Well-met

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About Well-met

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  1. Battle Helm with the Valkyrie skin beats everything in both stats and cosmetics
  2. I find every single sound in a moonstorm is awfully quiet
  3. If a character has "buffed" then it should be immune to push effects yes that is my goal. In the base game the only instances for this is in the pig mini-game or the Forge, but mods like Uncompromising Mode make much use of knockback. I see no reason your code shouldnt work (yes my character has "buffed") so this is really weird
  4. It doesn't crash but it also doesn't do the expected effect. To test this one can c_spawn "propsign" and c_spawn "pigelite1"
  5. Most of these would probably involve a term called "retcon" I doubt Klei had the moon shenanigans all planned out by the time of DS1 development
  6. -- Knockback immunity AddStategraphEvent("SGwilson", Class EventHandler("knockback", function(inst, data) if not (inst.components.health:IsDead() or inst:HasTag("wereplayer") or inst:HasTag("buffed")) then if inst.sg:HasStateTag("parrying") then inst.sg.statemem.parrying = true inst.sg:GoToState("parry_knockback", { timeleft = (inst.sg.statemem.task ~= nil and GetTaskRemaining(inst.sg.statemem.task)) or (inst.sg.statemem.timeleft ~= nil and math.max(0, inst.sg.statemem.timeleft + inst.sg.statemem.timeleft0 - GetTime())) or inst.sg.statemem.parrytime, knockbackdata = data, }) else inst.sg:GoToState((data.forcelanded or inst.components.inventory:ArmorHasTag("heavyarmor") or inst:HasTag("heavybody")) and "knockbacklanded" or "knockback", data) end end end), Tried this, but as usual something's wrong and it crashes (lua is fun)
  7. When you make mods, honestly the menu music gets a little unbearable at times
  8. killing everything faster* the speed boost is also applicable to virtually any and every task in the game
  9. Hello For my character I edited a part of SGWilson.lua and copied the file and then put it in my mod. EventHandler("knockback", function(inst, data) if not (inst.components.health:IsDead() or inst:HasTag("wereplayer") or inst:HasTag("buffed")) then if inst.sg:HasStateTag("parrying") then inst.sg.statemem.parrying = true inst.sg:GoToState("parry_knockback", { timeleft = (inst.sg.statemem.task ~= nil and GetTaskRemaining(inst.sg.statemem.task)) or (inst.sg.statemem.timeleft ~= nil and math.max(0, inst.sg.statemem.timeleft + inst.sg.statemem.timeleft0 - GetTime())) or inst.sg.statemem.parrytime, knockbackdata = data, }) else inst.sg:GoToState((data.forcelanded or inst.components.inventory:ArmorHasTag("heavyarmor") or inst:HasTag("heavybody")) and "knockbacklanded" or "knockback", data) end end end), The ("buffed") tag is what's new. The problem is this requires me to remake the file and edit the entry every single time Klei does an update. My question is how can I remove this dependency on a clone file and instead put that stuff directly in my modmain?
  10. my money is on maxwell or wilson. Although one of these is probably going to be last; to be used as a sort of lore tie-in.
  11. it's not so bad if you're solo, have an overwhelming amount of foods and hate to see it spoil