Jump to content

Recommended Posts

hello again, next character drawn, and i run into another problem

i was able to make them able to craft books, make them able to read the books, but the magic part for the books? i dont know that dont work for some reasons i dont get why, so thats help i need for that now, in the meantime i try to make some custom items, simple hat and a staff weapon hopefully

image.jpeg.91364b5a3280eca3d7f9bf6ad072f156.jpeg

and.....it has no graphics when on ground....again...i dont understand why or how even like i litteraly copied it from the hammer bro helmet and hammer and changed the words of the items...just that when on ground no graphic...ugh...how dit i fix that again? what dit i do with the hammer bro items to make that work again? ugh...



image.jpeg.0c213556f80e66f71a0d7fd1f767256f.jpeg

On 3/8/2026 at 3:14 PM, kyupita said:

Should be fixed now. They weren't showing up on the ground since they still had the template's name in the scml file and weren't renamed (the bottom right area where it lists animation layers), and I found out the "blueprint.lua" error was because AddRecipe isn't used anymore, so I replaced the recipe code in your modmain to AddCharacterRecipe.

hammer bro.zip 6.95 MB · 1 download

ah that was the problem, inside the SCML file, renamding it dit work

image.jpeg.716922849361a4092d3bf5be60cc5eea.jpeg

alsol hello again, sorry for the ping

now thats needed is give the wand have a projectile like attack but i found a mod that kind of does exactly what i had in mind even draining sanity when using it as a weapon, i can do those at a later time, and hat is pretty much like a top hat realy, size changes i can do later once i got everything and everyone so hats are not so floaty

and the books i guess thats i dont know i could not find anything why not magic of it happens

ok books now got there magic if read

image.jpeg.bf883e0f638bdb3eea390dbe9f4907e7.jpeg

the problem? the reader tag alone was not enought in master postinit needed this aswell
 inst:AddComponent("reader")

wich i think is realy silly like...needing to seperate things to make that work, so weird...well all is left is the wand then realy

this time i actualy do need real help as i have no idea what i dit wrong

image.jpeg.5cdf2cdc71443b24a77ce56f1ca90c1d.jpeg


i copy the file from the other mod of the staff, went inside to change the prefab names to mine and even changed the projectile prefab to something that allready exists in game....but i get this error and i am actualy helpless this time and confused

magikoopa.zip 

this is my mod and the real problem is the staff weapon

workshop-783732757.zip i copied the file from scripts/prefabs/whitestaff

i dit change some bit of whitestaff into magikoopawand because it dit not work before so i alsol took some of the old, premade weapon files

8 hours ago, Echsrick said:

this time i actualy do need real help as i have no idea what i dit wrong

image.jpeg.5cdf2cdc71443b24a77ce56f1ca90c1d.jpeg


i copy the file from the other mod of the staff, went inside to change the prefab names to mine and even changed the projectile prefab to something that allready exists in game....but i get this error and i am actualy helpless this time and confused

magikoopa.zip 

this is my mod and the real problem is the staff weapon

workshop-783732757.zip i copied the file from scripts/prefabs/whitestaff

i dit change some bit of whitestaff into magikoopawand because it dit not work before so i alsol took some of the old, premade weapon files

In your code, the prefab returns assets, but your declaration uses a capital 'A' (local Assets). It's best to use a consistent name throughout the script to prevent any nil value or declaration errors.

8 hours ago, Haruhi Kawaii said:

In your code, the prefab returns assets, but your declaration uses a capital 'A' (local Assets). It's best to use a consistent name throughout the script to prevent any nil value or declaration errors.

thank you, i cant belive it was because of A and not a

new problem i dont understand why
suddenly hand item is invisible, icon and ground are still existing at least but not sure why suddenly why in hand is invisible even if it was not so before
image.jpeg.5ccfefb89b2c0917746646e87e8c4757.jpeg

1 hour ago, Echsrick said:

no progress at all and i still dont get why or how it stopped showing up even if it worked before i made it into a staff weapon

This issue usually stems from an incorrectly created SCML file or the OnEquip function (which triggers when the character equips the item). Check your Handslot Item Templates or the SCML file to identify the exact cause

the template
image.png.1e045f821084a0210502bc46be0fe803.png


what it is now
image.png.524f8c4c396759e5cef9956f292f876f.png




the SCML file, text i changed nothing on and worked with the template....wich that is what confuses me, it works with the template but not with this new one...i think i could get a new SCML file, remove the zip folders for that item and maybe it works then?


<?xml version="1.0" encoding="UTF-8"?>
<spriter_data scml_version="1.0" generator="BrashMonkey Spriter" generator_version="b5">
    <folder id="0" name="swap_object">
        <file id="0" name="swap_object/swap_object-0.png" width="200" height="380" pivot_x="0.383922" pivot_y="0.183927"/>
    </folder>
    <folder id="1" name="wilson">
        <file id="0" name="wilson/wilson-0.png" width="244" height="374" pivot_x="0" pivot_y="1"/>
        <file id="1" name="wilson/wilson-1.png" width="258" height="388" pivot_x="0" pivot_y="1"/>
        <file id="2" name="wilson/wilson-2.png" width="238" height="381" pivot_x="0" pivot_y="1"/>
    </folder>
    <entity id="0" name="magikoopawand">
        <animation id="0" name="BUILD" length="67">
            <mainline>
                <key id="0">
                    <object_ref id="0" name="swap_object" folder="0" file="0" abs_x="-322.55" abs_y="107.45" abs_pivot_x="0.383922" abs_pivot_y="0.183927" abs_angle="353.624" abs_scale_x="0.948755" abs_scale_y="0.948755" abs_a="1" timeline="0" key="0" z_index="0"/>
                    <object_ref id="1" name="wilson-0" folder="1" file="0" abs_x="-548.974026" abs_y="364.090909" abs_pivot_x="0" abs_pivot_y="1" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="1" key="0" z_index="1"/>
                    <object_ref id="2" name="swap_object-0" folder="0" file="0" abs_x="94.05" abs_y="104.85" abs_pivot_x="0.383922" abs_pivot_y="0.183927" abs_angle="350.699" abs_scale_x="0.94859" abs_scale_y="0.94859" abs_a="1" timeline="3" key="0" z_index="2"/>
                    <object_ref id="3" name="wilson-1_000" folder="1" file="1" abs_x="-146.75325" abs_y="372.42857" abs_pivot_x="0" abs_pivot_y="1" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="2" key="0" z_index="3"/>
                    <object_ref id="4" name="swap_object-0_000" folder="0" file="0" abs_x="394.7" abs_y="98.1" abs_pivot_x="0.383922" abs_pivot_y="0.183927" abs_angle="7.293" abs_scale_x="-0.94851" abs_scale_y="0.94851" abs_a="1" timeline="4" key="0" z_index="4"/>
                    <object_ref id="5" name="wilson-2_000" folder="1" file="2" abs_x="371.97403" abs_y="368.58442" abs_pivot_x="0" abs_pivot_y="1" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="5" key="0" z_index="5"/>
                </key>
            </mainline>
            <timeline id="0" name="swap_object">
                <key id="0" spin="0">
                    <object folder="0" file="0" x="-322.55" y="107.45" angle="353.624" scale_x="0.948755" scale_y="0.948755"/>
                </key>
            </timeline>
            <timeline id="1" name="wilson-0">
                <key id="0" spin="0">
                    <object folder="1" file="0" x="-548.974026" y="364.090909" angle="0"/>
                </key>
            </timeline>
            <timeline id="2" name="wilson-1_000">
                <key id="0" spin="0">
                    <object folder="1" file="1" x="-146.75325" y="372.42857" angle="0"/>
                </key>
            </timeline>
            <timeline id="3" name="swap_object-0">
                <key id="0" spin="0">
                    <object folder="0" file="0" x="94.05" y="104.85" angle="350.699" scale_x="0.94859" scale_y="0.94859"/>
                </key>
            </timeline>
            <timeline id="4" name="swap_object-0_000">
                <key id="0" spin="0">
                    <object folder="0" file="0" x="394.7" y="98.1" angle="7.293" scale_x="-0.94851" scale_y="0.94851"/>
                </key>
            </timeline>
            <timeline id="5" name="wilson-2_000">
                <key id="0" spin="0">
                    <object folder="1" file="2" x="371.97403" y="368.58442" angle="0"/>
                </key>
            </timeline>
        </animation>
    </entity>
</spriter_data>
 

nope makin a new SCML file and auto complie the art zip folder stuff was not it, so its maybe some line of text inside the SCML file

On 5/9/2026 at 2:14 AM, Echsrick said:

the template
image.png.1e045f821084a0210502bc46be0fe803.png


what it is now
image.png.524f8c4c396759e5cef9956f292f876f.png




the SCML file, text i changed nothing on and worked with the template....wich that is what confuses me, it works with the template but not with this new one...i think i could get a new SCML file, remove the zip folders for that item and maybe it works then?


<?xml version="1.0" encoding="UTF-8"?>
<spriter_data scml_version="1.0" generator="BrashMonkey Spriter" generator_version="b5">
    <folder id="0" name="swap_object">
        <file id="0" name="swap_object/swap_object-0.png" width="200" height="380" pivot_x="0.383922" pivot_y="0.183927"/>
    </folder>
    <folder id="1" name="wilson">
        <file id="0" name="wilson/wilson-0.png" width="244" height="374" pivot_x="0" pivot_y="1"/>
        <file id="1" name="wilson/wilson-1.png" width="258" height="388" pivot_x="0" pivot_y="1"/>
        <file id="2" name="wilson/wilson-2.png" width="238" height="381" pivot_x="0" pivot_y="1"/>
    </folder>
    <entity id="0" name="magikoopawand">
        <animation id="0" name="BUILD" length="67">
            <mainline>
                <key id="0">
                    <object_ref id="0" name="swap_object" folder="0" file="0" abs_x="-322.55" abs_y="107.45" abs_pivot_x="0.383922" abs_pivot_y="0.183927" abs_angle="353.624" abs_scale_x="0.948755" abs_scale_y="0.948755" abs_a="1" timeline="0" key="0" z_index="0"/>
                    <object_ref id="1" name="wilson-0" folder="1" file="0" abs_x="-548.974026" abs_y="364.090909" abs_pivot_x="0" abs_pivot_y="1" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="1" key="0" z_index="1"/>
                    <object_ref id="2" name="swap_object-0" folder="0" file="0" abs_x="94.05" abs_y="104.85" abs_pivot_x="0.383922" abs_pivot_y="0.183927" abs_angle="350.699" abs_scale_x="0.94859" abs_scale_y="0.94859" abs_a="1" timeline="3" key="0" z_index="2"/>
                    <object_ref id="3" name="wilson-1_000" folder="1" file="1" abs_x="-146.75325" abs_y="372.42857" abs_pivot_x="0" abs_pivot_y="1" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="2" key="0" z_index="3"/>
                    <object_ref id="4" name="swap_object-0_000" folder="0" file="0" abs_x="394.7" abs_y="98.1" abs_pivot_x="0.383922" abs_pivot_y="0.183927" abs_angle="7.293" abs_scale_x="-0.94851" abs_scale_y="0.94851" abs_a="1" timeline="4" key="0" z_index="4"/>
                    <object_ref id="5" name="wilson-2_000" folder="1" file="2" abs_x="371.97403" abs_y="368.58442" abs_pivot_x="0" abs_pivot_y="1" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="5" key="0" z_index="5"/>
                </key>
            </mainline>
            <timeline id="0" name="swap_object">
                <key id="0" spin="0">
                    <object folder="0" file="0" x="-322.55" y="107.45" angle="353.624" scale_x="0.948755" scale_y="0.948755"/>
                </key>
            </timeline>
            <timeline id="1" name="wilson-0">
                <key id="0" spin="0">
                    <object folder="1" file="0" x="-548.974026" y="364.090909" angle="0"/>
                </key>
            </timeline>
            <timeline id="2" name="wilson-1_000">
                <key id="0" spin="0">
                    <object folder="1" file="1" x="-146.75325" y="372.42857" angle="0"/>
                </key>
            </timeline>
            <timeline id="3" name="swap_object-0">
                <key id="0" spin="0">
                    <object folder="0" file="0" x="94.05" y="104.85" angle="350.699" scale_x="0.94859" scale_y="0.94859"/>
                </key>
            </timeline>
            <timeline id="4" name="swap_object-0_000">
                <key id="0" spin="0">
                    <object folder="0" file="0" x="394.7" y="98.1" angle="7.293" scale_x="-0.94851" scale_y="0.94851"/>
                </key>
            </timeline>
            <timeline id="5" name="wilson-2_000">
                <key id="0" spin="0">
                    <object folder="1" file="2" x="371.97403" y="368.58442" angle="0"/>
                </key>
            </timeline>
        </animation>
    </entity>
</spriter_data>
 

nope makin a new SCML file and auto complie the art zip folder stuff was not it, so its maybe some line of text inside the SCML file

Please zip your mod file, including the exported folder, and attach it here. I will check it as soon as I have time.

1 hour ago, Haruhi Kawaii said:

Please zip your mod file, including the exported folder, and attach it here. I will check it as soon as I have time.

magikoopa.zip thank you! this sould include everything i think from mod main to scripts to immages and exported and the anim folder too

9 hours ago, Echsrick said:

magikoopa.zip thank you! this sould include everything i think from mod main to scripts to immages and exported and the anim folder too

In this line of code:

owner.AnimState:OverrideSymbol("swap_object", "swap_magikoopawand", "swap_object")

The second parameter is your zip file name. I don't see an SCML file named like that in your folder—only one named magikoopawand. You just need to change it to:

owner.AnimState:OverrideSymbol("swap_object", "magikoopawand", "swap_object")

If you want to keep the original code, you'll need to rename your SCML file from magikoopawand to swap_magikoopawand.

2 hours ago, Haruhi Kawaii said:

In this line of code:

owner.AnimState:OverrideSymbol("swap_object", "swap_magikoopawand", "swap_object")

The second parameter is your zip file name. I don't see an SCML file named like that in your folder—only one named magikoopawand. You just need to change it to:

owner.AnimState:OverrideSymbol("swap_object", "magikoopawand", "swap_object")

If you want to keep the original code, you'll need to rename your SCML file from magikoopawand to swap_magikoopawand.

i cant belive it, it realy allways ends up being the smallest oversights of me, thank you! my next step then would be to draw the final character, thank you!

  • Big Ups 1

allrighty then, final character drawn

image.png.b0d7a0e67ee137098ed2fc998d77a235.png


now for the difficult part, the code and stuff...lets see...

overall slower movement speed....easy to do with the template

takes less damage like wigfrid...maybe i find a character mod that just has that so i can know the code

being able to craft and use portable camp fire i found a mod with its character tag just add the recipe to his own

same with portable tent and portable cookpot

thats for another time i am exhausted

  • Like 1

Bild
Bild
Bild
Bild
Bild
Bild
Bild

its almost done...all that is needed left are...oh boy....writting how many there are examination quotes...i seen someone post something before containing all pre existing quotes so that could work with that too...and then off to steam

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...