rons0n Posted April 21, 2016 Share Posted April 21, 2016 Is there a way to change 'character_none'(by character_none i mean wilson_none, wes_none, etc prefabs) to make it into a craftable recipe? What I want to do is change my characters build so it looks like a different character altogether when crafting a recipe. I tried my take on it a few months ago but ultimately failed. I know how recipes work, but I don't know how to make the prefab for this. Any suggestions? Link to comment https://forums.kleientertainment.com/forums/topic/66531-skin-crafting-recipes/ Share on other sites More sharing options...
DarkXero Posted April 22, 2016 Share Posted April 22, 2016 You mean a craftable that has an effect on the builder? modmain.lua (make Wilson with shapeshifter tag, add new recipe): PrefabFiles = { "willow_switch", } local RECIPETABS = GLOBAL.RECIPETABS local STRINGS = GLOBAL.STRINGS local TECH = GLOBAL.TECH local willow_switch = AddRecipe("willow_switch", {Ingredient("twigs", 1), Ingredient("cutgrass", 1)}, RECIPETABS.LIGHT, TECH.NONE, nil, nil, nil, nil, "shapeshifter", "images/inventoryimages.xml", "axe.tex") willow_switch.sortkey = 0 STRINGS.NAMES.WILLOW_SWITCH = "Willow Switch" STRINGS.RECIPE_DESC.WILLOW_SWITCH = "Just do it." AddPrefabPostInit("wilson", function(inst) inst:AddTag("shapeshifter") end) willow_switch.lua in prefabs: local function onbuilt(inst, builder) -- builder:MakeWillow() builder.AnimState:SetBuild("willow") inst:Remove() end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst:AddTag("CLASSIFIED") inst.persists = false inst:DoTaskInTime(0, inst.Remove) if not TheWorld.ismastersim then return inst end inst.OnBuiltFn = onbuilt return inst end return Prefab("willow_switch", fn) Like how Maxwell's shadows work. Link to comment https://forums.kleientertainment.com/forums/topic/66531-skin-crafting-recipes/#findComment-754071 Share on other sites More sharing options...
rons0n Posted April 25, 2016 Author Share Posted April 25, 2016 (edited) @DarkXero, My apologies for not giving you a proper thank you sooner! I was just going to drop this altogether feeling it was too hard to conjure up. But you saved my hiney yet again after my long absence. My purpose for this mod will be an easy way for people to choose a character i've created over the year without jeopardizing the gameplay. So if people want to look like Cthulhu without wrecking havoc. You can simply wear a skin to look like it instead! I'll do some further testing, but I really appreciate the help! Edited April 25, 2016 by rons0n Link to comment https://forums.kleientertainment.com/forums/topic/66531-skin-crafting-recipes/#findComment-757430 Share on other sites More sharing options...
rons0n Posted April 27, 2016 Author Share Posted April 27, 2016 Alright everything is almost ready for upload! Except one perculiar problem. While characters such as Wilson, WIllow, Wigfrid, Maxwell, Wendy, Woodie changed in their entirety. Wickerbottom, Wolfgang, WX, and Wes tend to have their Torsos locked in place. For instance in this album: http://imgur.com/a/bjA8E I assumed it was based on my characters current build, but Maxwell just came out and his torso isnt locked compared to the characters above. Any idea? @DarkXero Link to comment https://forums.kleientertainment.com/forums/topic/66531-skin-crafting-recipes/#findComment-758665 Share on other sites More sharing options...
DarkXero Posted April 27, 2016 Share Posted April 27, 2016 14 hours ago, rons0n said: I assumed it was based on my characters current build, but Maxwell just came out and his torso isnt locked compared to the characters above. Any idea? Use, instead of builder.AnimState:SetBuild: SetSkinMode(builder.AnimState, new_prefab, new_skin, builder.components.skinner:GetClothing(), nil, default_build) new_prefab should be "pearl". new_skin should be pearl_none, which should be "pearl". default_build should be your mod character build, which should also be "pearl". Link to comment https://forums.kleientertainment.com/forums/topic/66531-skin-crafting-recipes/#findComment-759219 Share on other sites More sharing options...
rons0n Posted April 27, 2016 Author Share Posted April 27, 2016 @DarkXero, Thanks! that seemed to do the trick! Though I don't understand what new_prefab and new_skin is supposed to do, whats the purpose? Regardless I appreciate the help! Thanks so much. Link to comment https://forums.kleientertainment.com/forums/topic/66531-skin-crafting-recipes/#findComment-759295 Share on other sites More sharing options...
DarkXero Posted April 28, 2016 Share Posted April 28, 2016 6 hours ago, rons0n said: Though I don't understand what new_prefab and new_skin is supposed to do, whats the purpose? The full function is in the skinner component. prefab is to make special cases for wolfgang and mod characters. base_skin is to make some special symbol replacements. Link to comment https://forums.kleientertainment.com/forums/topic/66531-skin-crafting-recipes/#findComment-759845 Share on other sites More sharing options...
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