Search the Community

Showing results for tags 'strings'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Hot Lava
    • [Hot Lava] - General Discussion
    • [Hot Lava] - Suggestions and Feedback
    • [Hot Lava] - Bug Tracker
    • [Hot Lava] - Strats and Records
    • [Hot Lava] - Developer Log
    • Hot Lava Latest Update
  • Griftlands
    • [Griftlands Early Access] - General Discussion
    • [Griftlands Early Access] - Suggestions and Feedback
    • [Griftlands Early Access] - Localization
    • [Griftlands Early Access] - Bug Tracker
    • [Griftlands Early Access] - Developer log
  • Oxygen Not Included
    • Oxygen Not Included FAQ
    • [Oxygen Not Included] - Developer log
    • [Oxygen Not Included] - General Discussion
    • [Oxygen Not Included] - Mods and Tools
    • [Oxygen Not Included] - Suggestions and Feedback
    • [Oxygen Not Included] - Bug Tracker
    • [Oxygen Not Included] Art, Music & Lore
    • Community Challenges
    • [Oxygen Not Included] - Latest Content Update
    • [Oxygen Not Included] - Latest Animated Short
  • Don't Starve Together
    • Don't Starve Together FAQ
    • [Don't Starve Together] Developer log
    • [Don't Starve Together] General Discussion
    • [Don't Starve Together] Return of Them
    • [Don't Starve Together] PS4
    • [Don't Starve Together] Xbox One
    • [Don't Starve Together] Bug Tracker
    • [Don't Starve Together] Trading
    • [Don't Starve Together] Server Bulletin
    • [Don't Starve Together] Dedicated Server Discussion
    • [Don't Starve Together] Mods and Tools
    • [Don't Starve Together] Tales of Life and Death
    • [DS + DST] Art, Music and Lore
    • [Don't Starve Together] Suggestions and Feedback
    • [Don't Starve Together] The Forge
    • [Don't Starve Together] The Gorge
    • [Archived Bugs]
  • Don't Starve
    • Don't Starve FAQ
    • [Don't Starve: Pocket Edition] iOS / Android
    • [Don't Starve] General Discussion
    • [Don't Starve] Mods and tools
    • [Don't Starve] Art, Music & Lore
    • [Don't Starve] Suggestions and Feedback
    • [Don't Starve] Videos
    • [Don't Starve] Bug Tracker
    • [Don't Starve] Trading
    • [Don't Starve] Testing Discussion (archive)
  • Klei Entertainment Games
  • Other Stuff

Categories

  • Don't Starve
    • Custom Character and Skins
    • Game Modifications
    • Language Packs
    • Modding Tools, Tutorials & Examples
    • Custom Maps

Categories

  • Oxygen Not Included
  • Griftlands - [Early Access]
  • Don't Starve: Hamlet
  • Don't Starve: Hamlet Early Access
  • Don't Starve Together
  • Don't Starve Together: Return of Them
  • Don't Starve Together: The Gorge
  • Don't Starve Together: The Forge
  • Don't Starve Together: The Forge (Archive)
  • [Don't Starve Together] PS4
  • [Don't Starve Together] Xbox One
  • Don't Starve: Shipwrecked
  • Don't Starve: Shipwrecked [archive]
  • [Don't Starve Together] PS4 (archive)
  • [iOS] Don't Starve: Shipwrecked
  • Don't Starve: Hamlet Closed Beta (ARCHIVE)

Categories

  • Oxygen Not Included
  • Griftlands - [Early Access]
  • Hot Lava
  • Don't Starve Together
  • [PS4] Don't Starve Together
  • [Xbox One] Don't Starve Together
  • Don't Starve: Hamlet
  • Don't Starve: Shipwrecked

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End



Biography


Location


Interests


Occupation


Favorite Game


Modder


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Klei Featured Artist


Early Supporter


Early Supporter


Don't Starve


Don't Starve Together

Found 3 results

  1. " style="border:none;width:100%"> My goal right now is to create a random generated speech within companions to make them feel more alive and to kinda make me not feel alone . but ly it keeps on registering it as not a string. i know that i added it to the modmain yet it still doesn't show up. please if you can help me that would be awsome, i'll poste the code for the follower and the string local assets = { Asset("ANIM", "anim/perd_basic.zip"), Asset("ANIM", "anim/perd.zip"), Asset("SOUND", "sound/perd.fsb"), } local brain = require "brains/smperdbrain" local MAX_TARGET_SHARES = 5 local SHARE_TARGET_DIST = 30 local function nicewords(inst) inst.components.talker:Say(GetString(inst, "CHATTER")) end local function OnDeath(inst) SpawnPrefab("small_puff").Transform:SetPosition(inst.Transform:GetWorldPosition()) inst:Remove() end local function OnStopFollowing(inst) --inst:RemoveTag("companion") end local function OnStartFollowing(inst) --inst:AddTag("companion") end local function KeepTarget(inst, target) if inst.components.health.currenthealth < (inst.components.health.maxhealth/10) then return false else return inst.components.combat:CanTarget(target) and inst:IsNear(target, 10) -- Hounds keep target for 10 end end local function OnAttacked(inst, data) inst.components.combat:SetTarget(data.attacker) inst.components.combat:ShareTarget(data.attacker, SHARE_TARGET_DIST, function(dude) return dude.prefab == inst.prefab end, MAX_TARGET_SHARES) end local function OnNewTarget(inst, data) inst.components.combat:ShareTarget(data.target, SHARE_TARGET_DIST, function(dude) return dude.prefab == inst.prefab end, MAX_TARGET_SHARES) end local function die(inst) inst.components.health:Kill() end local function KeepTarget(isnt, target) return target and target:IsValid() end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddDynamicShadow() inst.entity:AddLightWatcher() inst.entity:AddNetwork() inst.AnimState:SetBuild("perd") MakeCharacterPhysics(inst, 50, .5) inst.DynamicShadow:SetSize(1.5, .75) inst.Transform:SetFourFaced() inst:AddTag("companion") inst:AddTag("dab") inst.AnimState:SetBank("perd") inst.AnimState:PlayAnimation("idle_loop", true) inst.AnimState:Hide("hat") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("locomotor") inst.components.locomotor.runspeed = TUNING.PERD_RUN_SPEED inst.components.locomotor.walkspeed = TUNING.PERD_WALK_SPEED ------------------------------------------ inst:AddComponent("eater") inst.components.eater:SetDiet({ FOODTYPE.VEGGIE }, { FOODTYPE.VEGGIE }) inst.components.eater:SetCanEatRaw() ------------------------------------------ inst:AddComponent("combat") inst.components.combat.hiteffectsymbol = "pig_torso" ------------------------------------------ inst:AddComponent("health") inst.components.health:StartRegen(TUNING.BUNNYMAN_HEALTH_REGEN_AMOUNT, TUNING.BUNNYMAN_HEALTH_REGEN_PERIOD) ------------------------------------------ MakeMediumFreezableCharacter(inst, "pig_torso") MakeMediumBurnableCharacter(inst, "pig_torso") ------------------------------------------ inst:AddComponent("follower") inst:ListenForEvent("stopfollowing", OnStopFollowing) inst:ListenForEvent("startfollowing", OnStartFollowing) inst.components.follower.keepdeadleader = true ------------------------------------------ inst:AddComponent("inspectable") ------------------------------------------ inst:AddComponent("talker") inst.components.talker.fontsize = 35 inst.components.talker.font = TALKINGFONT --inst.components.talker.colour = Vector3(133/255, 140/255, 167/255) inst.components.talker.offset = Vector3(0, -400, 0) ------------------------------------------- inst:ListenForEvent("death", OnDeath) inst.components.health:SetMaxHealth(250) inst.components.combat:SetDefaultDamage(33) inst.components.combat:SetAttackPeriod(TUNING.PERD_ATTACK_PERIOD) inst.components.combat:SetKeepTargetFunction(KeepTarget) inst:ListenForEvent("newcombattarget", OnNewTarget) inst:ListenForEvent("attacked", OnAttacked) inst:DoPeriodicTask(1, function() nicewords(inst) end) inst:AddTag("frick") inst:AddTag("sm") inst:AddComponent("named") inst.components.named.possiblenames = STRINGS.SMPERD_NAMES inst.components.named:PickNewName() MakeHauntablePanic(inst, 5, nil, 5) inst:SetBrain(brain) inst:SetStateGraph("SGperd") return inst end return Prefab("smperd", fn, assets, prefabs) --this is for the modmain----- PrefabFiles = { "wakadoodoo", "smperd", "eggd", } Assets = { Asset( "IMAGE", "images/saveslot_portraits/wakadoodoo.tex" ), Asset( "ATLAS", "images/saveslot_portraits/wakadoodoo.xml" ), Asset( "IMAGE", "images/selectscreen_portraits/wakadoodoo.tex" ), Asset( "ATLAS", "images/selectscreen_portraits/wakadoodoo.xml" ), Asset( "IMAGE", "images/selectscreen_portraits/wakadoodoo_silho.tex" ), Asset( "ATLAS", "images/selectscreen_portraits/wakadoodoo_silho.xml" ), Asset( "IMAGE", "bigportraits/wakadoodoo.tex" ), Asset( "ATLAS", "bigportraits/wakadoodoo.xml" ), Asset( "IMAGE", "images/map_icons/wakadoodoo.tex" ), Asset( "ATLAS", "images/map_icons/wakadoodoo.xml" ), Asset( "IMAGE", "images/avatars/avatar_wakadoodoo.tex" ), Asset( "ATLAS", "images/avatars/avatar_wakadoodoo.xml" ), Asset( "IMAGE", "images/avatars/avatar_ghost_wakadoodoo.tex" ), Asset( "ATLAS", "images/avatars/avatar_ghost_wakadoodoo.xml" ), Asset("ATLAS", "images/inventoryimages/eggd.xml"), Asset("IMAGE", "images/inventoryimages/eggd.tex"), } local require = GLOBAL.require local STRINGS = GLOBAL.STRINGS local RECIPETABS = GLOBAL.RECIPETABS local Recipe = GLOBAL.Recipe local Ingredient = GLOBAL.Ingredient local TECH = GLOBAL.TECH -- The character select screen lines STRINGS.CHARACTER_TITLES.wakadoodoo = "wakadoodoo" STRINGS.CHARACTER_NAMES.wakadoodoo = "wakadoodoo" STRINGS.CHARACTER_DESCRIPTIONS.wakadoodoo = "*can summon his fellow tribe members\n*controlls an army of gobblers\n*is frail and weak" STRINGS.CHARACTER_QUOTES.wakadoodoo = "\"Ooga Booga\"" -- Custom speech strings STRINGS.CHARACTERS.WAKADOODOO = require "speech_wakadoodoo" -- The character's name as appears in-game STRINGS.NAMES.WAKADOODOO = "wakadoodoo" -- The default responses of examining the character STRINGS.CHARACTERS.GENERIC.DESCRIBE.WAKADOODOO = { GENERIC = "It's wakadoodoo", ATTACKER = "That bush man looks shifty...", MURDERER = "Murderer!", REVIVER = "wakadoodoo, friend of ghosts.", GHOST = "wakadoodoo could use a heart.", } STRINGS.NAMES.SMPERD = "Bush Tribal" STRINGS.CHARACTERS.GENERIC.DESCRIBE.SMPERD = "strong fellas" STRINGS.NAMES.EGGD = "egganomicon" STRINGS.CHARACTERS.GENERIC.DESCRIBE.EGGD = "what a wierd book" STRINGS.RECIPE_DESC.EGGD = "only the shaman of the forest can summon the spirits" AddRecipe("eggd", { Ingredient("bird_egg", 1), Ingredient("cutgrass", 6), Ingredient("dug_berrybush", 1), }, RECIPETABS.MAGIC, TECH.NONE, nil, nil, nil, nil, 'frick', "images/inventoryimages/eggd.xml") STRINGS.SMPERD_NAMES = { "Billy", "Dipper", "Joe", "Jan", "Vito", "nome", "Peter", } STRINGS.SMPERD = { CHATTER = { "Kill two birds for the price of one.", "Give a man a fish and you lose a fish and he gets a fish", "Contrary to popular belief, the egg did not.", "i miss berries", "I love you.", "i'll protect you", "i hope we get hats", } -- AddMinimapAtlas("images/map_icons/wakadoodoo.xml") -- Add mod character to mod character list. Also specify a gender. Possible genders are MALE, FEMALE, ROBOT, NEUTRAL, and PLURAL. AddModCharacter("wakadoodoo", "MALE") sorry i sent quite alot thnx anyway even if you read this
  2. Hi guys! I'm back to be annoying again. So I made a Dutch translation for the original Don't Starve 2 years ago, and updated that recently for RoG. Now I wanted to translate Don't Starve Together as well, as some have asked me to. I opened poedit, got the strings.pot from \steamapps\common\Don't Starve Together\data\scripts\languages and made the translation. Immediately I noticed that there were only 60 or so new strings which I found rather little. I updated the modinfo and modmain based on the French translation for DST, then uploaded it through Don't Starve Mod tools. Now I have no idea what I'm missing, but literally nothing in the translation works. Obviously I haven't even found the strings for multiplayer stuff like 'logging in' and 'server', but even those that should've been translated are still in English when the mod is enabled. I'm just a translator and a complete noob when it comes to modding, so can anyone be so kind as to tell me what to do and where to find the new strings? See attrached files for my translation info. Edit: I took the French file from the Steam Workshop and just edited that file so I would have all the strings, but the problem of it not working in-game still applies. Edit2: Nedermind, it randomly works now for no apparent reason. Can close topic. modinfo.lua modmain.lua
  3. I want my character to examine generic male characters differently than generic female characters, example: GENERIC_MALE_PLAYER = (Yes, I know that's now how you call their examination BUT EXAMPLE): { GENERIC = "%s is a good example of the common beta swine you'll find in this place.", ATTACKER = "Don't get near M'ladies, %s!", MURDERER = "Shall we have a gentlemanly match?", REVIVER = "%s is almost as gentleman as I am.", GHOST = "%s seems to need to be revived by a gentleman, like me!", }, GENERIC_FEMALE_PLAYER = { GENERIC = "What a pleasure to have M'lady here with me!", ATTACKER = "Calm down, M'lady. I'm here!", MURDERER = "M'lady, have you killed someone? \nHopefully it was a beta.", REVIVER = "You revived someone, M'lady! I hope it wasn't a Neanderthalic beta...", GHOST = "My love and respect for you still lives on, M'lady!", }, So, is this possible or am I just thinking too high and should face reality?