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[string "../mods/workshop-2496686961/scripts/utility..."]:104: attempt to index local 'inst' (a nil value)
../mods/workshop-2496686961/scripts/utility/modmain/flaire_rpcs.lua:104 () ? (Lua) <97-111>
[C]:-1 em (método) CallClientRPC (C) <-1--1>
scripts/networkclientrpc.lua:1525 em (global) HandleRPCQueue (Lua) <1487-1559>
scripts/update.lua:42 in () ? (Lua) <33-138>
- "spellbladeflaire_wepOther" for other weapon types", where would that go? Would we put the name of the weapon and add the tag in the flaire_weaponcasterlist text file, or would it go in the actual mod, and just add the tag just...anywhere?
I know she has planar damage if using a weapon that does, with manaburst, but something like specific planar defense or offense like others? Food for thought! :)
A couple of things of which I wonder if they are on purpose:
-Not being able to use clear gem while mounted (ornery beef needing an item to be fed before mounting again makes this a bit of a hassle in the middle of a fight, however if it's intended that's fine as I've been using it to replenish my mana out of battle in dangerous biomes like the caves, lately. Just wondering! Could be super cool for pure battle mount as I'm doing)
-Right clicking to mount the beefalo and right clicking to casting heal/guard/remedy on the beef often leads to unfortunate casting. Remedy especially since it's completely useless on them.
I would understand if this was out of your hands, considering that you'd have to potentially alter beefalo behaviour and mod conflicts, etc. Just minor annoyance (I'll probably seek for a mod to mount/unmount via button).
@Muchuu Ooh, nice haiku! I'm glad you liked the play, it was fun putting it together.
Saved me from a tower fall,
Love's small hero shines.
.../\ .-"""-. /\
...//\\/ ,,, \//\\
..|/\| ,;;;;;, |/\|
//\\\;-"""-;///\\
../.// \/ . \/ \\
// /.-(() ())-.\ \\
..(\ |) '---' (| /)
The play was and is amazing!🏰✨
Something like
target:HasTag("domesticatable") and (target.components.domesticatable:GetDomestication() > 0)
in flaire_manaburst.lua should work.
- thirst meter has the same intent and mechanics as hunger meter, except you fill it from slightly different sources (only difference so far is that it drains faster during summer heat)
- all characters have the same amount of thirst and thirst drain (by default it is 150 max with 90 drained per day)
- all food also gains some thirst value in addition to its hunger value (usually very little to encourage preparing drinks)
- most important part is amount of drinks / aged drinks / distilled drinks you can brew. They all require clean water (there are multiple of ways to get it) and unlike normal food prepared in batches, Example is 4 berries can be turned into 5 berry juices (in kettle with 5 water) with 1 cooking action. Some also have useful effects like sanity drain auras resistance (aged drinks), giving speed boost (coffee), glow in the dark (glowberry drinks) etc.
I had a look in their code, it seems the drinks have the preparedfood tag, so I think she already recovers a tiny amount of mana for the ones that recover hunger: not much but it's something. For proper support I would want to try out the mod to better understand the intent of the thirst meter, and I'm a bit short on time these days.
Examples are water, green tea and some other drinks from Don't Starve: Dehydrated mod. (It would be even better to have some compatibility with this mod that allows gain mana from thirst or have separate "full" mechanic for it, but I understand that it is a lot of work and may break something)
Have a nice day/night :')
I have a question that might have been answered somewhere, but I didn't see it anywhere so I'll ask: which weapons specifically are a sword for casting purposes?
For example I thought Glass Cutter could be considered one, or for example the newish weapon that the bunny boss drops (cutlass something, I believe?).
Suggestion to list them in the "Extra tips" section for people curious like me? Unless it's intentionally mysterious? I'd really like to know and looked at the code to no avail, not knowing where to search for it.
Thanks in advance! :)
Thank you for your hard work!
I thought it was a bug. The gift is gray as long as you're not near the right station. And the right station is manipulator, not the Alchemy Engine or Science Machine.
Thanks again for your help and for such an individual and well-developed character. Incredible work!
This may be a silly question, but did you remember to open the blue gift that appears in the top-left of the screen? (In the same spot you open vanilla skin gifts).
To answer your question, I opened all spells with API enabled.
So, after the update I created a world with client mods turned off, enabled API and Flaire mods. Got all spells. Restarted the server and the character didn't open. Also reinstalled Api and Flaire mods before that :(
The mana costs indeed stay the same; the bonus only affects the amount of durability consumed on your sword when casting or attacking.
Well I hope you'll be able to find the time when you're not spending the holidays with family! If you need any help playtesting or anything, let me know. Would love to see mana perks etc.!
As for a skill tree, I'd like to make one eventually but I don't have a time-frame for when unfortunately. If you're interested, I've just put up a pinned thread that goes into a bit more detail since this question pops up from time to time. And I'm glad to hear you like her!
@FoxKnight64 Her sword serves as an early/mid game sword casting option; if you're looking for an upgrade, the most powerful weapons in the vanilla game are swords (Dark & Brightshade Sword). Try those for a big damage boost!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2498904861
... not to say it's impossible to do without, but would be a neat addition for players with limited options