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Found 22 results

  1. So i added custom component to character and its crashing when: i enter cave i load existing world - creating new world is fine but when i disconnect and resume it teleports my character to some random spot and after few seconds crash server. here is code for component: --blood.lua local Blood = Class(function(self, inst) self.inst = inst self.max = 100 self.current = 0 end) function Blood:OnSave() return {currentblood = self.current} end function Blood:OnLoad(data) if data.currentblood then self.current = data.currentblood self:DoDelta(0, true) end end --Ustawia aktualna wartosc bloodpoints function Blood:SetCurrent(amount) self.current = amount end function Blood:GetCurrent() return self.current end return Blood and i add component to character this way inst:AddComponent("blood") its probably something with saving or loading, maybe? idk
  2. I create a character and want to give him the opportunity to teleport for hunger, but if I prescribe it, the hunger is not removed, and it turns out only with sanity. please, help.
  3. I'm somewhat new to modding DST, and I haven't dealt much with host-client communications yet since I haven't needed to, but I do now so I've been looking at examples and searching through the forums but the way components and their replicas should be made is still not clear to me. I examined Kzisor's leveler component and its companion exp widget, as well as some standard game components and random things I found in the mods I have installed, but still. Some use classifieds, some use netvars, some reference the replica in the main component, some don't...I could really use a basic rundown of when you use replicable components as opposed to a regular component added in common_postinit(); when you should use player_classified (and what it even is to begin with); when to use netvars (are the instead of the classified thing?) - and if possible, seeing an example of a simple "Hello world" replicable component would be really great. Thanks in advance. =) P.S. If you're interested in the functional context here, I'm trying to create a "transformer" component to manage all character transformations in my mod. It's basically a state machine with forms and triggers that activate the transitions between them. I'd like to give it an AddTransformation() function that lets you define the transitions as well as the trigger, and, for example, I'd like key press to be one of the options. I really want to encapsulate the entirety of the functionality into the component and its replica. Ideally, the user would simply write something such as transformer:AddTransformation("justme", "superme", transformer.Triggers.OnKey(SOME_KEY)) where transformer is the component or its replica and it will simply work. For that end I made registered an RPC call for all transformations that passes along some transformation ID. Now I need to have the code that performs the transformation to be on the server and the code that listens for a key and invokes the RPC to be on the client, but I don't know what to put where, and how to raise an event on the client when the transformation is done. Thus I come seeking the wisdom of the forum elders.
  4. I made a new character and I'd like to override a specific state in its stategraph, but nobody else's (namely, I want to change its funnyidle animation to one of the emotes). I managed to override it for everyone,but I don't know how to override it just for him. I'd rather not copy Wilson's stategraph to a new file, make the modification and then assign that stategraph to him, since that would require updating when Wilson's stategraph changes. Thanks in advance. =)
  5. DST has a module called "util" in its scripts bundle which contains various scripting paraphernalia that one may find useful. I'd like to use the weighted_random_choice() function it has, but when I use require "util" to import the code (currently to my modmain file but I plan on moving it out of there shortly) and then use it, I get an error for invoking a nil value. I know I can copy the function, of course but since it's already there and various game scripts use it, I figure there should be a way to import it into a mod environment as well - or am I wrong? Assistance would be appreciated, like always. =)
  6. I'd like to find a way to make a character refuse to equip certain items (based on tags). I've found examples of this in other mods and posts but in all of them the item is equipped, checked and then unequipped if necessary. I got that working, and if I must then I'll keep that, but I would rather have the character refuse to equip it in the first place. I.e.: When right-clicking the equipment (armor) in the inventory, it will not be equipped at all and the character will say something about it - as opposed to what happens now, where it gets equipped, unequipped and then the characters says something about it. When the equipment is picked up and the character's equip slot is empty, it should go into the inventory without being equipped - as opposed to what happens now, where... (same as above) When equipping would cause a currently-equipped item to be unequipped, I'd like for the currently equipped item to remain equipped. In other words, as I said, the character should refuse to equip it, with the behavior you'd expect when that happens. Similarly, rather than using tags, I'd like to make specific items usable only by specific characters. I'm guessing that'll be similar though. Any ideas or leads would be appreciated. =) Edit: Problem solved; see the bottom part of my own reply below.
  7. I have two different components that I activate one after the other. One uses DoTaskInTime to schedule a task for 30 seconds from now. The other uses DoPeriodicTask to schedule a task to run every 0.1 seconds over a total of 30 seconds. For some reason, the second task finishes all its iterations in 20 seconds instead of 30 like the first one. The periodic task increases a number value in every iteration, from 0 to 1, in increments of 0.1 / 30. When it reaches 1 it stops. This should take 300 iterations, so with an interval of 0.1 it should take 30 seconds in total. Even if the calculations in my code are wrong, it doesn't change the fact that the periodic task occurs too quickly. I put debug printouts right before starting the periodic task, printing the interval, and in the tick function printing the progress. The server log shows 15 prints per second, 1.5 times faster than it should be (which corresponds to the total time being 2/3 of what it should be). If I increase the interval to 0.5 the total time for the periodic task increases to about 27 seconds. I really have no idea what's going on here and how to fix it. Here's the code for the component (not much here, really): -- Fake component for enabling usage of the recharge -- item slot animation from The Forge local Rechargeable = Class(function(self, inst) self.inst = inst self.percent = 1 self.recharge_time = 0 self.interval = 0 end) local function do_recharge(inst, self) self:SetPercent(math.min(1, self:GetPercent() + self.interval / self:GetRechargeTime())) print("[Mod] Percentage: " .. tostring(self:GetPercent())) if self:GetPercent() == 1 then self:StopRecharging() end end function Rechargeable:GetPercent() return self.percent end function Rechargeable:GetRechargeTime() return self.recharge_time end function Rechargeable:SetPercent(percent) self.percent = percent self.inst:PushEvent("rechargechange", { percent = self.percent }) end function Rechargeable:SetInterval(interval) self.interval = interval end function Rechargeable:SetRechargeTime(recharge_time) self.recharge_time = recharge_time self.inst:PushEvent("rechargetimechange", { t = self.recharge_time }) end function Rechargeable:StartRecharging(starting_percentage) if starting_percentage then self:SetPercent(starting_percentage) end print("[Mod] Starting percentage: " .. tostring(self:GetPercent()) .. " ; Inteval: " .. tostring(self.interval)) if self.recharge_task == nil then self.recharge_task = self.inst:DoPeriodicTask(self.interval, do_recharge, nil, self) end end function Rechargeable:StopRecharging() if self.recharge_task ~= nil then self.recharge_task:Cancel() self.recharge_task = nil end end return Rechargeable And here is the relevant debug output: Like I said, 15 prints per second. What's the problem here and how do I make DoPeriodicTask work like I expect? I would have suspected server load but it's working faster than it should. Thanks in advance.
  8. I have some code that updates the durability of an armor (repairs it) in a timed task. It works, but the durability percentage only updates if I unequip it or equip it again. How do I get the item slot to refresh its state? ... Well, actually, I did get this to work by piggybacking on the "fueled" component's event: inst:PushEvent("percentusedchange", { percent = inst.components.armor:GetPercent() }) But that looks like an underhanded trick that only works since the ItemTile widget calls the same SetPercent function for both and doesn't look very closely at the inventory item that pushed the event. I'd be happier if I could just call a "refresh inventory bar" function or something of the same ilk. Thanks in advance. =)
  9. Hey, I wanted my character to lose sanity near fire and gain sanity near animals. I added two functions for both of the but only the one ( specifically the gain sanity one) works. I tried to add both in one function but since I'm still learning how to work with scripts (blame my teachers and my laziness) I made a mess and none of them worked. I believe that it's the "inst.components.sanity.custom_rate_fn = " command that I used twice that cause's the problem. Any ideas or help I could use both. alice.lua
  10. Hi Guys, Loko back from my long break of don't starve modding, Been a while saw a lot of posts on the steam forums, and wiki about moving volt goats, it's such a hassle to move them slowly rather than a quick alternative, Course some people just kill them all and spawn a new one at their base or where ever, but people like me, coutn that as cheating and don't really want to do that, So i want to create a mod to pick up said "lightninggoats" and drop them where we want them while setting a home for them in that specific location, inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.canbepickedup = true inst.components.inventoryitem.cangoincontainer = true inst.components.inventoryitem.nobounce = false Is what i have at the moment to pick up said goat, and drop them, however, they will constantly move at the wall trying to get to their "home" location, and they also spawn with the light that gives off the aura when they are stricken with lightning. The script im using is the basegame lightninggoat script, which is here. Any help would be appreciated. local assets = { Asset("ANIM", "anim/lightning_goat_build.zip"), Asset("ANIM", "anim/lightning_goat_shocked_build.zip"), Asset("ANIM", "anim/lightning_goat_basic.zip"), Asset("ANIM", "anim/lightning_goat_actions.zip"), Asset("SOUND", "sound/lightninggoat.fsb"), } local prefabs = { "meat", "lightninggoathorn", "goatmilk", "lightninggoatherd", } local brain = require("brains/lightninggoatbrain") SetSharedLootTable( 'lightninggoat', { {'meat', 1.00}, {'meat', 1.00}, {'lightninggoathorn', 0.25}, }) SetSharedLootTable( 'chargedlightninggoat', { {'meat', 1.00}, {'meat', 1.00}, {'goatmilk', 1.00}, {'lightninggoathorn', 0.25}, }) local function RetargetFn(inst) if inst.charged then local function CheckTarget(guy) return inst.components.combat:CanTarget(guy) end return -- Look for non-wall targets first FindEntity( inst, TUNING.LIGHTNING_GOAT_TARGET_DIST, CheckTarget, { "_combat" }, { "lightninggoat", "wall" }) or -- If none, look for walls FindEntity( inst, TUNING.LIGHTNING_GOAT_TARGET_DIST, CheckTarget, { "_combat", "wall" }, { "lightninggoat" }) or nil end end local function KeepTargetFn(inst, target) if target:HasTag("wall") then --Don't keep wall target if a non-wall target is available return FindEntity( inst, TUNING.LIGHTNING_GOAT_TARGET_DIST, function(guy) return inst.components.combat:CanTarget(guy) end, { "_combat" }, { "lightninggoat", "wall" }) == nil end --Don't keep target if we chased too far from our herd local herd = inst.components.herdmember ~= nil and inst.components.herdmember:GetHerd() or nil return herd == nil or inst:IsNear(herd, TUNING.LIGHTNING_GOAT_CHASE_DIST) end local function discharge(inst) inst:RemoveTag("charged") inst.components.lootdropper:SetChanceLootTable('lightninggoat') inst.sg:GoToState("discharge") inst.AnimState:ClearBloomEffectHandle() inst.charged = false inst.Light:Enable(false) inst.chargeleft = nil end local function ReduceCharges(inst) if inst.chargeleft then inst.chargeleft = inst.chargeleft - 1 if inst.chargeleft <= 0 then discharge(inst) end end end local function setcharged(inst, instant) inst:AddTag("charged") inst.components.lootdropper:SetChanceLootTable('chargedlightninggoat') inst.AnimState:SetBuild("lightning_goat_shocked_build") inst.AnimState:Show("fx") if not instant then inst.sg:GoToState("shocked") end inst.AnimState:SetBloomEffectHandle("shaders/anim.ksh") inst.charged = true inst.chargeleft = 3 inst.Light:Enable(true) inst:WatchWorldState("cycles", ReduceCharges) end local function IsChargedGoat(dude) return dude:HasTag("lightninggoat") and dude:HasTag("charged") end local function OnAttacked(inst, data) if data ~= nil and data.attacker ~= nil then if inst.charged then if data.attacker.components.health ~= nil and not data.attacker.components.health:IsDead() and (data.weapon == nil or ((data.weapon.components.weapon == nil or data.weapon.components.weapon.projectile == nil) and data.weapon.components.projectile == nil)) and not (data.attacker.components.inventory ~= nil and data.attacker.components.inventory:IsInsulated()) then data.attacker.components.health:DoDelta(-TUNING.LIGHTNING_GOAT_DAMAGE, nil, inst.prefab, nil, inst) if data.attacker:HasTag("player") then data.attacker.sg:GoToState("electrocute") end end elseif data.weapon ~= nil and data.weapon.components.weapon ~= nil and data.weapon.components.weapon.stimuli == "electric" then setcharged(inst) end inst.components.combat:SetTarget(data.attacker) inst.components.combat:ShareTarget(data.attacker, 20, IsChargedGoat, 3) end end local function OnSave(inst, data) if inst.charged then data.charged = inst.charged data.chargeleft = inst.chargeleft end end local function OnLoad(inst, data) if data and data.charged and data.chargeleft then setcharged(inst, true) inst.chargeleft = data.chargeleft end end local function getstatus(inst) return inst.charged and "CHARGED" or nil end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddDynamicShadow() inst.entity:AddLight() inst.entity:AddNetwork() inst.DynamicShadow:SetSize(1.75, .75) inst.Transform:SetFourFaced() MakeCharacterPhysics(inst, 100, .5) inst.AnimState:SetBank("lightning_goat") inst.AnimState:SetBuild("lightning_goat_build") inst.AnimState:PlayAnimation("idle_loop", true) inst.AnimState:Hide("fx") ------------------------------------------ inst:AddTag("lightninggoat") inst:AddTag("animal") inst:AddTag("lightningrod") --herdmember (from herdmember component) added to pristine state for optimization inst:AddTag("herdmember") --saltlicker (from saltlicker component) added to pristine state for optimization inst:AddTag("saltlicker") inst.Light:Enable(false) inst.Light:SetRadius(.85) inst.Light:SetFalloff(0.5) inst.Light:SetIntensity(.75) inst.Light:SetColour(255 / 255, 255 / 255, 236 / 255) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end ------------------------------------------ inst:AddComponent("health") inst.components.health:SetMaxHealth(TUNING.LIGHTNING_GOAT_HEALTH) ------------------ inst:AddComponent("combat") inst.components.combat:SetDefaultDamage(TUNING.LIGHTNING_GOAT_DAMAGE) inst.components.combat:SetRange(TUNING.LIGHTNING_GOAT_ATTACK_RANGE) inst.components.combat.hiteffectsymbol = "lightning_goat_body" inst.components.combat:SetAttackPeriod(TUNING.LIGHTNING_GOAT_ATTACK_PERIOD) inst.components.combat:SetRetargetFunction(1, RetargetFn) inst.components.combat:SetKeepTargetFunction(KeepTargetFn) inst.components.combat:SetHurtSound("dontstarve_DLC001/creatures/lightninggoat/hurt") ------------------------------------------ inst:AddComponent("sleeper") inst.components.sleeper:SetResistance(4) ------------------------------------------ inst:AddComponent("lootdropper") inst.components.lootdropper:SetChanceLootTable('lightninggoat') ------------------------------------------ inst:AddComponent("inspectable") inst.components.inspectable.getstatus = getstatus inst:AddComponent("inventoryitem") inst.components.inventoryitem.canbepickedup = true inst.components.inventoryitem.cangoincontainer = true inst.components.inventoryitem.nobounce = false ------------------------------------------ inst:AddComponent("knownlocations") inst:AddComponent("herdmember") inst.components.herdmember:SetHerdPrefab("lightninggoatherd") ------------------------------------------ inst:ListenForEvent("attacked", OnAttacked) ------------------------------------------ inst:AddComponent("timer") inst:AddComponent("saltlicker") inst.components.saltlicker:SetUp(TUNING.SALTLICK_LIGHTNINGGOAT_USES) ------------------------------------------ MakeMediumBurnableCharacter(inst, "lightning_goat_body") MakeMediumFreezableCharacter(inst, "lightning_goat_body") inst:ListenForEvent("lightningstrike", setcharged) inst.setcharged = setcharged inst.OnSave = OnSave inst.OnLoad = OnLoad ------------------------------------------ inst:AddComponent("locomotor") inst.components.locomotor.walkspeed = TUNING.LIGHTNING_GOAT_WALK_SPEED inst.components.locomotor.runspeed = TUNING.LIGHTNING_GOAT_RUN_SPEED MakeHauntablePanic(inst) inst:SetStateGraph("SGlightninggoat") inst:SetBrain(brain) return inst end return Prefab("lightninggoat", fn, assets, prefabs)
  11. I posted this already but in a wrong section. So i try it with the "modding"-section again :3 This time I will also upload my scripts not only the error. "Here is the error-text :[string *scripts/mainfunctions.lua*]:119: Error loading file prefabs/Ren[string *../mods/Ren/scripts/prefabs/Ren.lua*]:62: function arguments expected near "="LUA ERROR strack traceback:=[C] in function 'assert'scripts/mainfunctions.lua(119.1)=(tail call) ?scripts/mods.lua(154.1)scripts/mods.lua(593.1) in function 'RegisterPrefabs'scripts/gamelogic.lua(226.1) in function 'LoadAssets' " Ren.lua hounded.lua modmain.lua
  12. I posted this already but in a wrong section. So i try it with the "modding"-section again :3 This time I will also upload my scripts not only the error. "Here is the error-text :[string *scripts/mainfunctions.lua*]:119: Error loading file prefabs/Ren[string *../mods/Ren/scripts/prefabs/Ren.lua*]:62: function arguments expected near "="LUA ERROR strack traceback:=[C] in function 'assert'scripts/mainfunctions.lua(119.1)=(tail call) ?scripts/mods.lua(154.1)scripts/mods.lua(593.1) in function 'RegisterPrefabs'scripts/gamelogic.lua(226.1) in function 'LoadAssets' " hounded.lua modmain.lua Ren.lua
  13. Hello, I am basically finished with my mod, but will occasionally receive an error in the entityscript.lua with an attempt to index local 'v' (a number value) screenshotted below. The crash happens at seemingly random times as well. I'm not sure what is causing this since I haven't touched the scripts in the game, but my character is able to craft pets so maybe that code is somehow interfering: character.lua local function OnDespawn(inst) if inst.components.leader and inst.components.leader.followers then --inst.components.sanity.penalty=inst.components.leader.numfollowers*5 local shadowpet={} local i=0 for k,v in pairs(inst.components.leader.followers) do i=i+1 if k:HasTag("shadowpet") then --table.insert(shadowpet, k.prefab)--:GetSaveRecord()) shadowpet[i] = k:GetSaveRecord() k:Remove() end end inst.shadowpet = shadowpet end end local function OnSave(inst, data) if not inst.shadowpet and inst.components.leader.numfollowers > 0 then local shadowpet={} local i=0 for k,v in pairs(inst.components.leader.followers) do --print(k) i=i+1 if k:HasTag("shadowpet") then --table.insert(shadowpet, k.prefab)--:GetSaveRecord()) shadowpet[i] = k:GetSaveRecord() --print(k.prefab.." removed") --k:Remove() end end if shadowpet then data.shadowpet = shadowpet --inst:DoTaskInTime(0,function(inst) print("loadtaskintime") inst.OnLoad(inst,inst) inst.shadowpet=nil end) end end if inst.shadowpet then data.shadowpet = inst.shadowpet end end local function OnLoad(inst, data) local shadowpet = data.shadowpet if shadowpet then local pos = Vector3(inst.Transform:GetWorldPosition()) local radius = 10 local offset = Vector3(radius,0,0) for k, v in pairs(shadowpet) do local unit = SpawnSaveRecord(v) inst.components.leader:AddFollower(unit) unit.persists = false end end if data ~= nil and data.wisteriadarkenergy ~= nil then inst.components.darkenergy:GainAmount(data.wisteriadarkenergy) end end Any ideas? Thank you!
  14. Hello! I have a problem where my Character Script doesn't work, and is just saying the normal Wilson quotes. Is this normal, or is there something wrong with the mod, or is it The New Reign Beta messing something up? I would like to know. Thanks
  15. -I would like to have my character say only a set few phrases, like Wilton or Wilbur, but I don't know the scripts, or where to put them. -And, uh, this is kind of a weird question, but is it possible to make my character drop every tool they try to equip? Like when someone tries to pick up Lucy the Axe? They don't have arms, and it would be weird to have floating tools. I was planning on making them dependent on other players, if you're curious.
  16. Edit1 : Should have write Edible Item as title instead of Useable - Potions can't be Useable... How To Create Armor As a Edible Item .... ? Hello, I'm trying to make a character which can create its own potions. At first, I tried to put : inst:AddComponent("useableitem") But it seems that command does not work anymore because none of the potions was Useable. Instead, I used Edible command... so every potion are Eatable. See? inst:AddComponent("edible") Everything works fine until I reach a point where I can't understand how to create the right script for that potion. I want to create a potion that "changes skin into stone." (I looked up at the marble armor and such...) When its used, I dont want the armor to be equipped, but instead, having it working in "background" with a timer that will set the skin to normal. (Messages should popup to indicate the player when the potion worn off) I guess I have to put some armor script in the "oneat" function? Some armor condition? A timer, but how? I understand what I read in the armor script, but still, I dont know how to organize all of it in my own script. It seems everything I write down is not correct in form. D4rkh0bb1T local function fn()(...)inst:AddComponent("armor")inst.components.armor:InitCondition(TUNING.ARMORMARBLE)inst.components.armor:SetAbsorption(TUNING.ARMORMARBLE_ABSORPTION)local function oneaten(inst, owner) ???????????? WHAT TO WRITE DOWN ?????????????
  17. Hello everyone, I have a similar post on here mostly about scripting help and i have been receiving abit of help from a generous member called "DrSmugleaf" i am looking to expand this and get more assistance both from Scripters and from Artists, As i cannot even begin to draw a strait line or a stick figure for that matter. HorribleArts skills, woo. Anyways, I have ideas and things i would like to see come to life in Don't Starve Together, Though i have little knowledge and i am trying to understand how to mod better but i don't think much is sticking with me and would like more assistance in trying to get some scripts working on my ideas that some people just can't do lone, or would be easier to do with a group any help is appreciated and i really want to see this idea come to life in-game. Basically on the Art side of this I have two items that need a little drawing up which shouldn't be too bad while others script and i follow along to try and learn and see what does what and what do-dad goes where And then there is the character, A regal dragoness queen called "OnyxAzuretail" Which i think the bulk of this will come from i wish to have drawn and implemented into Don't Starve Together i don't really have much in mind other than Scales/Mostly human And a good lizardy tail. She is a rather soft and reserved Dragoness Here is what i wrote up with what would possibly need what any help is appreciated and i will be trying my best as well, Really want to see this come out c: Please and thank you all in the future who help [At the end i will ask for Names/Steam names to add as collaborators and give due credit, sorry if this looks sloppy!] Nickname: The Azuretail COMPLETED Motto: Oohh, Shiny! COMPLETED HP: 150 COMPLETED Hunger: 170 COMPLETED Sanity: 180 COMPLETED Perk: ~Can breathe blue fire/Cooks better food [Offensive and Utility](Need to add a Fuel bar? consumable Charcoal and Nitre to Refill) COMPLETED - Thanks to DarkXero Cooks better food^(Better cooking Quality of foods the character cooks, More hunger/HP Filling?) {NEED Script} ~Radiates Heat (Bit more than a Torch during winter?, Light as well){IN PROGRESS} ~Physically Weaker+Resistant to sanity drain (Wendy perk) COMPLETED Starting items: Queen's Azure Scale (For creating item to spawn Drakelings, usable only by Her. Respawnable or Re-Craftable?) {NEED Script+Art} Queen's Azure Tiara (Wearble, Usuable for 5 days, +15% Speed, Head slot) {COMPLETED? NEED Art} Azure Egg (Births into Wyvern, slightly Stronger than Drakelings, Takes 3 days to Hatch by fire/Warmth, Can be cooked , Onyx Lays one Randomly upon eating "Fuel" 10% Chance?) {NEED Script+Art} [Followers] Wyverns and Drakelings {NEED Scipt+Art} Quote for egg "W-what was that?" {NEED Scripting} Carries 3 more items than normal(Likes to collect things) {NEED Scripting} [Craftable Item] Azure Queen's Staff Ability to spawn Creatures (Drakelings 100 HP, 15 Damage, Max 2. Sleep by heat during night unless attacked or Onyx is Targeted) Spawns Drakelings to Follow Onyx 100% durability, -10% Per spawn Materials; Charcoal x2, Ash x2, Gold x1, Queen's Azure Scale x1 {NEED Scripting+Art} [Craftable Item] Queen's Azure Tiara +15% Movement speed 5Days of Durabiity Materials; Gold x3, Charcoal x1, Ash x2 {IN PROGRESS, Scripting Portion, NEED Art} EDIT: I also have created a github with what files i have already uploaded there, Thanks to "DrSmugleaf" again for the guidance. Also please ask if any more info is needed! EDIT2; 9/30/2015- It seems this is out of date, anything more will be posted in the Don't Starve Together workshop under the character "OnyxAzuretail" Thanks for reading anyways!
  18. This is for a Waverly mod I'm making. It needs to be able to craft Wickerbottom's books, and must make all neutral and hostile, or other, mobs to attack her on sight. Thanks in advance. ~Union
  19. so i basically want to create a script mod, i made it so that to mine 1 boulder using a pick is 97% of its durability same with trees and axes hehuehuehudfsgsdgdgds How can i upload it to the work shop The modmain.lua is supposed to be blank im pretty sure and i just put the scripts file in a .zip but thats as far as i know
  20. hello people I follow the forum a long time,but not write much here today decided to post a picture. (sorry for my english)I could not resist....grows a magnificent bearmy dog ​​paints better than me:highly_amused:the b,w versionwilson loves the water
  21. Bug Submission Please choose a category [Gameplay] Platform SteamVersion Number - Issue title Stuck on thw world creation screen Steps to reproduce create a new test world Describe your issue i stared at the screen for maybe 2 minutes until i thought im going restart it, good news it worked and i can play still felt like it needed to be report just in case other players have the same problem
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