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Jjmarco

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  • Biography
    I was born the 10th of November, 17:25, 1995. I think it was raining that day.
    Then stuff happenend. Quite a bit of stuff.
    And here I am today.
  • Location
    Paris, France
  • Interests
    Gaming, learning, programming, and lots of other -ing ending words.
  • Occupation
    Student

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    Alpha Contributor

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  1. @absimiliard, You won't need to, the bug got fixed in the last update. (Also it's \32, not /32)
  2. @RedMattis, The error seems to actually come from a recipe you made, where the builder tag is somehow a boolean instead of a string. I think it's related to your issue with IsRecipeValid
  3. @RedMattis, This method is obsolete. You can now directly specify a builder tag in Recipe; Recipe(<name>, {<ingredients>}, <tab>, <levels>, nil, nil, nil, nil, <builder tag>)
  4. @cezarica, Isn't that Wilson sitting on the Nightmare Throne from the adventure mode of DS?
  5. @SenL, No, it's not hard. You just have to check if the item has the component, something like this: if not inst.components.tradable then inst:AddComponent("tradable")end
  6. @SenL, It's handled Lua side. The game adds a component action on tradable so any tradable item changes the cursor to "Give" when hovering a trader.
  7. @SenL, Items to trade must also have the 'tradable' component. It works with meat and flint because they have that component, but bees don't.
  8. @RedMattis, Lua complains that GLOBAL isn't declared because GLOBAL doesn't exist outside of modmain. Use _G instead (which is optional anyway because seras.lua is already in the global environment). Though if your goal is using config data outside of modmain, there's an easier way of doing it.
  9. @Nofew, If you add '-console' to the launch options of the server, you can input commands in the shell, and so you can use c_announce(). There's also c_announce("message", [time in seconds]) for sending periodic messages.
  10. @Safey, Yeah, I noticed that too. I don't think there is a way to properly attach it to the tip of the tail without doing custom animation. Unless there is a "tip of the tail" symbol or something like that, but I can't really help you beyond that. Sorry!
  11. @Safey, Try this: inst.tailfire.Follower:FollowSymbol(inst.GUID, "tail", -60, -110, 0)
  12. @Safey, No, this goes in your Charmander's prefab, in master_postinit. torchfire already exists as a prefab, you just have to spawn it. You don't have to change anything about the anim folder. I'm not sure, because I've never used Spriter, but I think you have to put, instead of <symbol>, the name of the part of the character that you want the fire attached to. Maybe try "tail" ?
  13. @Safey, You could use the torchfire prefab, which holds the fire of the torch. You also get a neat particle effect bonus! Here's how you could do (this is how torches work): inst.tailfire = SpawnPrefab("torchfire")inst.tailfire.entity:AddFollower() -- adds follower attribute to the fireinst.tailfire.Follower:FollowSymbol(inst.GUID, <symbol>, 0, 0, 0)Now I have next to no experience with Spriter, so I don't know if there is a 'tail' symbol or something like that. But instead of <symbol>, you have to put the name of the symbol you want the fire to follow. Instead of '0,0,0' at the end, you can specify an offset to make the fire aligned with the tip of the tail. You might want to listen for the "ms_becameghost" and "ms_respawnedfromghost" events, to hide/show the fire when your character dies/is resurrected. You can use the same code as WX-78, it should work. You'll just have to add your own condition if the player is wearing a specific piece of clothing (the umbrella already does that for WX-78, negates all rain damage). Here's WX-78's code, which I modified to work with your character (to put above common_post init and master_postinit): And in master_postinit, what calls these functions: inst.damage_time = 3 -- same as WX-78inst:WatchWorldState("israining", onisraining) -- trigger health loss if it starts rainingonisraining(inst, TheWorld.state.israining) -- let's check right now, in case the player spawns and it already rains.I don't know what you consider dry clothing, so I made it so any body slot item that has the "waterproof" tag will render your character immune to rain damage.
  14. @DarkFenikkusu, The error happens in common_postinit, where you are trying access the 'combat' component. The combat component (and pretty much all other components except for a few, see rezecib's guide) doesn't exist on clients, that's why you get that error. common_postinit is executed on both the server and the clients. I'd suggest moving all the code related to combat in master_postinit, which is only executed server-side.
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