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Dragon Wolf Leo

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  1. I've added an item skin to Ron the Luck Seeker. I still have more skins coming for my other mods. I just need to find the time to draw the portraits.
  2. If you take a look in eventannouncer.lua, the cause of death needs its own name, else it defaults to shenanigans. STRINGS.NAMES.SOMETHING = "Something"owner:PushEvent("death", {cause = "something"})
  3. It's also probably a style thing. At this point, making anthropomorphic characters is my style.
  4. Why not? It's good to put variety in characters.
  5. Version 1.1/1.2

    1485 downloads

    "I'm a squirrel! Just a normal, fluffy squirrel. But...why do I have these memories of being something else?" Version 1.1 Don't Starve Vanilla, Reign of Giants, and Shipwrecked Version 1.2 Don't Starve Together This mod adds Ron as a playable character for Don't Starve and Don't Starve Together. STATS Hunger: 150 Health: 250 Health Absorption: 50% Sanity: 100 JINX The mod adds a jinxing mechanic to the game, in which completing various tasks, such as mining a boulder or picking a berry bush, can trigger a hostile creature spawn, or even an ambush event. Most jinx effects will result in the player taking damage easier. However, Ron has increased health and defense to balance this out. The jinx can also affect nearby players and entities that are not protected with luck-giving items. The jinx itself can be hindered if the victim is protected by luck. The jinx also changes and adds new behaviors to the game. The most common effect is hostile mobs having a preference to the victim over other entities, along with having an increased targeting range. Spawners are also affected. For instance, spider dens have a tendency to spawn a tougher variant of the spider, the spider warrior. Also, meteors will target the victim, accompanied with aggressive frogs. Ron can also build a doll of himself, called the Jinxed Doll, that retains his jinxing effects. Its usage includes being an alternative target for hostile mobs, or allowing characters other than Ron to experience the jinx's effects. LUCK Clovers are the main way of combating Ron's jinx. Ron has an increased chance to find clovers over other characters, making him efficient at clover hunting. A number of luck giving items have been added to the game, most, if not all, requiring clovers as crafting ingredients. These items have the ability to prevent the jinx. ITEMS Jinxed Doll Ron-specific recipe Recipe: Beefalo Wool x4, Catcoon Tail, Wet Goop x4 Gives bad luck when held in inventory. Prefered target to hostile mobs. Clover Found randomly picking flowers, cave ferns, and tumble weeds, and chopping trees. Clover amulet increases chance of finding. Increased chance to be found by Ron. Increased chance to be picked in rain or spring. Increased chance to be picked every seventh day. Prevents jinx when held in inventory. Olives Found randomly picking berry bushes and tumble weeds, and chopping trees. Clovers increase chance of finding. Increased chance to be found by Ron. Increased chance to be picked in summer. Potted Clover Requires Science Machine Recipe: Cut Stone, Clover Protects an area from jinx. Marble Clover (Don't Starve) Requires Alchemy Engine Recipe: Marble, Clover Protects an area from jinx. Fireproof. Obsidian Clover (Don't Starve Shipwrecked) Requires Alchemy Engine Recipe: Obsidian x3, Clover Protects an area from jinx and volcanic meteors. Moonrock Clover (Don't Starve Together) Requires Alchemy Engine Recipe: Moon Rock x3, Clover Protects an area from jinx and meteors. Clover Amulet Requires Prestihatitor Recipe: Gold Nugget x3, Clover Prevents jinx when worn. Increases chance to find clovers and olives. Guardian Amulet Requires Prestihatitor Recipe: Gold Nugget x3, Clover x3, Moon Rock Transfers damage of nearby players, followers, and companions to wearer. 40% damage absorption. Wearer becomes a prefered target to hostile mobs. Peace Amulet Requires Prestihatitor Recipe: Gold Nugget x3, Clover x3, Olives x3 20% damage absorption. Wearer becomes less targeted by hostile mobs. Wearer's damage reduced by 50%. Leprechaun Hat Requires Prestihatitor Recipe: Gold Nugget, Clover x4, Silk x4 Prevents jinx. Gives chance to randomly find gold nuggets.
  6. @rons0n, it looks like the x and y pivots were mistakenly defined in the animation data. I usually delete those, but for some reason Spriter added those back in. I will delete them again.
  7. @Maris, I think it will work. As long as the torso_pelvis symbol is there, clothing should be supported.
  8. Yes. The most recent version of my template character supports clothing.
  9. Thanks for making this. I want to link to this post in my tutorial.
  10. Version 1.0.1/1.2.3

    7156 downloads

    For Don't Starve, Reign of Giants, and Don't Starve Together. This mod adds music tracks for dusk and night for each season. You can also configure whether you want music to play continuously or only when working. Music:
  11. Food spoilage penalties aren't working. I think I found the cause in edible.lua. A typo. self.degrades_with_spolage = true
  12. Version DS1.3.3/DST1.4

    4485 downloads

    "I've saved a friend from death, but at what cost? I can no longer be with him without endangering his life." This mod adds Nedelya as a playable character for Reign of Giants, Shipwrecked, and Don't Starve Together. She has custom dialogue and a custom voice. Version 1.3 for Don't Starve Reign of Giants and Shipwrecked. Version 1.4 for Don't Starve Together. STATS - Hunger: 150 - Health: 200 - Sanity: 200 DAMAGE MULTIPLIERS Nedelya - Normal/Cold: 0.75 - Warm: 1.25 - Hot: 2 Conductor Blade - Normal: 0.8x spear damage (x0.75 normal damage multiplier) - Warm: 2x spear damage (x1.25 warm damage multiplier) - Hot: 3x spear damage (x2 hot damage multiplier) - Cold: 4x spear damage (x0.75 normal damage multiplier) Nedelya is a wolf inflicted with a condition called "fireblood". She has an increased temperature (50 degrees higher), and can overheat in spring, summer, and autumn. This also prevents her from freezing in the winter. Heat and cold sources affect Nedelya 50% more, and also insulation slows down Nedelya's temperature rate 50% longer. Additionally, she can cool down by expelling the fires from her body. This is done by either attacking with her fist or Conductor Blade, setting the target on fire. Also, being attacked while not wearing armor will work. Rain is also helpful. Rain lowers Nedelya's temperature, and also gives summer insulation. She also doesn't lose sanity from wetness. In Shipwrecked, the temperature rate has been slowed when sailing the seas. Boosting on waves will also decrease Nedelya's temperature. Wind will also lower her temperature. Nedelya's damage multiplier changes with heat. She is strongest when she is hot. The Conductor Blade is Nedelya's special weapon, which also gets stronger when hotter. When warm or hot, the blade provides light. It also sets the target on fire, which immediately cools Nedelya down. It also gets stronger when cold, which freezes its target. This time I've given the character an actual story of how she ended up in the world of Don't Starve. ---------------------------------------------- TIPS - If starting in spring, summer, or autumn, it's a good idea to craft a straw hat and pretty parasol as soon as possible. - Players have extra summer insulation at dusk and night, and also extra insulation in caves. This is a normal Don't Starve mechanic. - More tips on dealing with overheating: http://dont-starve-game.wikia.com/wiki/Overheating
  13. I answered some of your questions I had time to. You can modify your character's eater component in wakkari.lua: -- Remove sanity penalty from foodinst.components.eater.Eat_orig = inst.components.eater.Eatfunction inst.components.eater:Eat( food ) if self:CanEat(food) and food.components.edible.sanityvalue < 0 then food.components.edible.sanityvalue = 0 end return inst.components.eater:Eat_orig(food)end I think it should look like this: item.atlas = resolvefilepath("images/item.xml") You want to modify their retarget function. This can be done by using AddPrefabPostInit in modmain.lua: -- Function to make beefalo hostile to characterlocal makeBeefaloHostile = function (prefab) if prefab.components.combat then local targetfn_orig = prefab.components.combat.targetfn local targetfn_new = function(inst) local target = nil -- First retarget normally if targetfn_orig then target = targetfn_orig(inst) end -- If no target found, target Wakkari if target == nil then target = GLOBAL.FindEntity(inst, GLOBAL.TUNING.BEEFALO_TARGET_DIST, function(guy) return not guy:HasTag("beefalo") and inst.components.combat:CanTarget(guy) and not guy:HasTag("wall") and guy.prefab == "wakkari" end) end return target end prefab.components.combat.targetfn = targetfn_new endendAddPrefabPostInit("beefalo", makeBeefaloHostile)
  14. There were a few syntax errors in the function sanitychange. There also isn't a WILSON_SANITY_MULT, so it should be 0.5. local function sanitychange(inst,data) if inst.components.sanity.current <= 50 then inst.components.combat.damagemultiplier = 1 else inst.components.combat.damagemultiplier = 0.75 endendlocal fn = function(inst) -- choose which sounds this character will playinst.soundsname = "wendy" -- Minimap iconinst.MiniMapEntity:SetIcon( "sari.tex" ) -- Statsinst.components.health:SetMaxHealth(150)inst.components.hunger:SetMax(120)inst.components.sanity:SetMax(100)inst.components.combat.damagemultiplier = 0.75inst.components.sanity.night_drain_mult = 0.5inst.components.sanity.neg_aura_mult = 0.5inst:ListenForEvent("SanityTsuki", sanitychange) end
  15. You either have to change the pivots in the scml's text, or change the eye's position in the png. Moving parts directly in Spriter will not work.
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