FerniFrenito Posted September 1, 2025 Share Posted September 1, 2025 Hello. I'm making a mod that adds RPG elements to DST, based on Konosuba. In the lore, there's an ability to steal items from your opponent, and this is my idea and its problem: Idea: The ability would allow you to steal items from the game's mobs, for example, stealing the Walrus's blowgun (so it can't attack), its beret, or just junk. Problem: Mobs, despite having inventory and slots, don't have these items; they just drop them. This is a problem because it would mean that to implement the ability's logic, I would need to override each mob so that, when I steal something from them, they either stop using it or change their behavior. Also, I highly doubt mobs like the Walrus would have animations without the beret, and it's obviously unthinkable to create a new animation for each stolen item for each mob. Can you think of an easier solution, or do you have any ideas on what else this ability could do? Link to comment https://forums.kleientertainment.com/forums/topic/167787-ability-to-steal-ideas-or-solutions/ Share on other sites More sharing options...
Kyno Posted September 2, 2025 Share Posted September 2, 2025 If the creature, let's say uses a hat like Walrus do, you could simple do: inst.AnimState:Hide("hat") -- replace hat to whatever name the symbol uses. -- Spawn Walrus without his hat. -- c_spawn("walrus").AnimState:Hide("hat") If you steal his hat, you would need to change his loot to not include it anymore and so on. Just note that this might not work for every creature and you'll need to make the necessary changes to each one of them. And for creatures that use some sort of equipment, I suggest you doing some changes on how they behave after stealing said equipments. Fun fact Walrus has a melee attack if you are close enough. Link to comment https://forums.kleientertainment.com/forums/topic/167787-ability-to-steal-ideas-or-solutions/#findComment-1833718 Share on other sites More sharing options...
FerniFrenito Posted September 2, 2025 Author Share Posted September 2, 2025 8 minutes ago, Kyno said: If the creature, let's say uses a hat like Walrus do, you could simple do: inst.AnimState:Hide("hat") -- replace hat to whatever name the symbol uses. -- Spawn Walrus without his hat. -- c_spawn("walrus").AnimState:Hide("hat") If you steal his hat, you would need to change his loot to not include it anymore and so on. Just note that this might not work for every creature and you'll need to make the necessary changes to each one of them. And for creatures that use some sort of equipment, I suggest you doing some changes on how they behave after stealing said equipments. Fun fact Walrus has a melee attack if you are close enough. I didn't know you could hide the beret. Thanks so much for the info. I do know the other thing, and it's what I was considering doing. I just don't like the idea because I'd have to create a unique code for each mob in the game, which would make the mod unusable if they modified the mob in an update. Plus, that solution wouldn't be compatible with future updates that added new mobs. If I can't find another solution, that's the one I'll end up using. Link to comment https://forums.kleientertainment.com/forums/topic/167787-ability-to-steal-ideas-or-solutions/#findComment-1833719 Share on other sites More sharing options...
Kyno Posted September 2, 2025 Share Posted September 2, 2025 Just now, FerniFrenito said: . You can use AddPrefabPostInit instead of overriding the actual prefab files. Still, if you're changing something that's likely going to change some time in the future you would need to update that in your PostInit as well. Or if you want something more controlled and flexible you should create your own component. That way you can just do the changes on your new component instead on every creature code. Link to comment https://forums.kleientertainment.com/forums/topic/167787-ability-to-steal-ideas-or-solutions/#findComment-1833721 Share on other sites More sharing options...
FerniFrenito Posted September 2, 2025 Author Share Posted September 2, 2025 8 minutes ago, Kyno said: You can use AddPrefabPostInit instead of overriding the actual prefab files. Still, if you're changing something that's likely going to change some time in the future you would need to update that in your PostInit as well. Or if you want something more controlled and flexible you should create your own component. That way you can just do the changes on your new component instead on every creature code. The component is a very good idea! Thanks, I'll consider the possibility of all of that being handled by a component. I hope it can be done. Link to comment https://forums.kleientertainment.com/forums/topic/167787-ability-to-steal-ideas-or-solutions/#findComment-1833722 Share on other sites More sharing options...
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