WesisBless

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  1. 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.
  2. 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.
  3. Welcome to the art forums!! This looks awesome!
  4. 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!
  5. 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.
  6. 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!
  7. 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.)
  8. @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!
  9. 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
  10. 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!
  11. 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
  12. This whole thing looks so much better, and I'm going to implement it myself, however when I went to test and see if I modified everything correctly it yelled at me about the normal = { line. Here's the crash screen: And just so you can look and see my attempt at adding what I wanted and making sure things are where they should go: ------- This is for the Sanity Transformations -------- local currentForm = nil -- 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.AnimState:SetBuild("warlock") inst.SoundEmitter:PlaySound("dontstarve/common/fireAddFuel") SpawnPrefab("poopcloud").Transform:SetPosition(inst.Transform:GetWorldPosition()) elseif currentForm == "fearsome" then inst.AnimState:SetBuild("warlock_fearsome") inst.SoundEmitter:PlaySound("dontstarve/common/fireAddFuel") SpawnPrefab("poopcloud").Transform:SetPosition(inst.Transform:GetWorldPosition()) elseif currentForm == "monstrous" then inst.AnimState:SetBuild("warlock_monstrous") inst.SoundEmitter:PlaySound("dontstarve/common/fireAddFuel") SpawnPrefab("poopcloud").Transform:SetPosition(inst.Transform:GetWorldPosition()) end end local function OnSanityDrop(inst, data) -- blah if currentForm == "normal" and inst.components.sanity.current < 50 then SetForm(inst, "fearsome") elseif currentForm == "fearsome" and inst.components.sanity.current < 5 then SetForm(inst, "monstrous") inst:AddTag("monster") inst:AddTag("playermonster") elseif currentForm == "monstrous" and inst.components.sanity.current > 50 then SetForm(inst, "normal") end -- removes the unwanted tags if inst.components.sanity.current > 50 then inst:RemoveTag("monster") inst:RemoveTag("playermonster") end
  13. So I have tried a few things, but it really doesn't like the 'self' part of the external damage multiplier code and I don't know how to mess with it appropriately to get it to work right. I have tried a workaround that someone else was doing for another mod but the way they coded it was not agreeing with my code either and caused crash after crash, I'm not well-versed enough to clean it up. Anyways, I'll show you what I've got as of right now while I go combing through the forms for any other clues on what to do here. Sorry for my messy hodge-podge of code, I wish I was better adapted so I could clean this up nice and neat. Someone else was suggesting something like it'd "be easier to have the state of each form in a single variable so you don't have to reset each one but just replace one" but I have no clue how to do that since I'm following someone else's code for this save having shoved a third form into it. That same person also said "also you should probably have the change in form function happen when you load in or something so it can apply the form when you join" which I wasn't sure what they were meaning by that and if it is better than what I have right now.
  14. I've seen your art from time to time, and it's always lovely!! Glad to find you here since I've finally decided to join this forum!
  15. Oh! I've been meaning to post this one, too. Sorry for the double-post but I realized I haven't sent this. It is a bit old, but I like displaying interactions between characters and this was one I had done between Wilson and Cassius before I really started on my mod. I love the dynamic between Cassius being a very magical person and Wilson's rather vehement denial of non-scientific things and how that affects their relationship.
  16. A couple of drawings, one is me messing around with drawing a floating pose and the other is just concept art for an update to my mod. Hopefully I'll have more to share soon!
  17. This is likely 100% an instance of me having no idea what I'm doing but trying to learn. I've been toying around with some of the combat components to take more damage when in his Fearsome/Monstrous forms... but I'm really struggling out in this sea on my own. Here's what's currently going on, because I'm going to take a break from this for a little bit to clear my head. The code in question: local function Combat:CalcDamage(target, weapon, multiplier) local externaldamagetakenmultipliers = self.externaldamagetakenmultipliers if not isInSecondForm or not isInThirdForm then return elseif isInSecondForm then inst.components.combat.externaldamagetakenmultipliers = 1.10 elseif isInThirdForm then inst.components.combat.externaldamagetakenmultipliers = 1.15 end end What happened after I utilized it: So I'm certain I'm just doing something very, very wrong. I'm attaching a to-date version of the warlock.lua as well, along with updating what is in the original post for this so people aren't confused by my scatterbrained attempt at coding this mod.
  18. You were correct about the 'false' thing, didn't seem to cause any issues before but I added it just in case. As for what you're saying here... I'm not 100% certain, given that I got the code from this post, just jury-rigged it so I could get a third form in there. As for the 'spawn prefab', I could probably clarify myself a little. That animation there, the firebird, that's what I'm wanting. It's a in-game animation that plays, so I went looking for the proper files relating to it in the game files. I found where the FX file is, but I wasn't sure what all I'd need to get it to play when he transforms. Thanks for helping!
  19. So I've done some digging around and poking at this and that, but I can't seem to figure out how to do this. Over here, I'm trying to finish up an update for a mod of mine, I'm pretty sure I can figure out most other things but something that I can't seem to figure out is how to get the firepit_firebird_puff_fx to play over my character when he transforms from one state to another. I don't want to change anything about the animation, and I'd want it to start where I am so I assume I'd want to get it to call the character's location to start there (at his feet). I would have just made this update there but considering this issue itself might be something someone else would want to look at, I decided to make a new thread so that it's not lost in my other thread. Some things that I looked at in hopes that I'd be able to figure it out are: Wortox's portal-jump, though that was located specifically in his Portal_FX This comment The Wes-Enemy wave event Update: So while I wasn't able to get the animation I wanted, I at least got the cloud puff to work which solves the conundrum I had.
  20. So I was able to fix the above error by removing the 'add tags' code for the third form, and I tweaked a few things... but now he flickers between the sprite for his third form and the sprite for his second... this has been an interesting journey so far. No longer relevant, have edited title to reflect current needed help.
  21. Update, tried running the mod with the coding I have in that file, got this error: