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Found 7 results

  1. The story picks up right after Undertale's True Pacifist ending. Frisk escapes with their friends from the underground. Monsters finally roam free on the surface. Near the barrier is an island where they've decided to settle. Things were going great, everybody lived in peace. This is what every monster has been dreaming of when they were trapped underground. The Sun shined brightly onto the island. The monsters thought it looked beautiful, it's something they've never seen before. Every morning, they admired the sunlight as often as they could. As the days pass, nobody even seemed to notice until it was too late. The sky was getting darker and darker. And then an enormous maw forms right at the heavens, this terrifies everyone. It was loud and growling, nobody knew what was happening. It's the Gnaw. Hungry, angry, and snarling. The Gnaw growls louder and louder, growing impatient at the confused monsters. It has waited long enough, it decides to punish them. A plague is cast upon the island. The monsters stare in horror as some of their friends and families drop to the ground and beg for help as they slowly mutate into horribly disfigured scalies. Frisk found this to be unacceptable and went to civilise with the Gnaw. Attempting to reason with the Gnaw, Frisk pleads with it to reverse the effects of the plague and just become friends with everybody. The Gnaw ignores the pleas and nonchalantly turns Frisk into a scalie. Without even stopping to react, a mermified Frisk immediately jumps into the ocean, never to be seen again. Frisk's friends are shocked at what had just happened. Everyone felt confused and frustrated. The monsters started looking for solutions. Toriel believes that the Gnaw wants sacrifices, but they didn't know what to give away. Alphys went to study the scalified monsters in hopes of restoring them back to their original form. Asgore was overcome by anger at what the Gnaw did to his people, he wanted justice for them and declares war. He organised his best soldiers, including Undyne, to attack with their magic powers. Asgore and his army gathered underneath the Gnaw and started throwing spears, fire attacks, and such in an attempt to vanquish it. This proves to be futile as it only served to further anger the beast. As a punishment, the Gnaw scalifies all of the soldiers plus some other innocent monsters. Undyne and Alphys undergo the scalification process, but they remain unaltered since they're already scalies. Asgore almost turns into a scalie, but fortunately, due to Alphys's prior research on the scalies, she was able to significantly delay the process, although not completely halt it. Still, Asgore knows the inevitable. Still not satisfied, the Gnaw drops a few nukes on the island, destroying most homes and leaving only some living survivors. The monsters were devastated. Toriel, after witnessing the attack's failure, decides on a more peaceful approach. Toriel runs up to her kitchen and started cooking up her best recipe, butterscotch-cinnamon pie. Toriel offers the pie and the Gnaw immediately beams it up to its maw. Everybody watches in delight as the pies travels up the beam and gets devoured. The Gnaw is so pleased that it rewards the monsters immensely, so it brings Flowey to the island. Flowey is perplexed as he looks around, seeing everyone staring at him. Then the Gnaw demonstrates its power by returning Flowey back into his original form, as Asriel. The monsters rejoice with renewed hope, they saw a miracle happen right in front of them. Asriel is tremendously ecstatic about retaining his real form, he no longer has to be a soulless flower anymore. It has been realised that what the Gnaw wants is food, so Toriel cooks up all kinds of pies to sate its hunger. Pie after pie, the Gnaw gets spoiled, eventually losing interest in pies and started to develop different cravings. Toriel notices that the Gnaw has been gradually getting less satisfied, and so she started needing to cook various other kinds of recipes. She knew she couldn't do this anymore, even with the help of the remaining monsters, as the Gnaw gets progressively even more gluttonous and picky. The island runs low on resources, limiting her options. Out of nowhere, a group of three humans suddenly pop into the island. And this is where we, the Don't Starve Together community, get involved to help the monsters! We've developed this Undertale mod for Gorge to allow everyone to participate in this magnificent AU: https://steamcommunity.com/sharedfiles/filedetails/?id=1426198349 How does this story end? It's all up to you!
  2. Sorry, I just really love both undertale and don't starve there are a few out there, but I was hoping for ones of Gaster or Napstablook or something... I also wouldn't mind a.u. character mods from things like underfell or underswap (I would absolutely love it actually!!!!!) thx a lot!!!!!!
  3. Note to all: If you vote against a poll option, please leave a comment so I know why you don't like it and how it should change. Otherwise, I have nothing to go on. I want everyone to input to Grillby! Okay, so I'm looking to make a character mod. I'm working with a couple of people to recreate Grillby from Undertale. He's already basically working and has his custom sounds, textures, and all of that good stuff. Credit given to OddVibe for the picture of Grillby. Formatting into Don't Starve (text, window, etc) done by me. There's a lot of things I plan to add to him (and he's almost complete; thanks guys!). However, as I'm not a coding genius, I'm curious as if you guys have a solution for a couple of ideas, the main one that needs to be made being the title of the post. I'll also list a bunch of other ideas I'm not sure where to start with in case anyone wants to help. If someone helps a lot I may very well add them as a contributor to the mod if they wish, so help is definitely appreciated. Important Issue as of Now: Custom Research Lab Alright, I'm looking into making a custom research lab, specifically a Juice Bar that allows Grillby to create custom drinks. I plan to do the bar texturing myself, as well as the item texturing, but I need a basis for creating research labs, and some information on how to include a structure. If anyone can offer a base structure to use to start with, it would help. I also need crafting recipes to be able to load from the drink bar in a similar fashion to how the recipes in mods call for TECH.NONE and RECIPETABS.FARM (examples). I would want those to be TECH.GRILLBYBAR and I'll keep it in the Food tab to avoid including a whole new tab since that often creates lag. Can anyone offer some basic help with this? I'm almost done with him! The list of remaining features are here: Important Bugs: None Right Now! Other Issues (Not Main Focus) THE FUEL BAR! Scrapped due to coding issues. How to gain sanity around other modded characters (specifically, Sans and Papyrus). I believe I can do this without help now. How to light objects on fire with nothing equipped. Need help with this! How to create an Alcohol system if you drink too many of his finest drinks and die from Alcohol Poisoning (being reconsidered). Scrapped. Possibly make the drinks simply cause Sanity loss instead? How to make it so that he can't freeze or overheat, but instead Fuel drain decreases and increases in Summer and Winter (respectively). Scrapped along with Fuel System. Instead he'll probably be unable to overheat but easily freeze. Deciding whether or not he should light things near him on fire when at high fuel amounts or when near objects for too long (not including man-made objects so he doesn't burn everything to the ground). More in need of opinions, but code help is nice here too (being reconsidered). Scrapped. Going to be replaced with the ability to manually light objects and potentially the ability to light things he picks at a low chance. Need more votes! Full list can be found above the Important Bugs tab in the Spoiler. As with any of my posts, any and all feedback, even critical, is appreciated! Just don't be surprised if I don't agree with you since I don't agree about things very often. Thanks for reading, thanks for submitting comments if you do, whatever you do, thank you and have a great day.
  4. Hey! So this one is simple, and I'm not sure where to start as I've never told the game to change sanity levels immediately before other than eating foods. It may be more complicated than I ask, but I want a certain weapon to, onequip, set the player's Sanity level to a permanent, unfixable 0. The only way to raise the sanity back to the value it was before would be to unequip it, thus being under onunequip. Is there a way to tell the onequip code to save the sanity value under something like "player_sanity_old" and set their sanity to 0, then when the player unequips it, tell it to load "player_sanity_old" and change it back to that? I assume it's not super easy but I want the weapon to do more than induce sanity, be it that it's a weapon of sadism. For those curious, it's the Also keep in mind that I only want the person equipping it to feel these effects, and if easily added, I want a large sanity drain around the character holding it. Alright, forums, let's see what ya got!
  5. Hey! Another little question here. Working on a Stick item for Frisk, and I was wondering if anyone had any Walking Cane SCML files they made that I could use as a base for a Stick item for Frisk? Or any weapon, really, I'm not sure where to find a weapon SCML to use as a base, but a Walking Cane base would be more towards what I need. However, since the animations don't differ very much I can use an SCML for a weapon. I need both the weaponname.scml and the swap_weaponname.scml base files. I can't seem to find these to download anywhere.
  6. -- Deals poison damage. local function DoPoisonDamage(inst) inst.components.health:DoDelta(-1, true, "poison") end -- OnAttackOther, deal poison damage every .33 seconds. local function onattackother(inst, data) if data.target and data.target.components.health and not data.target.components.health:IsDead() then -- No target players. if not data.target:HasTag("player") then -- Can't already be poisoned. if data.target.poisontask == nil then -- If conditions met; deal DoPoisonDamage value 3 times per second. data.target.poisontask = data.target:DoPeriodicTask(1/3, DoPoisonDamage) -- End poison damage @ 30 seconds. Deals 90 damage total. data.target.poisonwearofftask = data.target:DoTaskInTime(30, function(inst) inst.poisontask:Cancel() inst.poisontask = nil end) end end end end Okay, so this simply is some poison code I've been testing thanks to a friend. It's not strong initially but can cause the player to deal over a hundred damage with their bare fists over time, plus weapons increase the initial damage. My main issue, however, is that you can't see that damage is being dealt. Is there any way to either make an enemy flash a pink-purple when they take a damage from this or make an enemy turn pink-purple shaded until the effect is over? Either one works, I just want to know that they're still taking damage. Is there any way that is somewhat easy to do this? I couldn't think of any and figured the forums would be a bit more help than trying to study it myself. Thanks! Peace out.
  7. Hey! So I'm working on a bit of extra code for the DST Papyrus mod from Undertale. I've already coded in the two Bone Attacks (Regular and Blue, respectively) and I'm working on Spaghetti as well. I was wondering, does anyone have an idea on how to make a character gain an extra inventory slot when wearing a hat? It's a weird request but I want it cuz he hid the Spaghetti under his hat when you date him (yes you date a skeleton, deal with it) in Undertale and I figured it would be a cute detail. Any quick ways?
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