keraunoscopia Posted August 6, 2015 Share Posted August 6, 2015 I'm working on an item that combines features of a weapon and a thermal stone. Like a thermal stone, it changes color depending on its temperature. I have this working for the inventory image and "ground" animation, but not for the "swap" animation that appears in the character's hand when it's equipped. Does anyone know how to replace the swap animation on the fly? Thanks in advance for your help! Link to comment https://forums.kleientertainment.com/forums/topic/56837-change-appearance-of-equipped-item-based-on-temperature/ Share on other sites More sharing options...
Mobbstar Posted August 6, 2015 Share Posted August 6, 2015 Use this line again:owner.AnimState:OverrideSymbol("swap_object", "swap_blowdart", "swap_blowdart") I took the blowdart as example. If you have issues with displaying your swap symbols, try the blowdart types instead. Link to comment https://forums.kleientertainment.com/forums/topic/56837-change-appearance-of-equipped-item-based-on-temperature/#findComment-660630 Share on other sites More sharing options...
keraunoscopia Posted August 6, 2015 Author Share Posted August 6, 2015 Use this line again:owner.AnimState:OverrideSymbol("swap_object", "swap_blowdart", "swap_blowdart") I took the blowdart as example. If you have issues with displaying your swap symbols, try the blowdart types instead. Thanks very much for your quick reply! This leads me to my next question: I've never seen reliable documentation for the the arguments to OverrideSymbol and how they relate to Spriter animations. For instance, suppose I create a Spriter project called "swap_myitem.scml" in a folder with a subdirectory called "my_subdirectory" which contains the images. The Spriter animation contains an entity called "my_entity" with an animation called "BUILD". Then the call to OverrideSymbol would look like: OverrideSymbol( "swap_object", "swap_myitem", "my_subdirectory" ) Is that correct? Link to comment https://forums.kleientertainment.com/forums/topic/56837-change-appearance-of-equipped-item-based-on-temperature/#findComment-660642 Share on other sites More sharing options...
Mobbstar Posted August 6, 2015 Share Posted August 6, 2015 Honestly I don't know, I always edit the atlas-0.tex of existing swap anims. Maybe others know though, DeathDiscipline for example. Link to comment https://forums.kleientertainment.com/forums/topic/56837-change-appearance-of-equipped-item-based-on-temperature/#findComment-660644 Share on other sites More sharing options...
keraunoscopia Posted August 10, 2015 Author Share Posted August 10, 2015 (edited) Got it working: I created multiple spriter projects called "swap_item1.scml", "swap_item2.scml", etc. and used OverrideSymbol to swap them in. For the sake of neatness, I tried creating multiple entities in a single spriter project with the same naming pattern, but that didn't work. So, to supply a partial answer to my own question, if you create a spriter project "swap_item1.scml" with an entity "swap_item1" and an animation called "BUILD", and put the image in a subdirectory called "swap_item", then the call to OverrideSymbol looks like: OverrideSymbol( "swap_object", "swap_item1", "swap_item" ) Edited August 31, 2015 by keraunoscopia Link to comment https://forums.kleientertainment.com/forums/topic/56837-change-appearance-of-equipped-item-based-on-temperature/#findComment-662030 Share on other sites More sharing options...
DragonAvenger24 Posted January 17, 2016 Share Posted January 17, 2016 On 8/10/2015 at 11:15 AM, keraunoscopia said: Got it working: I created multiple spriter projects called "swap_item1.scml", "swap_item2.scml", etc. and used OverrideSymbol to swap them in. For the sake of neatness, I tried creating multiple entities in a single spriter project with the same naming pattern, but that didn't work. So, to supply a partial answer to my own question, if you create a spriter project "swap_item1.scml" with an entity "swap_item1" and an animation called "BUILD", and put the image in a subdirectory called "swap_item", then the call to OverrideSymbol looks like: OverrideSymbol( "swap_object", "swap_item1", "swap_item" ) Hey, I'm working on solving this issue with my mod, but am a little confused as to where to put the files exactly. I think I just need to see an example of this so I have something to go off of. Link to comment https://forums.kleientertainment.com/forums/topic/56837-change-appearance-of-equipped-item-based-on-temperature/#findComment-710268 Share on other sites More sharing options...
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