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mushymato

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104 comments

  1. Caranud
    Caranud
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    Hello, I translated your i18n file into
    French (using Internationalization), feel free to integrate it ! :)

    https://smapi.io/json/i18n/64ec92324c95448aa07da55ce39e181b

    I also made a pull request on GitHub (if it’s easier that way).

    Spoiler:  
    Show
    {
        "$schema": "https://smapi.io/schemas/i18n.json",
        "b-c.trinket-colorizer.name": "Colorisateur de bibelots",
        "b-c.trinket-colorizer.description": "Vous permet de changer la couleur des bibelots, modifiant leur apparence. Coûte 15 Géode-omni par utilisation.",
        "b-c.trinket-colorizer.invalid-count": "Nécessite 15 Géode-omni.",
        "b-c.trinket-colorizer.no-recolor": "Ce bibelot ne peut pas changer de couleur.",
    }

     
    Thanks for your mod, have a good day !
    1. mushymato
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      Thank you! I'll release it in the next version.
    2. Caranud
      Caranud
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      HI ! Here’s the update ! :)

      https://smapi.io/json/i18n/340b6999f3404090a4823566dd8b2bde

      Spoiler:  
      Show

      {
          "$schema": "https://smapi.io/schemas/i18n.json",
          "b-c.trinket-colorizer.name": "Colorisateur de bibelots",
          "b-c.trinket-colorizer.description": "Vous permet de changer la couleur
      des bibelots, modifiant leur apparence. Coûte 15 Géode-omni par
      utilisation.",
          "b-c.trinket-colorizer.invalid-count": "Nécessite 15 Géode-omni.",
          "b-c.trinket-colorizer.no-recolor": "Ce bibelot ne peut pas changer de couleur.",
          "effect.not-allowed": "Vous n'êtes pas digne de {{trinketName}}...",
          "config.section.general": "Général",
          "config.HideAllCompanionsDuringEvents.name": "Cacher pendant les événements",
          "config.HideAllCompanionsDuringEvents.description": "Cachez tous les
      compagnons de bibelot lors des événements. Affecte uniquement les
      bibelots ajoutées via Trinket Tinker.",
          "config.section.keybindings": "Raccourcis",
          "config.DoInteractKey.name": "Interagir avec le compagnon",
          "config.DoInteractKey.description": "Appuyez sur cette touche pour
      activer toutes les capacités d'interaction sur votre compagnon, lorsue
      que vous êtes assez proche.",
          "config.OpenTinkerInventoryKey.name": "Ouvrir l’inventaire des bibelots",
          "config.OpenTinkerInventoryKey.description": "Appuyez sur cette touche
      pour ouvrir l'inventaire de votre ou vos bibelot(s) équipés.",
          "config.TinkerInventoryNextKey.name": "Inventaire de bibelot suivant",
          "config.TinkerInventoryNextKey.description": "Losqu'un inventaire de
      bibelot est ouvert et que plusieurs bibelots avec inventaire sont
      équipés, appuyez sur ceci pour accéder à l'inventaire suivant.",
          "config.TinkerInventoryPrevKey.name": "Inventaire de bibelot précédent",
          "config.TinkerInventoryPrevKey.description": "Bien qu'un inventaire
      Tinker soit ouvert et que plusieurs bibelots avec inventaire soient
      équipés, appuyez sur ceci pour accéder à l'inventaire précédent.",
          "config.section.debug": "Déboguer",
          "config.DrawDebugMode.name": "Activer le mode de débogage",
          "config.DrawDebugMode.description": "Afficher le numéro de frame du compagnon et la boîte de délimitation."
      }
    3. mushymato
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      Thanks! It'll be included in 1.6.0 which unfortunately will take some more time.
  2. TheAvocado99
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    From the Pack Possum and Critter Cages mod: When equipping the parrots - and I assume sleeping based on someone else's comment - I now have two permanent parrots flying around me. I haven't really tested if they're doing anything, but regardless, they won't go away even when the critter cage is removed.   
    1. mushymato
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      You will have to send a log, and tell me if you are playing multiplayer.
  3. ughitsmegan
    ughitsmegan
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    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
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      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.
  4. shivaree0
    shivaree0
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    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
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      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
  5. ForNext
    ForNext
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    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
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      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
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      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
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      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
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      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
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      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
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      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
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      1.5.2新增了HitTAS,不Stun也能用的TAS(要求Min>0)
    8. ForNext
      ForNext
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      好耶,这么快更新了:D
    9. mushymato
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      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
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      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
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      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
  6. mikezorz13
    mikezorz13
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    Just to make sure, it doesn't make changes to existing trinkets, right?

    Great job!
    1. mushymato
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      This framework doesn't change vanilla trinkets except to fix duplicate companions when they go in a trinket cage type trinket.
  7. Enzomalam
    Enzomalam
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    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
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      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
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      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.
  8. GREEDYcafe
    GREEDYcafe
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    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
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    2. GREEDYcafe
      GREEDYcafe
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      https://smapi.io/log/3f30cbffc1f04772b065713831ab40ee
    3. mushymato
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      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
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      非常感谢,请问我需要如何调整才能使用?
    5. mushymato
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      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
  9. TheMud
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    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
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      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
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      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.
  10. GodgivenPeanuts
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    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
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      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
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      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
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      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).