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Pretty much my first time ever making a mod; I've been scratching my head trying to make a replacer for the Dreadstone Helm recently, testing out the rough shape of what I want it to become, it seems like I need to edit something somewhere so the game draws the entirety of the character's head, messed around with Spriter for a while, watched some stuff and I'm still yet to understand what I should do.
imagem_2023-07-22_021333060.png.5cb9d6bb7a777db9b67264efa5473216.png
any pointers? thanks in advance.

I fidgeted around some more, so to expand on the question a bit; which script dictates if the game uses headbase_hat or headbase sprite files?
edit: I went through hats.lua, but couldn't find a way to "remove" the "isfullhelm" tag from the dreadstone helm, which I'm assuming would have something to do why what I'm trying to accomplish, at this point I'm starting to think my only way forward is to build a script from scratch that does that, but then I'd have to learn how to code first.

Edited by lMatheusl

Usually the handling of headbase_hat or headbase symbols is handled by onequip/onunequip functions

Probably the simplest method is to hook the these functions and then run your own code when you equip to show the hidden symbols for the face etc and hide/show what you  want like a open top hat?

This can probably all be accomplished using a

AddPrefabPostInit("prefabname", function(inst
if not GLOBAL.TheWorld.ismastersim then return end
      hook the onequip/onunequip functions
end)

Note this is pseudocode to help steer you in the right direction not actual code for you to just plug and play.
A tutorial on how to hook stuff.

  • Thanks 1

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