S0m3Dud3 Posted December 2, 2015 Share Posted December 2, 2015 first of all thanks to everyone that keeps helping me in this forum.second I apologize that I keep posting noob questions.I did try googling and searching in this forum but no luck so I guess I have to post xD back to the topic.how do I add multiple modmain.lua? I tried renaming the other modmain but I am not sure what to do next cause its not showing in game. I tried adding it in the first modmain.luae.g:PrefabFiles = {"mod1","mod2",}and it works fine, but the problem is the item has no name so I need a separate .lua for it. what should I do next after renaming it? Link to comment https://forums.kleientertainment.com/forums/topic/59793-multiple-modmainlua-help/ Share on other sites More sharing options...
Rincevvind Posted December 2, 2015 Share Posted December 2, 2015 multiple modmain = multiple modsif you just want to add few prefabs than make few lua files in prefab directory in mod-mycoolmod----modmain.lua----prefab (directory)--------prefabname1.lua--------prefabname2.lualook how other mods add prefabs (any character mod for example) and you are get idea how things works Link to comment https://forums.kleientertainment.com/forums/topic/59793-multiple-modmainlua-help/#findComment-690952 Share on other sites More sharing options...
Mobbstar Posted December 2, 2015 Share Posted December 2, 2015 You can use the function modimport("filename.lua") to import a file and have its code be treated as if it was a part of modmail.lua. Several mods do this. The only examples I know for sure are convenant of souls and essentially all my big mods (IR, Soulful Alchemy, Plushies). Link to comment https://forums.kleientertainment.com/forums/topic/59793-multiple-modmainlua-help/#findComment-690957 Share on other sites More sharing options...
Arkathorn Posted December 2, 2015 Share Posted December 2, 2015 The only examples I know for sure are convenant of souls and essentially all my big mods (IR, Soulful Alchemy, Plushies).Elinor does as well, and EndoxinAPI. Link to comment https://forums.kleientertainment.com/forums/topic/59793-multiple-modmainlua-help/#findComment-690983 Share on other sites More sharing options...
S0m3Dud3 Posted December 3, 2015 Author Share Posted December 3, 2015 hi guys thanks but what about the modinfo? without it my item has no name. when I change the name its not recognized Link to comment https://forums.kleientertainment.com/forums/topic/59793-multiple-modmainlua-help/#findComment-691351 Share on other sites More sharing options...
S0m3Dud3 Posted December 3, 2015 Author Share Posted December 3, 2015 oh and how do I enlarge the scale of my item? I used cheerio spriter example btw.inst.Transform:SetScale(??, ??, ??) did not work. I made the item invisible. Link to comment https://forums.kleientertainment.com/forums/topic/59793-multiple-modmainlua-help/#findComment-691362 Share on other sites More sharing options...
Mobbstar Posted December 3, 2015 Share Posted December 3, 2015 You shouldn't write strings into modinfo.lua, since that file is only for the mod screen. Put it into modmain.lua or a unique file for strings using modimport(). As for the transform, why exactly do you want to make an invisible item larger? If you mean it should have a bigger animation, why don't you change the spriter project? If you're using an existing animation, SetScale() should work just fine for on-ground appearance. POst your code if you can't figure it out. Link to comment https://forums.kleientertainment.com/forums/topic/59793-multiple-modmainlua-help/#findComment-691525 Share on other sites More sharing options...
S0m3Dud3 Posted December 4, 2015 Author Share Posted December 4, 2015 I did change the sprite, its extra large now. but in game still not the size I want. I did tried enlarging it in the spriter too but it seems like it has a limit. I added the code like this in the onequip: local function OnEquip(inst, owner) --owner.AnimState:OverrideSymbol("swap_object", "swap_wands", "purplestaff") owner.AnimState:OverrideSymbol("swap_object", "swap_wand", "wand") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") inst.Transform:SetScale(5,5,5) but somehow it only rescaled the on ground image like you said. screenshots. http://imgur.com/KUFJTyk http://imgur.com/KwWRzrm as you can see, he is holding it on the very tip of the item which is not good. I tried repositioning the sprite but it does not do anything.ps, i am not sure how to add a name for the item, when i hover over it it says missing name. Link to comment https://forums.kleientertainment.com/forums/topic/59793-multiple-modmainlua-help/#findComment-692303 Share on other sites More sharing options...
S0m3Dud3 Posted December 5, 2015 Author Share Posted December 5, 2015 bump, pls help. Link to comment https://forums.kleientertainment.com/forums/topic/59793-multiple-modmainlua-help/#findComment-692672 Share on other sites More sharing options...
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