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kivviz

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PrefabFiles = {	"marty",	"backpackm",}Assets = {    Asset( "IMAGE", "images/saveslot_portraits/marty.tex" ),    Asset( "ATLAS", "images/saveslot_portraits/marty.xml" ),    Asset( "IMAGE", "images/selectscreen_portraits/marty.tex" ),    Asset( "ATLAS", "images/selectscreen_portraits/marty.xml" ),    Asset( "IMAGE", "images/selectscreen_portraits/marty_silho.tex" ),    Asset( "ATLAS", "images/selectscreen_portraits/marty_silho.xml" ),    Asset( "IMAGE", "bigportraits/marty.tex" ),    Asset( "ATLAS", "bigportraits/marty.xml" ),		Asset( "IMAGE", "images/map_icons/marty.tex" ),	Asset( "ATLAS", "images/map_icons/marty.xml" ),		Asset( "IMAGE", "images/avatars/avatar_marty.tex" ),    Asset( "ATLAS", "images/avatars/avatar_marty.xml" ),		Asset( "IMAGE", "images/avatars/avatar_ghost_marty.tex" ),    Asset( "ATLAS", "images/avatars/avatar_ghost_marty.xml" ),}AddMinimapAtlas("images/marty.xml")-- strings! Any "marty" below would have to be replaced by the prefab name of your character.-- The character select screen lines-- note: these are lower-case character nameGLOBAL.STRINGS.CHARACTER_TITLES.marty = "Traveller"GLOBAL.STRINGS.CHARACTER_NAMES.marty = "Marty"  -- Note! This line is especially important as some parts of the game require                                            -- the character to have a valid name.GLOBAL.STRINGS.CHARACTER_DESCRIPTIONS.marty = "*Likes to run and travel\n*Maybe do a backpack on start\n*Loves berries"GLOBAL.STRINGS.CHARACTER_QUOTES.marty = "\"We will travel?\""-- You can also add any kind of custom dialogue that you would like. Don't forget to make-- categores that don't exist yet using = {}-- note: these are UPPER-CASE charcacter name--GLOBAL.STRINGS.CHARACTERS.marty = {}--GLOBAL.STRINGS.CHARACTERS.marty.DESCRIBE = {}--GLOBAL.STRINGS.CHARACTERS.marty.DESCRIBE.EVERGREEN = "A template description of a tree."local require = GLOBAL.requirelocal STRINGS = GLOBAL.STRINGSGLOBAL.STRINGS.CHARACTERS.MARTY = require "speech_marty"-- DST STRINGS.NAMES.MARTY = "Marty"STRINGS.CHARACTERS.GENERIC.DESCRIBE.MARTY = {	GENERIC = "Berries now!",	ATTACKER = "Back off!",	MURDERER = "You are murder!",	REVIVER = "Friend of ghosts",	GHOST = "Wow, ghost, yay",}-- Let the game know marty is a male, for proper pronouns during the end-game sequence.-- Possible genders here are MALE, FEMALE, or ROBOTtable.insert(GLOBAL.CHARACTER_GENDERS.MALE, "marty")AddMinimapAtlas("images/map_icons/marty.xml"){	Recipe("backpackm", {Ingredient("trunk_summer", 1), Ingredient("silk", 10)}, RECIPETABS.WAR, {SCIENCE = 0, MAGIC = 0, ANCIENT = 0}, nil, nil, nil, nil, true),}AddModCharacter("marty")

Problem most likely for it:

{	Recipe("backpackm", {Ingredient("trunk_summer", 1), Ingredient("silk", 10)}, RECIPETABS.WAR, {SCIENCE = 0, MAGIC = 0, ANCIENT = 0}, nil, nil, nil, nil, true),}

What do I do not so? :\

Why this code not correct? Help..    ._.

post-538126-0-25317900-1420564047_thumb.

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Won't help as it to make?. _.

I simply still badly understand scripts..

:<

 

It's usually a good idea to try to fix it yourself, you won't get any better at it unless you try.

 
As Mobbstar said, you need to change all occurances of "RECIPETABS" to "GLOBAL.RECIPETABS"
For the line you provided, it would be:
Recipe("backpackm", {Ingredient("trunk_summer", 1), Ingredient("silk", 10)}, GLOBAL.RECIPETABS.WAR, {SCIENCE = 0, MAGIC = 0, ANCIENT = 0}, nil, nil, nil, nil, true),
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