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About WesisBless

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  1. Hey DST modding community! It's been a while, but I'm working on a slightly simpler mod as a refresher for my bigger Wanon mod. What I'm looking for is how to stop the 'flinch'/'hit' animation that plays when a character is attacked. I don't want to stop the damage from being taken, and I have a balance in place for the ability to avoid stun if I can't keep the slight pause from being hit, but the idea is this character (at least lore wise) actually can't feel pain. He wouldn't know when he's hurt, so he wouldn't realize he needs to back away from danger... thus the reaction to being hit wouldn't be to flinch. I'm basically trying to stop the actual animation, but not the slight pause that the animation causes from being hit. Any idea where I can find and stop it, or even how I could edit it to be less of a reaction? Thanks!
  2. I've been holding off on sending these because I'm always nervous about sending stuff with my fancharacters and main characters, but after the positive responses I've been getting and seeing the behavior around this forum, I think I'm comfortable enough to send them now! Have a small collection of little doodles I did when I needed serotonin and so I made some myself. Along with these is another drawing of Dr. Wadsworth, and my little lightbug-loving character Wendelle, a few waaaaay older drawings of Wes giving his friends hugs that I have (because I need to stay true to my namesake), and some old Cass concepts I wanted to share.
  3. I wanted to draw something in my more "silly" style but at the same time wanted to draw something a little sad but happy? So uh, have this. Context: Since I main Wes, I thought it'd be fun if one of the first people Cass met in the constant was Wes. I felt they'd make really good friends, especially since Cass is so doting and doesn't really get hungry that quickly. That being said, after I first made my mod, I of course wanted to play as Cassius. Funnily enough, hounds were attacking the day I decided to just use the despawn command in the world a bunch of my friends and I were playing in to reset myself and, since I did so fast enough, the hounds didn't attack me. Due to this, I made the joke that Wes died to the hounds so Cass could survive... and that joke quickly became sad after the realization hit me of how that'd actually play out in Cass' lore... due to his dad dying the same way. There's the background, now have the drawings.
  4. Welcome to the art forums!! This looks awesome!
  5. Oooh, I like that idea! I was a bit worried that I might make it seem too busy, but little things like that might be nice! I'll give it a tweak now!
  6. Hey!! I did a poster for my mod's update based on the Insanity! poster for when that update came out! Here it is: And since it's out, I did a really silly doodle in like a minute just for the fun of it. There was 0 effort put in this.
  7. Hey! So, some things you might want to try to do here: Try moving a copy the file you're coding all this in to the 'mods' folder in steam/steamapps/common/DontStarveTogether/mods (Make sure it's a copy, just in case anything goes wrong with what I'm telling you here!) Make sure you have the Don't Starve Mod Tools, this will be your friend. Delete the folder with your character's name in the anim file in your mod, along with the zip file that is in exported/charactername (it should probably be at the very bottom under the spriter file). Once you've done that, try running the game and seeing if that fixed the issue! You should see the autocompiler come up and compile all the little things for you!
  8. Oh lovely, that worked! Only issue now is that the external damage taken multipliers aren't working. The increased damage is applying, just not the increased taken damage (I've been testing with a Spider, which I know does 20 damage on a hit.)
  9. @penguin0616 Alright! So I assume I need to add a code to the master_postinit similar to the 'ListenForEvent' code I have for OnSanityDrop, or would this be something that goes in Modmain? I can't thank you enough for your help!
  10. I'm really thankful for your patience with me, since I'm really still quite new to this. Just to make sure that I'm utilizing the prints correctly, this is what I've got in the code: local currentForm = nil print("currentForm was called") -- logic consistent across all forms local forms = { normal = { damage_multiplier = 1.05, external_damage_taken_multiplier = 1 }, fearsome = { damage_multiplier = 1.15, external_damage_taken_multiplier = 1.10 }, monstrous = { damage_multiplier = 1.20, external_damage_taken_multiplier = 1.15 } } local function SetForm(inst, str) assert(forms[str], "Trying to SetForm with invalid name.") currentForm = str local data = forms[currentForm] inst.components.combat.damagemultiplier = data.damage_multiplier inst.components.combat.externaldamagetakenmultiplier = data.external_damage_taken_multiplier -- specialized logic per form, could put it in the form table above but too complex for this example if currentForm == "normal" then inst.SoundEmitter:PlaySound("dontstarve/common/fireAddFuel") SpawnPrefab("poopcloud").Transform:SetPosition(inst.Transform:GetWorldPosition()) elseif currentForm == "fearsome" then inst.SoundEmitter:PlaySound("dontstarve/common/fireAddFuel") SpawnPrefab("poopcloud").Transform:SetPosition(inst.Transform:GetWorldPosition()) elseif currentForm == "monstrous" then inst.SoundEmitter:PlaySound("dontstarve/common/fireAddFuel") SpawnPrefab("poopcloud").Transform:SetPosition(inst.Transform:GetWorldPosition()) end print("SetForm was called") end local function OnSanityDrop(inst, data) -- Make sure not to react while the player is dead. if inst:HasTag("playerghost") or inst.components.health and inst.components.health:IsDead() then return end if currentForm == "normal" and inst.components.sanity.current < 50 then SetForm(inst, "fearsome") inst.AnimState:SetBuild("warlock_fearsome") elseif currentForm == "fearsome" and inst.components.sanity.current < 5 then SetForm(inst, "monstrous") inst:AddTag("monster") inst:AddTag("playermonster") inst.AnimState:SetBuild("warlock_monstrous") elseif currentForm == "monstrous" and inst.components.sanity.current > 50 then SetForm(inst, "normal") inst.AnimState:SetBuild("warlock") end -- removes the unwanted tags if inst.components.sanity.current > 50 then inst:RemoveTag("monster") inst:RemoveTag("playermonster") end print("OnSanityDrop was called") end I can tell you with certainty that 'On sanity drop' was called. A lot. The Client Log is full of it. Please correct me if I'm doing this wrong, I'm always ready to learn what I'm doing wrong! client_log.txt
  11. Fixed it, thanks! I was hoping someone would double-check that for me since I won't be able to test it reliably until I make this thing live to test the multiplayer aspects. As for testing the transformations, could you elaborate on what you mean by 'prints'? I haven't heard that term used yet so I don't know what it means, hah!
  12. Oh! Hahaha! It's always little things like that, isn't it? Thanks, I would have gone half mad before noticing that. Good news: No crashes! Bad news: Seems entering different sanity levels doesn't cause the form shift, I've moved the 'AnimState:SetBuild' to happen on the sanity drop instead of being in the specialized strings and that didn't change anything. I do have this in master_postinit: -- Listen for sanity drop for transformation inst:ListenForEvent("sanitydelta", OnSanityDrop) I'm going to mess around and see if I can't figure it on my own, but just in case you might figure it out before I do I'll post it here anyways. warlock.lua