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Found 3 results

  1. Hey everyone, first of all, thank you for taking time to look at this page, I am not really 100% sure if this is where I should be doing this... but I didn't find anything else, so here it goes... I've been working on a custom character mod for a little while now, and I ran into a bit of a block. Turns out that I have a lot of trouble trying to figure out how to code for this game. (I'm not exactly experienced with coding and scripting) I managed to make the base of the character thanks to the Extended Sample Character made by DragonWolfLeo (I think) and I still have some goals I'd like to accomplish. The goals I aimed for while making the plans for this mod were this: -Make a working character. -Add a full custom speech file. -Make the character know tier 1 magic by default. -Make the character capable of reading books though, not making them. -Add head-slot magic items (sort of like an amulet for the head slot.) -Add a new staff with a healing effect (for other players only, preferrably) -Make a clothing item that has an inventory, like the backpacks but much smaller. I'm currently trying to work on the reading properties. But I seem to run into some issues. I added the "reader" tag in the common postinit and in the master postinit (like in Wickerbottom and Waxwell's files) but the character performs the reading animation and then simply says "I can't do that" without the book's effect taking place. I would currently like to know how to fix this issue, but I know that all the other "to-do" items will require help too. I thought I could just copy the "amulet.lua" file's code for most of it, but it turns out ALL the amulets are stored in that one file and I don't really know what to do with this information, same goes for the staves. I know I sound like some sort of idiot who wants other people to do the work for him, but I honestly want to get into making mods for this game. I just don't know how to get there on my own. Thank you for reading this and extra thanks to anyone who can provide any sorts of help.
  2. 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?
  3. the staff can be made with 20 charcoal 3 twigs and 8gold when used it acts like the fire darts but has a durability of 100% (goes down by 5 each use) it has 20 uses why so much gold ? me:well you can mostly get alot of gold from the pig king so it seem relevent
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