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Found 5 results

  1. Hello, so I got back into DST a few days ago after like 2 years of not playing, and I decided to make a mod right away since it was something I wanted to do even back then but couldn't for various reasons. I've made the art, and I've renamed him and changed his stats. I basically just need to add the perks and I'll be done with the in-game stuff. I made him using esctemplate btw. The perks I wrote are as follows: 1.Goes insane easily. 2.Blood thirsty. 3.Small stomach, but goes hungry much slower. 4.Can heal people with his blood, his own wounds heal faster. 5.Can manipulate darkness. For the 1st one I just set his max sanity low. For the 2nd one I just set the damage multiplier to 5, but I still need to test it for balancing purposes. I start needing help with the 3rd one, because I can set his max hunger low, but I have no idea how to make it deplete more slowly. For the 4th one, I probably need to add a character exclusive item that heals others but requires you to use your own health (wont affect max health though), sort of like the telltale heart but it just heals health instead of reviving people. And for the health regen, I wanted it to go faster but without it depleting more hunger, I don't know if that's possible though. For the 5th one, I was thinking of making a nightmare amulet that never breaks, but again, I don't know how to go about it. Any help is appreciated a whole bunch, thank you!!
  2. Hi. I want to remake my first character, but I don't understand the code at all to add the necessary perks to it. Here's what I want to add to my character: 1. The character gets wet longer / dries faster in rainy weather (It always rains in Carl's world). From the sea waves, it gets wet and dries like all the other characters. 2. The character can't sleep like Wickerbottom (According to the game's canon, the character can't sleep because of an experimental drug that suppresses sleep). 3. The character repairs broken items faster. 4. Winter clothing does not warm the character well. Sorry if there are grammatical errors. I don't speak English.
  3. It's been about 3 years since I last made a post since I got out of my DST phase. Now I'm back into it and rearing to go again. I need some mod help with this one character I'm making. I'll run through the deets; He's apathetically empathetic. He'll more than happily damage enemies but won't kill them. (With the exception below) If he puts on a mask he'll """transform""" to then be able to kill enemies (Also wanting to make him automatically equip it and stay equipped if he goes insane.) Loses Sanity/Stats when killing an enemy. If there's anything more that I need to provide to explain myself then please lemme know, I hope I get a reply and a bit of help! I'll be grateful for it c:
  4. So im using this character mod: https://steamcommunity.com/sharedfiles/filedetails/?id=493284025 I've Attached All Relevant Files to the post This character has a added armor item that ordinarily creates a leap ability when equipped. However upon right clicking while armor is equipped the game will crash. Attached is a log file of the crash. You'll need to open that to follow along with the rest. The time stamp where i enter a console command to give myself the armor is [00:01:53] (no problems here, no problems equipping the armor in game) and the time stamp where i right click with the armor on to use the leap ability and the game crashes is [00:02:07] where you can see the following LUA Error: [00:02:07]: [string "../mods/workshop-493284025/scripts/leapmech..."]:87: attempt to call method 'Get' (a nil value) I dug through the modded files and the file this error is pointing to is attached to this post as well. The line its pointing to looks like this on line 87: inst:ForceFacePoint(data.pos:Get()) here's the entire chunk of code most of it may not be relevant, but the line creating the error is the 2nd break down where it says "local dist", followed by an if statement: AddStategraphState("wilson", State{ name = "leap", tags = { "doing", "busy", "canrotate", "nopredict", "nomorph" }, onenter = function(inst, data) inst.components.locomotor:Stop() inst.AnimState:PlayAnimation("leap") local dist if data ~= nil and data.pos ~= nil then inst:ForceFacePoint(data.pos:Get()) local distsq = inst:GetDistanceSqToPoint(data.pos:Get()) if distsq <= LEAP_MIN_DIST_SQ then dist = LEAP_MIN_DIST inst.sg.statemem.speed = LEAP_MIN_SPEED elseif distsq >= LEAP_MAX_DIST_SQ then dist = LEAP_MAX_DIST inst.sg.statemem.speed = LEAP_MAX_SPEED else dist = math.sqrt(distsq) inst.sg.statemem.speed = LEAP_MAX_SPEED * dist / LEAP_MAX_DIST end else inst.sg.statemem.speed = LEAP_MAX_SPEED dist = LEAP_MAX_DIST end if inst.components.hunger ~= nil then inst.components.hunger:DoDelta(-dist / LEAP_MAX_DIST, true) end local x, y, z = inst.Transform:GetWorldPosition() local angle = inst.Transform:GetRotation() * DEGREES if GLOBAL.TheWorld.Map:IsPassableAtPoint(x + dist * math.cos(angle), 0, z - dist * math.sin(angle)) then ToggleOffPhysics(inst) end inst.Physics:SetMotorVel(inst.sg.statemem.speed * .5, 0, 0) local fx = SpawnPrefab("small_puff") if fx ~= nil then fx.Transform:SetScale(.3, .3, .3) fx.Transform:SetPosition(x, 0, z) end PlayFootstep(inst) if inst.components.playercontroller ~= nil then inst.components.playercontroller:Enable(false) end end, onupdate = function(inst) if inst.sg.statemem.isphysicstoggle then local x, y, z = inst.Transform:GetWorldPosition() local angle = inst.Transform:GetRotation() * DEGREES local radius = .5 x = x + .75 * radius * math.cos(angle) z = z - .75 * radius * math.sin(angle) local ents = TheSim:FindEntities(x, 0, z, radius, { "wall" }) for i, v in ipairs(ents) do if v.components.health ~= nil and v.components.health:GetPercent() > .5 then ToggleOnPhysics(inst) return end end end end, timeline = { TimeEvent(.5 * FRAMES, function(inst) inst.Physics:SetMotorVel(inst.sg.statemem.speed * .75, 0, 0) end), TimeEvent(1 * FRAMES, function(inst) inst.Physics:SetMotorVel(inst.sg.statemem.speed, 0, 0) end), TimeEvent(19 * FRAMES, function(inst) inst.Physics:SetMotorVel(inst.sg.statemem.speed * .25, 0, 0) inst.SoundEmitter:PlaySound("dontstarve/movement/bodyfall_dirt") local fx = SpawnPrefab("small_puff") if fx ~= nil then fx.Transform:SetScale(.3, .3, .3) local x, y, z = inst.Transform:GetWorldPosition() local angle = inst.Transform:GetRotation() * DEGREES fx.Transform:SetPosition(x + .25 * math.cos(angle), 0, z - .25 * math.sin(angle)) end end), TimeEvent(20 * FRAMES, function(inst) inst.Physics:Stop() inst.sg:GoToState("idle", true) end), }, onexit = function(inst) if inst.sg.statemem.isphysicstoggle then ToggleOnPhysics(inst) end if inst.components.playercontroller ~= nil then inst.components.playercontroller:Enable(true) end end, }) I just really enjoy this mod and would like it to work as intended again, its also worth noting that this leap ability USED to work before i updated dst im not sure what update broke it though exactly just that it used to work fine. I tried to fix it myself as this seems like a simple error that is just expecting a value its not getting or something, however I know nothing of modding what exactly I'm looking at, and i know very little of the game code and even less of LUA programming language, which code are game functions, and which are user created modded code. Just hoping someone with a little more knowledge than me can help me out here. Thanks in advance. modmain.lua modinfo.lua leapmechanic_guts.lua client_log.txt
  5. Hello, Thank you for stumbling upon this thread stranger! I would like to add a sanity perk to my character but I don't know how to write code very we so here goes. The perks work like this; She will have a small sanity gain when holding a bird and a slightly smaller gain when holding a feather. They are and simple but I do not know how to check for an item in an inventory. Thank you for your help kind stranger!