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Found 6 results

  1. I've added a hairfront_hat symbol to my character's build because their hairfront clips through hats normally. What I want to do now is override the OnEquip function in hats.lua. There's a problem though; it's a local function that's created inside of another local function (MakeHat(string)) so I don't think I can access it directly. The hats.lua file doesn't return an actual hats prefab; rather, it returns a whole bunch of hats made by MakeHat(string). I think this prevents me from adding a postinit to it because a hats prefab technically never gets made. Because of this, trying to modify components.equippable.onequipfn for hats didn't work. But I DID get it to work by modifing the onequipfn for the "tophat" prefab specifically. So here's what I want to know: is there a convenient way to do add a postinit for every prefab that MakeHat() can return, without overwriting the file? Or will I have to go through the list of return values in hats.lua and manually add the post init to every single one?
  2. Hello! I have recently attempted to make a mod, a simple weapon/tool mod, and after some time I got it to eventually load with the game, only problem is: it doesn't display anything in hand or on the ground when dropped. Heres the anim file and modinfo and modmain: anim.zip modinfo.lua modmain.lua
  3. Hey all, I'm trying to add an item to the ancient tab. While I have been able to do so, is there way to make the item not stay prototype-able? I want the recipe to be removed when I move away from the altar just like the normal ancient tab recipes are. I have no idea how to do ithat unfortunately. So far I've just managed to make the item craftable in the tab. I would really appreciate the help. This is what I've only been able to do so far: if GetModConfigData("ancientswordrecipe") then MakeRecipe("ancientsword", {Ingredient("greengem", 7), Ingredient("yellowgem", 7), Ingredient("orangegem", 7)}, RECIPETABS.ANCIENT, TECH.ANCIENT_FOUR, nil, nil, nil, nil, nil, "images/inventoryimages/ancientsword.xml", "ancientsword.tex") end
  4. I am adding this AddPrefabPostinit to my modmain AddPrefabPostInit("diviningrod", function(inst)if GLOBAL.GetPlayer().prefab == "trent" then inst:AddTag("sharp") inst:AddComponent("weapon") inst.components.weapon:SetDamage(55)endend)and it gives me this error [00:01:20]: error calling PrefabPostInit: diviningrod in mod Trent - DST (Trent Character): [string "../mods/Trent - DST/modmain.lua"]:67: attempt to index a nil valueWhat am I doing wrong?
  5. It's been a while since I made a mod, almost a year. Currently I'm trying to do a very simple change to the firestaff that makes it do 34 damage instead of set things on fire. A mod I made a while back used AddComponentPostInit to successfully overwrite the ReleaseHound function in hounded.lua, so I assumed AddPrefabPostInit worked the same way and tried to duplicate... to no avail. I noticed that all the different staves seem to be stored in staff.lua, at least that's what it looks like to me. So I wrote a modmain.lua that looks like this... PrefabFiles = {}Assets = {}local function setDamage(prefab) prefab.onattack_red = function(inst, attacker, target, skipsanity) if target.components.burnable and not target.components.burnable:IsBurning() then if target.components.freezable and target.components.freezable:IsFrozen() then target.components.freezable:Unfreeze() end end if target.components.freezable then target.components.freezable:AddColdness(-1) --Does this break ice staff? if target.components.freezable:IsFrozen() then target.components.freezable:Unfreeze() end end if target.components.sleeper and target.components.sleeper:IsAsleep() then target.components.sleeper:WakeUp() end if target.components.combat then target.components.combat:SuggestTarget(attacker) if target.sg and target.sg.sg.states.hit and not target:HasTag("player") then target.sg:GoToState("hit") end end if attacker and attacker.components.sanity and not skipsanity then attacker.components.sanity:DoDelta(-TUNING.SANITY_SUPERTINY) end attacker.SoundEmitter:PlaySound("dontstarve/wilson/fireball_explo") target:PushEvent("attacked", {attacker = attacker, damage = 34}) endendAddPrefabPostInit("staff", setDamage)The only change I made to the original function was remove the call to ignite the target, and change the damage at the end from 0 to 34. The mod is completely nonfunctional. When I look at it in the mod list it always says the mod crashed. I clearly have no idea how to use AddPrefabPostInit, so can someone tell me?
  6. For some reason I can't upload any pictures or change my avatar, when I try to change my avatar it linked me to a page saying this: Internal Server Error The server encountered an internal error or misconfiguration and was unable to complete your request. Please contact the server administrator, webmaster@forums.kleientertainment.com and inform them of the time the error occurred, and anything you might have done that may have caused the error. More information about this error may be available in the server error log. Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request. Also, when I try to post a pic, it will make an error pop up or not do anything at all, just taking away the add picture gui with no pic on the post.