0 of 0

File information

Last updated

Original upload

Created by

mushymato

Uploaded by

mushymato

Virus scan

Safe to use

100 comments

  1. ughitsmegan
    ughitsmegan
    • premium
    • 21 kudos
    I'm not a mod maker, but I use a bunch of mods that utilize this framework and I just wanted to say that I think its one of the best frameworks to come out of 1.6. The mods it's allowed to exist are fantastic, and I always get excited whenever a new one drops. Thanks for making them possible!
    1. mushymato
      mushymato
      • premium
      • 45 kudos
      This means a lot to me thank you! I am also excited to see people using the framework as there's always usecases I never thought of during development, people are so creative.
  2. shivaree0
    shivaree0
    • member
    • 0 kudos
    TerrainFeatureAnchor to nearest terrain feature. This is a superset of Crop and Shakeable.
    不太理解Anchor Mode中地形这一段,如果希望NPC钓鱼可以用这个识别水边地形吗?
    1. mushymato
      mushymato
      • premium
      • 45 kudos
      TerrainFeature指耕地和灌木等而水边是地图块,不能识别。
      没有做钓鱼能力,最多可以用ItemDrop生成鱼
  3. ForNext
    ForNext
    • member
    • 15 kudos
    Hello, may I ask if there is a way to add the hit effect of the projectile? Currently, it seems impossible to do so.XD
    (For example, in the game, when the arrows shot from the magic quiver hit the target, some particle effects will be generated)
    (Sorry, I used machine translation and the expression may be incorrect)
    1. mushymato
      mushymato
      • premium
      • 45 kudos
      There's some support for that yes, you need to define a temporary animated sprite that you put in the ProcTAS field on ability, the TAS of a hitscan/projectile attack is displayed at the enemy instead of the companion/player, I had forgotten to document this oops.

      There's an example with the skull companion in Sinister Servants.

      Just so you know, I do speak chinese (and translated all my own mods to chinese)
    2. ForNext
      ForNext
      • member
      • 15 kudos
      hi,非常感谢指导。现在研究了大概三四小时,大体是理解了。但我在实际制作的时候,使用Projectile,子弹的爆炸特效还是会出现在了饰品身上,而不是怪物。但当我把攻击方式改成Hitscan时,特效就会正常显示在怪物身上,搞不清楚是什么原因。(不过我挺想同时拥有这两个功能,因为真的好帅,出现在饰品上的特效还可以充当一个发射特效:D)
      然后我还有一些别的想法。就是有没有一种办法,能够让饰品移动到怪物附近,比如300左右的位置,再使用投射物进行攻击。比如在使用 "Mode": "Monster"和"Offset":"300,300",时,确实能达成大致效果,但是常态跟随的时候也会偏移很远(还有一点,我找不到怎么消除这个饰品底下的阴影XD)
      再举个大致的例子,假设索敌距离1500,攻击距离300(或者说是300的偏移),那么饰品会飞到怪半径300左右远的随机位置,再进行发射。(我的想法就是在使用 "Mode": "Monster"时,再增加一个专属的offset,或者说设定一个离怪物的距离,不知道可不可行,麻烦大佬了)
    3. mushymato
      mushymato
      • premium
      • 45 kudos
      阴影在Variant里设,ShadowScale=0
      ProcTAS问题会看看怎么处理,你现在可以先两种攻击Ability都用,Hitscan设成Projectile的Sync Proc并在Projectile上加ProcSyncDelay
      锁敌的话可以考虑把Lerp Motion的Min设高一点,不过我应该会提供可设置在Anchor的MinRange
    4. ForNext
      ForNext
      • member
      • 15 kudos
      弄得有点不太清楚,我按你的做了(也可能是我理解错了),大致原理是把特效和子弹分开,然后通过ProcSyncDelay的延迟,来卡出一个子弹命中和爆炸特效差不多一起出现的时机吗
    5. mushymato
      mushymato
      • premium
      • 45 kudos
      是滴
      另外一种方法是给projectile加Stun,之后你可以用StunTAS。详情见Sinister Servants的蜘蛛。
      或者你等我更1.5.2提供OnHitTAS之类的功能
    6. ForNext
      ForNext
      • member
      • 15 kudos
      可以可以,非常感谢。用StunTAS完全够用了,就是这个束缚属性优先度高于击退,如果同时添加,打怪就会先把怪停住一会再击退,看着就像网络延迟似的hhh。
    7. mushymato
      mushymato
      • premium
      • 45 kudos
      1.5.2新增了HitTAS,不Stun也能用的TAS(要求Min>0)
    8. ForNext
      ForNext
      • member
      • 15 kudos
      好耶,这么快更新了:D
    9. mushymato
      mushymato
      • premium
      • 45 kudos
      虽然你的模组已经不依赖TrinketTinker了但还是报告一下,Anchors加了StopRange,用来让随从在离目标够近是停止移动。

      这个模组没有正式的C# API但是Action会给触发的TriggerAction提供一些关于饰品的信息,如随从位置,详见For SMAPI Mods。用这个可以在让TrinketTinker处理随从外观移动等功能时同时使用C#的自定义能力。
    10. ForNext
      ForNext
      • member
      • 15 kudos
      好的,麻烦了。虽然说确实不依赖了,但我还是有个疑惑,这个mod的弹射物的偏移是什么引起。之前体验过很长一段时间了,大概摸清了规律,好像是在怪下面一些就很难打到,而站在怪上面基本百发百中。

    11. mushymato
      mushymato
      • premium
      • 45 kudos
      这个其实是碰撞箱不对,有修
      https://github.com/Mushymato/TrinketTinker/blob/main/TrinketTinker/Effects/Support/TinkerProjectile.cs#L223
  4. mikezorz13
    mikezorz13
    • member
    • 5 kudos
    Just to make sure, it doesn't make changes to existing trinkets, right?

    Great job!
    1. mushymato
      mushymato
      • premium
      • 45 kudos
      This framework doesn't change vanilla trinkets except to fix duplicate companions when they go in a trinket cage type trinket.
  5. Enzomalam
    Enzomalam
    • member
    • 0 kudos
    https://smapi.io/log/8c9ecc65e235400e987d8518df9e5178

    So...it says Trinket Tinker 1.5.3 no longer compatible, but! 1.5.3 is the latest version right? Am i missing something?
    🥴
    1. mushymato
      mushymato
      • premium
      • 45 kudos
      Android issue, this code got trimmed it looks like. Please report the problem to the android smapi dev.
      Broken code in TrinketTinker.dll: reference to StardewValley.ISoundBank.Exists (no such method), reference to StardewValley.Menus.InventoryMenu.SetPosition (no such method), reference to StardewValley.Menus.ItemGrabMenu.storageSpaceTopBorderOffset (no such field).
    2. mushymato
      mushymato
      • premium
      • 45 kudos
      1.5.6 resolved enough of this so that trinket tinker should at least load on android, but the inventory feature don't work and will not be fixed for time being since it's due to UI differences between pc and mobile.
  6. GREEDYcafe
    GREEDYcafe
    • member
    • 0 kudos
    TrinketTinker 1.5.4 because it needs Stardew Valley 1.6.15 or later. Please update your game to the latest version to use this mod
    我的星露谷已经是Steam最新版本,为什么还会有这样的提示?
    1. mushymato
      mushymato
      • premium
      • 45 kudos
    2. GREEDYcafe
      GREEDYcafe
      • member
      • 0 kudos
      https://smapi.io/log/3f30cbffc1f04772b065713831ab40ee
    3. mushymato
      mushymato
      • premium
      • 45 kudos
      log显示你用的是1.6.14
      1.6.14 build 24317 on Microsoft Windows 10 专业版
    4. GREEDYcafe
      GREEDYcafe
      • member
      • 0 kudos
      非常感谢,请问我需要如何调整才能使用?
    5. mushymato
      mushymato
      • premium
      • 45 kudos
      你重装一下游戏吧,steam最新版本的确是1.6.15,所以你好几个mod都用不了
  7. TheMud
    TheMud
    • member
    • 268 kudos
    I'm excited to see what Trinket Tinker's capable of now with the new companions! I'm still examining the author's guide but am I correct in understanding that companions' combat attacks against enemies currently don't have support for causing special effects on enemies besides explosions? RPG-type debuff stuff like damage over time, slowing or freezing like the vanilla ice rod, turning enemies friendly, that sort of thing? Because I'm hoping to one day see a bevy of different companions that can support the player in different ways like that!
    1. mushymato
      mushymato
      • premium
      • 45 kudos
      So for the features you ask

      • Freezing Enemy: this is called "Stun" in the documentation, Sinister Servants has a example (Spider), there is no slowing enemy implemented
      • Damage over Time: hm not sure about this one, I suppose you can fake it with a series of delayed sync proc hitscan abilities, perhaps future addition
      • Turn Enemies friendly: this is unlikely to happen, due to the limitations of the vanilla monster system
      If you are able/willing to do some C#, you can implement custom actions in C# to use with the Action ability and still be able to use the rest of trinket tinker.
    2. mushymato
      mushymato
      • premium
      • 45 kudos
      Added a DoT option to Hitscan/Projectile in 1.5.2, can now use a combo of Hits and HitsDelay to do damage ever time.
  8. GodgivenPeanuts
    GodgivenPeanuts
    • member
    • 0 kudos
    This mod is in desperate need of a complete example pack provided by the author, especially as it gets more and more complex. Being forced to rely on existing mods with varying levels of feature-completeness (especially for those who learn better from examples over pure documentation) is a huge mark against its usefulness.
    1. mushymato
      mushymato
      • premium
      • 45 kudos
      I made 3 example packs, 2 of which are actual playable mods: https://github.com/Mushymato/TrinketTinker
      You can ask here if there's anything confusing, or any particular feature you aren't sure how to do.
    2. GodgivenPeanuts
      GodgivenPeanuts
      • member
      • 0 kudos
      If you're not keeping your example packs up to date with new features (like the recent update's NPC Adventures-ish stuff), then they're simply not as useful as you'd think. I'll still have to wait for new mods (or updates to existing ones) in order to see everything your mod is capable of.
    3. mushymato
      mushymato
      • premium
      • 45 kudos
      This pack concerns the NPC style trinkets, but I would like to remind you that I am one person and I can only do so much in 2 weeks. If you would like to help make more examples, feel free to contribute (MIT License).
  9. Juumaan
    Juumaan
    • member
    • 0 kudos
    Hi! Hope all is well, for some reason it won't even allow me to use the trinket thingy. I have the requirements so I'm a bit confused ): Thank you in advance. 
    1. mushymato
      mushymato
      • premium
      • 45 kudos
      Trinkets require combat mastery yes, for further help please tell me what trinket from what mod you are trying to equip, and send me a smapi log via https://smapi.io/log
  10. Luo7710
    Luo7710
    • member
    • 27 kudos
    Why they only cut trees once? I changed count but it didn't work. 
    (I had already added anchor shakeable
    1. mushymato
      mushymato
      • premium
      • 45 kudos
      Trees get shaken once a day for seeds/custom shake items, it is not a "cut tree down" ability.
    2. Luo7710
      Luo7710
      • member
      • 27 kudos
      Sorry I misunderstood.
      It belongs to Harvest so I thought it can destroy trees T~T

      Also, there is a tiny mistake in the guide
      It should be category_flowers instead of category_flower in Filters page
    3. mushymato
      mushymato
      • premium
      • 45 kudos
      I do want to do that eventually, it's just not quite convenient due to how closely tree cut down is tied to axe.
      You can consider using a shake tree + item spawn with sync proc to drop wood whenever a tree is shaken.
    4. Luo7710
      Luo7710
      • member
      • 27 kudos
      I get it! You are a genius!!!
    5. Luo7710
      Luo7710
      • member
      • 27 kudos
      Hello. Could you add speed adjustment? It looks like skating although I changed Rate. orz
    6. mushymato
      mushymato
      • premium
      • 45 kudos
      There is a bug in 1.4.5, companions not animating while moving, if the player is still.
      As for speed, the better way to control this is to lower anchor range, lerp movement does not support velocity atm. Rate is not quite speed, instead it is related to frequency of checks, letting you make Squid like movement.
      I do want to do something about this, but I haven't thought of how yet.