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Showing results for tags 'weapon'.
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5 gold, 5 wood, 1 gear, alchemy engine craft. Needs musket rounds 2 stone, 1 gunpowder, crafts 2 rounds, alchemy engine craft. Same range as boomerang, 50 damage, have to drag rounds in inventory to reload. 5 percent durability per use. I don’t know, it’s an idea
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I'm currently trying to create a weapon (known internally as knife) to add to my character, but can't get it working. I've been using the Big Book of DST Character Creation and it links to this post from 2013, for vanilla Don't Starve. While I tried my best to make it work, I keep getting errors when trying to load up my character - all of them from the knife.lua file. I have no idea what to do, but here's the error I keep getting from DST. If you need me to, I can also send you the entire knife.lua file to look over.
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I've had my fair share of fights with spriter, compiler and everything involving mod tools, perhaps I'm just making excuses to fight them but this time I have been running into an issue which might be oversight, or might be something else. I know some animation in spriter, i've done so to make custom idles etc. I noticed the axe has an animation when you swing it on trees, checked its stategraph and i don't see anything where it tells it to swap the sprite, I have made my own animation for custom weapons [a gun], problem is; swap_object doesn't change to the next in the animation as intended, stead of going from swap_object-0 to swap_object-1, it remains at swap_object-0. I realized that when i decompile an ax, and mod it back, it also loses its animation frames. Is there something I'm missing here? should i be adding the animation within the object swap build? or is just the compiler that hates animations? thank you for reading by the way. I'm just, very confused. If there is no way around it, i'll have to improvise
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Version 1.1.1
276 downloads
A sharper spear for all your spear needs! (On Steam Workshop : https://steamcommunity.com/sharedfiles/filedetails/?id=1686956723 ) Crafting it costs 2 Hound's Teeth, 1 Rope, and 2 Twigs. (This is configurable in the config options) It deals 45 damage and has 150 uses. Comparison: The Spear does 34 (150 uses) The Tentacle Spike does 51 (100 uses) The Dark Sword does 68 (100 uses) It's got the same durability as the Spear, AKA 50% more durability than the Tentacle Spike/Dark Sword. Just in case you're low on Nightmare Fuel for Dark Swords. Spear base and ropes belong to Klei and their Spear texture. Teeth texture used as the blades were made by me with reference to Klei's Hound's Tooth item texture for color. Has "Throwing Spear" mod support, even though the creator on the workshop says it's outdated and may be buggy. It still works. (This particular one https://steamcommunity.com/sharedfiles/filedetails/?id=354415247) -
Version 1.01
1902 downloads
Steam Workshop version ThereIsNoSpoon Mod Team presents you : Frostmourne , the cursed runeblade of the Lich King Since we found other Frostmourne mods to be problematic we take liberty on ourselves to make a good one ----------------------------------------------------- Frostmourne is intended to be a very late game overpowered weapon Strengths : - 100 cold damage ( 3 hits to freeze Beefalo ) - Light source , dropping Frostmourne on the ground provides a light source , also a small light when equip - Lifesteal 10 health per hit - Infinite Durability Weaknesses : - Attack speed is half as fast as normal weapons - Movement speed reduced to 80% , Frostmourne is a cold burden for your feet - Sanity drain 0,5/s when equip , Frostmourne is also a heavy burden for your mind and soul ----------------------------------------------------- Blueprint ( requires Shadow Manipulator ) - 20 Living Logs - 10 Moon Rocks - 5 Purple Gems - 1 Dark Sword due to being OP , Frostmourne's blueprint is hard for balance ----------------------------------------------------- Hope you'll enjoy our mod , please report any bugs in the comments and see you guys soon with more weapon mods from us ! Credits : DMNT4798 - Lead Scripting Myself - Spriting DmcVergil98 - Support Scripting Special thanks to Lumina for helping us out with our errors in the script and spriter projects when we were in time of need -
Me and my friends are working on a hand slot equippable item loosely following this tutorial My friend ran into a problem that the ground_item is using swap_item sprites and swap_item sprites is invisible Even though its compiled correctly in anim folder frostmourne_q.rar I went and tried myself , notice in the tutorial specified the path "exported > 1st myitem folder > 2nd myitem folder > myitem.png" and saving the .scml from Spriter on the 1st myitem folder However when i do this the compiler failed to find myitem.png and swap_myitem.png frostmourne_n.rar We are not entirely sure where is our problems coming from , the prefabs or the the spriting department , because when i sad we "loosely" followed the tutorial , i meant he used DST API instead of the one from the tutorial Thank you in advance
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[CODE] Miss chance for projectile
Yakuzashi posted a topic in [Don't Starve Together] Mods and Tools
Hi. I wanted to finish PPSh-41 submachinge gun so I need it to shoot 3-4 projectiles with any chance of missing target. Now it can shoot just one bullet and it always hit the target. Any clues ? ppsh_smg.lua smgammo.lua -
Hi. I wonder why my custom sound doesn't work at all. If someone is willing to help I would be grateful. I don't know where I have made mistake, despite fact that I tried everything that I knew. I just want my weapon to work. help.zip
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Alrighty, one of my character mods adds two new weapons, Cruel, and The End, now, both have crafting recipes, But one Doesn't Craft the item it is supposed to craft, I cant seem to figure out why... I have its pefab and it does have its own images and everything... just doesn't craft... This is the Code for the crafting recipe local theend = GLOBAL.Recipe("theend",{ Ingredient("cruel", 1), Ingredient("dragon_scales", 8), Ingredient("opalpreciousgem", 8), Ingredient("nightmarefuel", 40) }, RECIPETABS.ANCIENT, TECH.ANCIENT_TWO,nil, nil, nil, nil, "keeper") theend.atlas = "images/inventoryimages/theend.xml" theend.zip theend.zip theend.lua
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Hi, can someone tell me what I did wrong here ? When I hit target it should fall asleep but it does not. So here is my weapon's code with few lines from sleeping dart. It worked only once when I set first value to 10 on this one [target.components.sleeper:AddSleepiness(100, 15, inst)]. If you are curious about explosion sound it was just indicator.
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Hi guys. I need a little help with adding firing sound to my gun mod. I wouldn't be able to even start with this mod without K1NGT1GER609, so I am really grateful for his hughe input into this project. I am just a parasite without any programming skills . Let's back to main topic; so what should I do to receive firing sound of firearm ? I mean what codeline shall I use in weapon prefab file. The second part of this topic is about creating ammo magazine with certain amount of bullets inside. Is it possible (for instance of course) to put ammo in special window in my inventory and weapon will know that it should use only this ammo from special slot described as ammo magazine ?
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Hey guys! So, I'm trying to enable my weapon the ability to set enemies on fire when hit. I thought I had an idea to go about it, but it doesn't seem to work in-game. Here's my code, including the other function I think may be conflicting with it: local function onattack_defiance(inst, attacker, victim) if victim ~= nil then local onepercent = inst.components.finiteuses.total / 100 if (inst.components.finiteuses.current) <= inst.components.finiteuses.total then inst.components.finiteuses:Use(2) elseif (inst.components.finiteuses.current) == inst.components.finiteuses.total then inst.components.finiteuses:Use(-onepercent) end end local function onattack(weapon, attacker, victim) if victim ~= nil and victim.components.burnable ~= nil and math.random() < TUNING.TORCH_ATTACK_IGNITE_PERCENT * victim.components.burnable.flammability then victim.components.burnable:Ignite(nil, attacker) end end Any idea what's going wrong?
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Hey everyone! I commissioned for character art a while back and have since published him to the workshop; however, I've been searching for someone who can design item art in-game, particularly a weapon. No coding required, only the art of the weapon and the animations for it. For additional details on the topic, feel free to message me, add me on Steam, or just drop a comment on my workshop post. I'm willing to pay if you'd like and credit will be given on the workshop page as it was for Sage (see bottom). Thanks!
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I'm trying to code a weapon for a character, I don't understand how to make them swing it at things, or to determine the weapons reach. I'm also trying to figure out how to give my character a projectile weapon, and looking at other mods hasn't helped me much.
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Hello, i'd been away for almost a year and i wish to continue with the mod i left behind, i want to publish it but there are some stuff to do before is ready for it. I made a weapon that shots fire, but the default fire looks awful, i was wondering if it was possible to change it for a better looking one. Is it impossible to change the default fire_projectile? Is just so awful. (i don't mean the fire it self from when something is burning, that one is fine, i mean the projectile) I saw an amazing fire effect the other day in the mod called "Geralt" (based on the witcher books), if you see the 3rd picture of the mod, the fire looks amazing, the problem is that he's using "onhit" codes, so there is not "onequip" animation, and because my mod is an equipable weapon i made the necessary ground_myitem and swap_myitem png files, so how can i make my own png image animation for the file projectile, is it possible? I hope i'm explaining myself enough, i strongly recommend just checking the 3rd picture from the geralt mod and you'll know what i mean. I notice he made his own fire image animation so that it looks that amazing, but where could i put my own animation for the projectile when i already have a ground and swap animation? Is there a way to also change projectile animation? PD: The image itself is not my problem ofc, my doubt is - what - codes should i be using and - where - to make the fire_projectile look how ever i want it to look, having prepared a costumprojectile.zip with the costum projectile animations, or the png's to replace the projectile. I though that maybe i could change this part of the weapon's code: inst.components.weapon:SetProjectile("fire_projectile") Replacing ("fire_projectile") with my desired animation.zip - but the result was that the weapon stop working/shoting, so i'm clueless on what to try next. I'm opened to any suggestions. Thank you in advance.
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xavierwep.zip
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I've been trying to make a working mod for a few days now (Very simple premise, just re-illustrate a design for a weapon) , so I'll lay this trial and error down, 1.) Found a Mod on Steam I'd Use as template a.) Link HERE 2.) Opened the .zip files 3.) Converted the .tex files into .png files using Matt's Tools 4.) Used Photoshop to edit the .png files to what I wanted them to look like, keeping the dimmensions 5.) Used Matt's Tools to convert the .png files back into .tex files 6.) Re-.ziped the files 7.) Finallized by placing file into C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\mods 8.) Lauched game, made a game with ONLY that mod (the one I had just reillistrated) 9.) Crafted said item, doesn't show, and had a glitched image when held in cursor: a.) Here b.) And here 10.) Wondered if it was original mod 11.) Launched another game with only the original mod I used as a template 12.) No problems, worked fine 13.) ????? So, any help would be appreciated, I'll leave the .zip of the mod in question here, maybe someone can find something, Cheers! GladiusTry.zip
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Hello and thank you so much for taking the time to read this! ok so basically my friend and i have been working on a character mod for DST, we've been making loads of progress. Until we wanted to give our character a weapon only she can (Use/Equip/Pickup). i've scoured the web the web and found this piece of code from @DarkXero: the code worked perfectly, made other players drop the item and even said they can't use it. BUT whenever i try to place the weapon into a backpack or chest it immediately crashes the game... i have no idea why... I've been doing my best to try different codes. even using: inst:AddComponent("characterspecific") inst.components.characterspecific:SetOwner("star") but unfortunately still haven't worked. keeps giving me an error: "attempt to index field 'inventory' (a nil value)" Here's my star_axe.lua and client_log.txt can you please take a look at the code and see what it is im doing wrong? Thanks in advance!
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I'm still porting character in DST, and it's almost complete.Still, i have troubles with animations of custom items.Recently, they just didn't have their custom animations, but now arm and weapon dissapears on attack and appears again, when attack is finished. just like here, but that method didn't help me at all.. So, i'll be very glad to read your suggestions.I could send you zip with character, if you were interested a bit.
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So, I'm making an item for a character, which is a weapon. It is supposed to do an AoE attack, kinda like the Bearger. Actually, I wanted to use the effects for the bearger's attack, but anyway, the weapon does a lot of damage to all enemies around it, has a cooldown of 20 seconds, and I wanted to add a custom animation. The weapon is a tuba, (like a really, really, really loud tuba) so I wanted to have an animation where you blow into the tuba, not just the normal attack animation. The final thing is I wanted is when you use the weapon you just right click it and everything around you gets damaged, (also trees get chopped down), instead of having to equip it and target a specific enemy. It would not destroy anything else, just trees and enemies. It would also be cool if you could see the cooldown on it's inventoryicon, but that isn't a necessity. Thanks to anyone who can help!
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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!
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Hey all, Sorry to have multiple posts on the front page, this is the first mod I've made and I've got lots of questions for lots of problems. The problem I'm having is adding a custom weapon (specifically, a spear) to a custom character that was working fine before I began coding in the spear. Anyways, in my other post I was having trouble with the inventory images not being located. I think I managed to fix that, because now I can login to the main menu with my custom character enabled, and start up a game and choose said character without a hitch. But as soon as the world begins to load, within seconds after choosing my character, I get a crash. The log, which I will attack below, gives me the error that it "could not find region "FROMNUM" from atlas "FROMNUM" it asks if the region is specified in that atlas. Well, I don't even know where a "Fromnum" atlas would be, I can't find it in any of the mod folders or anything (probably really stupid of me to be looking for this but oh well). I tried re-creating the atlas-0 and build.bin for the spear in the Anim folder, but to no success. I am at the end of my rope with this and could really use a more experienced pair of eyes to check my code. As said, this is my very first mod in LUA. It makes me feel really stupid because I've coded mods for minecraft in java before, although that has its place in a different forum. If ANYONE has any clue what I'm doing wrong here, and can point that out to me so I can get an idea of what to do better next time, that would be fantastic. Below I am attaching the modmain.lua, the prefab file for the spear, and the error log from the documents folder of my computer (Documents/klei/donotstarvetogether/) log.txt modmain.lua globestaff_aristotlemeans.lua