuba) so I wanted to have an animation where you blow into the tuba, not just the normal attack animation. The final thing is I wanted is when you use the weapon you just right click it and everything around you gets damaged, (also trees get chopped down), instead of having to equip it and target a specific enemy. It would not destroy anything else, just trees and enemies. It would also be cool if you could see the cooldown on it's inventoryicon, but that isn't a necessity. Thanks to anyone who can help!
  9. In my mod, I recently added Poutine as a crockpot item that can be cooked with a custom crop that my friends and I also added. After like, a month of struggling and almost resorting to poutine being a drop from a mob (how silly would that've been?), we finally got it to work in the crockpot. Except... If the person cooking it isn't the server host, the poutine disappears in their inventory. In a sense. It's still there in their inventory! But they can't see it or interact with it. That's an issue, considering that we added a temperature increase to it. It's almost essential to the character we modded in, aside from its health decrease (because honestly, french fries drenched in gravy and cheese is not good for you. Sorry, Canadians.) Since finding this bug, I feel a bit bad. I wanted to get this update out asap so people knew that the mod was still being worked on, but we came across this major issue. The only thing we could think to do to fix the issue was move inst.entity:SetPristine() above the "if not/then" conditional branch for TheWorld.ismastersim Surely someone can help us?
  10. Chester can't move. This makes Chester sad. All Chester wanted to do was to play and bound and pant and... But no. Chester can't. So Chester is sad. Maybe someone will pick up the eyebone, his link to the world where he can play. But for now Chester must wait and hope. Always hope
  11. Ok before I begin I will address all the characters and ages Wilson age = 30 Willow age = 16 Wolfgang age = 45 Wendy age = 13 Wes age = 27 Woodie age = 38 Maxwell age = 56 Wickerbottom age = 65 WX-78 age = no age And Me! Bilfy age = 13 Let's begin! Chapter 1 :Purgatory "Say Pal, You Don't Look So Good." "You Better Find Something To Eat Before Night Comes!" I wake up in a forest in a daze."Where am I"? I stand up."Hm" I could have sworn that plane crash killed me. And it Did Notcrash in a forest. Suddenly, I hear a loud screech. "RAAWWWK!" Then I see a giant one-eyed bird coming towards me. I am staring at it in disbelief, then it pecks my arm. "Agh!!!!!" I think "So it appears I am not dreaming." It pecks the same arm again and leaves a huge bloody gash in it. "Oh my god!" I start to run from the beast,Screaming"Help!Somebody help me!!!". Then I run into a grave, trip over it, flip in the air, and bang my head on another grave and faint. In my head I hear a man's evil laughter "Muahahahaha! Fool. It appears you have already died. Meh, I am feeling kind of generous today. I will give you a second chance". I try to speak but I open my mouth and all that comes out is a hiss. Then I wake up. ~~~~~~~~~~~~~~~~~~~~~~ Tell me what you think. If enough people like it i will make another one. Here's a hint on what the 2nd one is about. Chapter 2: The Girl