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Found 3 results

  1. engine.luaThe following is a short tutorial on how to use the key handler component which is used by @rons0n, @Purswader and @SenL to make their characters transform into different character builds. The zip file in this post is to be extracted to the root directory of your mod, the location of your modmain.lua file. After you have extracted the files there is a README file which contains the following information: -- Import the engine. modimport("engine.lua") -- Imports to keep the keyhandler from working while typing in chat. Load "chatinputscreen" Load "consolescreen" Load "textedit" After you've added the above to your modmain.lua file the keyhandler component will load successfully, but it will not be attached to any character so we need to attach it to our character. characterprefab.lua local function common_postinit(inst) inst:AddComponent("keyhandler") inst.components.keyhandler:AddActionListener("[INSERT MOD RPC NAMESPACE HERE]", TUNING["[INSERT CHARACTER NAME AS UPPER CASE HERE]"].KEY, "[INSERT MOD RPC NAME HERE]", "[INSERT KEYUP, KEYDOWN OR nil]") end modmain.lua --Transformation Section local mod_option = "[INSERT MOD OPTION FOR KEY HERE]" local character = "[INSERT CHARACTER NAME HERE]" GLOBAL.TUNING[GLOBAL.string.upper(character)] = {} GLOBAL.TUNING[GLOBAL.string.upper(character)].KEY = GetModConfigData(mod_option) or 122 local function transform(inst) -- Ignore while we are a ghost. if inst:HasTag("playerghost") then return end -- Ignore while we are busy. if inst.sg:HasStateTag("busy") then return end if not inst.transformed then -- Set the animation build for the transformed form here. -- Change the stats for the transformed character here. else -- Set the animation build for the original form here. -- Change the stats for the original character here. end inst.transformed = not inst.transformed end AddModRPCHandler("[INSERT MOD RPC NAMESPACE HERE]", "[INSERT MOD RPC NAME HERE]", transform) modinfo.lua configuration_options = { { name = "[INSERT MOD OPTION HERE]", label = "Transformation Key", hover = "This is the key use to transform [INSERT CHARACTER NAME HERE].", options = { {description="TAB", data = 9}, {description="KP_PERIOD", data = 266}, {description="KP_DIVIDE", data = 267}, {description="KP_MULTIPLY", data = 268}, {description="KP_MINUS", data = 269}, {description="KP_PLUS", data = 270}, {description="KP_ENTER", data = 271}, {description="KP_EQUALS", data = 272}, {description="MINUS", data = 45}, {description="EQUALS", data = 61}, {description="SPACE", data = 32}, {description="ENTER", data = 13}, {description="ESCAPE", data = 27}, {description="HOME", data = 278}, {description="INSERT", data = 277}, {description="DELETE", data = 127}, {description="END", data = 279}, {description="PAUSE", data = 19}, {description="PRINT", data = 316}, {description="CAPSLOCK", data = 301}, {description="SCROLLOCK", data = 302}, {description="RSHIFT", data = 303}, -- use SHIFT instead {description="LSHIFT", data = 304}, -- use SHIFT instead {description="RCTRL", data = 305}, -- use CTRL instead {description="LCTRL", data = 306}, -- use CTRL instead {description="RALT", data = 307}, -- use ALT instead {description="LALT", data = 308}, -- use ALT instead {description="ALT", data = 400}, {description="CTRL", data = 401}, {description="SHIFT", data = 402}, {description="BACKSPACE", data = 8}, {description="PERIOD", data = 46}, {description="SLASH", data = 47}, {description="LEFTBRACKET", data = 91}, {description="BACKSLASH", data = 92}, {description="RIGHTBRACKET", data = 93}, {description="TILDE", data = 96}, {description="A", data = 97}, {description="B", data = 98}, {description="C", data = 99}, {description="D", data = 100}, {description="E", data = 101}, {description="F", data = 102}, {description="G", data = 103}, {description="H", data = 104}, {description="I", data = 105}, {description="J", data = 106}, {description="K", data = 107}, {description="L", data = 108}, {description="M", data = 109}, {description="N", data = 110}, {description="O", data = 111}, {description="P", data = 112}, {description="Q", data = 113}, {description="R", data = 114}, {description="S", data = 115}, {description="T", data = 116}, {description="U", data = 117}, {description="V", data = 118}, {description="W", data = 119}, {description="X", data = 120}, {description="Y", data = 121}, {description="Z", data = 122}, {description="F1", data = 282}, {description="F2", data = 283}, {description="F3", data = 284}, {description="F4", data = 285}, {description="F5", data = 286}, {description="F6", data = 287}, {description="F7", data = 288}, {description="F8", data = 289}, {description="F9", data = 290}, {description="F10", data = 291}, {description="F11", data = 292}, {description="F12", data = 293}, {description="UP", data = 273}, {description="DOWN", data = 274}, {description="RIGHT", data = 275}, {description="LEFT", data = 276}, {description="PAGEUP", data = 280}, {description="PAGEDOWN", data = 281}, {description="0", data = 48}, {description="1", data = 49}, {description="2", data = 50}, {description="3", data = 51}, {description="4", data = 52}, {description="5", data = 53}, {description="6", data = 54}, {description="7", data = 55}, {description="8", data = 56}, {description="9", data = 57}, }, default = 122, }, } Now that we have all the files set up like they need to be let's update our code so it works properly. Simply modify the following lines with the appropriate setting and you're done. You now have the ability for your character to transform back and forth between forms. inst.components.keyhandler:AddActionListener("[INSERT MOD RPC NAMESPACE HERE]", TUNING["[INSERT CHARACTER NAME AS UPPER CASE HERE]"].KEY, "[INSERT MOD RPC NAME HERE]", "[INSERT KEYUP, KEYDOWN OR nil]") local mod_option = "[INSERT MOD OPTION FOR KEY HERE]" local character = "[INSERT CHARACTER NAME HERE]" AddModRPCHandler("[INSERT MOD RPC NAMESPACE HERE]", "[INSERT MOD RPC NAME HERE]", transform) name = "[INSERT MOD OPTION HERE FOR KEY]", hover = "This is the key use to transform [INSERT CHARACTER NAME HERE].", If you have any questions, please post them below. Remember to give me credit (Kzisor/Ysovuka) if you use this keyhandler. Regards, Kzisor/Ysovuka Keyhandler.zip
  2. Hello. Can someone tell me what I'm doing wrong, here? I'm working on a character who has a different build and features for day/dusk/night. I'd like for him to behave as if it is night while he is in the cave, but I can't for the life of me get anything I try to work. Here's my current iteration of failure. What am I missing? Wort TESTER.rar
  3. I was wondering, I decided to create a mod where, when the player pressed a specific button, he transforms into a sorta shadow demon and he does't get effected by the shadow monsters, but instead turns into a sort of shadow demon? (Like Shadow Wilson), but it saps away half the players current sanity, and raises speed? I believe I could figure out a custom weapon for the demon character... but then again ;-; I'm not too too amazing at coding. I'm wondering if its possible to make a sort of shadow weapon? That creates like... a shadowy hand that the player can fire at things. So basically like. an Ice staff that shoots shadow hands and deals actual damage, while pushing the entity back a few inches? (Meters, inches, no idea what the area range is called in this game.) I'm actually not too too positive on the whole Wolfgang transformation but i'm assuming its decently similar? Now... I don't know too too much about coding but i'm starting to understand some of it. I'm curious about 2 things, 1. Is there a sort of... character template? Or Character anyone knows of that I could copy the files off of for it? I understand how to read some of the coding since I'm making the main form of him actually right now. 2. If there is not a character template, would anyone be interested in sorta... helping me out? >.< I currently have my OC Wyatt half finished, so i'll be able to post his file soonish. Thank you! ~Flaire (And yes, I do have awful grammar and pretty awful explanation skills so... if something isn't clear please let me know!)