lord2clash Posted June 8, 2022 Share Posted June 8, 2022 (edited) im wanting to make a scythe that allows you to pick things such as saplings, flowers, ect faster than by hand while still showing the swinging animation... if someone could help me or point me to a guide so far this is what i have for the script\prefab\scythe.lua local assets= { Asset("ANIM", "anim/scythe.zip"), Asset("ANIM", "anim/swap_scythe.zip"), Asset("ATLAS", "images/inventoryimages/scythe.xml"), Asset("IMAGE", "images/inventoryimages/scythe.tex"), } local prefabs = { } local function fn(colour) local function OnEquip(inst, owner) --owner.AnimState:OverrideSymbol("swap_object", "swap_scythe", "purplestaff") owner.AnimState:OverrideSymbol("swap_object", "swap_scythe", "scythe") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function OnUnequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() MakeInventoryPhysics(inst) anim:SetBank("scythe") anim:SetBuild("scythe") anim:PlayAnimation("idle") inst:AddTag("sharp") inst.entity:SetPristine() inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "scythe" inst.components.inventoryitem.atlasname = "images/inventoryimages/scythe.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) inst:AddComponent("weapon") inst.components.weapon:SetDamage(TUNING.AXE_DAMAGE) return inst end STRINGS.NAMES.SCYTHE = "Crowlie's Scythe" STRINGS.CHARACTERS.GENERIC.DESCRIBE.SCYTHE = "Crowlie's personal scythe!" return Prefab("common/inventory/scythe", fn, assets, prefabs) and for the modmain.lua i just have the prefab and a crafting recipe added PrefabFiles = { "crowlie", "crowlie_none", "scythe", } -- asset stuff inbetween GLOBAL.RECIPETABS['CROWLIE'] = {str = "CROWLIE", sort=0, icon = "avatar_crowlie.tex", icon_atlas = "images/avatars/avatar_crowlie.xml"} GLOBAL.STRINGS.TABS.CROWLIE="CROWLIE" -- local stuff -- Adding recipes AddRecipe("cane", {Ingredient("goldnugget",2), Ingredient("nightmarefuel",1), Ingredient("twigs",4)}, GLOBAL.RECIPETABS.CROWLIE, GLOBAL.TECH.NONE, nil, nil, nil, nil, "crowlie",nil)GLOBAL.STRINGS.RECIPE_DESC.CANE = "Craft a walking cane!" AddRecipe("nightmarefuel", {Ingredient("butterfly",2), Ingredient("monstermeat",2)}, GLOBAL.RECIPETABS.CROWLIE, GLOBAL.TECH.NONE, nil, nil, nil, nil, "crowlie",nil)GLOBAL.STRINGS.RECIPE_DESC.NIGHTMAREFUEL = "Cook up some delicious food!" AddRecipe("scythe", {Ingredient("twigs",2), Ingredient("flint",3)}, GLOBAL.RECIPETABS.CROWLIE, GLOBAL.TECH.NONE, nil, nil, nil, nil, "crowlie","images/inventoryimages/scythe.xml")GLOBAL.STRINGS.RECIPE_DESC.SCYTHE = "Craft Crowlie's Scythe!" everything shows up in game and functions properly as is however i still need to figure out the code to make it do the things i wanted :/ any help whether it be with the coding or directing to guides is heavily appreciated Edited June 9, 2022 by lord2clash Link to comment Share on other sites More sharing options...
-LukaS- Posted June 9, 2022 Share Posted June 9, 2022 For that you would need to create an Action in which you play your swinging animation and perform your buffered action. Check out this tutorial about actions: Link to comment Share on other sites More sharing options...
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