osmRhodey Posted May 15, 2016 Share Posted May 15, 2016 All right @rezecib here is the coding as promised and how it is with my mod along with small screenshots to show where stuff is located. Ignore the text being gibberish I had simply wanted to make sure it was reading the things I wrote. My modmain.lua coding with the modimport bolded Spoiler PrefabFiles = { "luce", } Spoiler Assets = { Asset( "IMAGE", "images/saveslot_portraits/luce.tex" ), Asset( "ATLAS", "images/saveslot_portraits/luce.xml" ), Asset( "IMAGE", "images/selectscreen_portraits/luce.tex" ), Asset( "ATLAS", "images/selectscreen_portraits/luce.xml" ), Asset( "IMAGE", "images/selectscreen_portraits/luce_silho.tex" ), Asset( "ATLAS", "images/selectscreen_portraits/luce_silho.xml" ), Asset( "IMAGE", "bigportraits/luce.tex" ), Asset( "ATLAS", "bigportraits/luce.xml" ), Asset( "IMAGE", "images/map_icons/luce.tex" ), Asset( "ATLAS", "images/map_icons/luce.xml" ), Asset( "IMAGE", "images/avatars/avatar_luce.tex" ), Asset( "ATLAS", "images/avatars/avatar_luce.xml" ), Asset( "IMAGE", "images/avatars/avatar_ghost_luce.tex" ), Asset( "ATLAS", "images/avatars/avatar_ghost_luce.xml" ), } local require = GLOBAL.require local STRINGS = GLOBAL.STRINGS -- The character select screen lines STRINGS.CHARACTER_TITLES.LUCE = "Lucy the Lost" STRINGS.CHARACTER_NAMES.LUCE = "Lucy" STRINGS.CHARACTER_DESCRIPTIONS.LUCE = "*Good in the outdoors\n*Has horrible memories\n*Quite Crafty" STRINGS.CHARACTER_QUOTES.LUCE = "\"Woodie, where are you?\"" -- Custom speech strings STRINGS.CHARACTERS.LUCE = require "speech_luce"modimport ("announcestrings.lua") --Posted here as no matter where it went the server had crashed. -- The character's name as appears in-game STRINGS.NAMES.LUCE = "Lucy" -- The default responses of examining the character STRINGS.CHARACTERS.GENERIC.DESCRIBE.LUCE = { GENERIC = "It's Lucy!", ATTACKER = "That Lucy looks shifty...", MURDERER = "Murderer!", REVIVER = "Lucy, friend of ghosts.", GHOST = "Lucy could use a heart.", } -- --For Rezecib's Status Announcement mod. It is called over in his mod. -- GLOBAL.STRINGS._STATUS_ANNOUNCEMENTS.LUCE = { -- HUNGER = { -- FULL = "fdg", -- >75% -- HIGH = "dfg", -- >55% -- MID = "dfgdfg", -- >35% -- LOW = "dfgdg", -- >15% -- EMPTY = "dfgh", -- <15% -- }, -- SANITY = { -- FULL = "nfh", -- >75% -- HIGH = "hmjgh", -- >55% -- MID = "hyt", -- >35% -- LOW = "gjh", -- >15% -- EMPTY = "hjgj", -- <15% -- }, -- HEALTH = { -- FULL = "jtyj", -- 100% -- HIGH = "dfg", -- >75% -- MID = "fgh", -- >50% -- LOW = "dfg", -- >25% -- EMPTY = "qew", -- <25% -- }, -- WETNESS = { -- FULL = "zx", -- >75% -- HIGH = "yu", -- >55% -- MID = "oui", -- >35% -- LOW = "kuiy", -- >15% -- EMPTY = "tfgh", -- <15% -- }, -- } AddMinimapAtlas("images/map_icons/luce.xml") -- Add mod character to mod character list. Also specify a gender. Possible genders are MALE, FEMALE, ROBOT, NEUTRAL, and PLURAL. AddModCharacter("luce", "FEMALE") The announcestrings.lua file that is placed underneath my character's speech files Spoiler GLOBAL.STRINGS._STATUS_ANNOUNCEMENTS.LUCE = { HUNGER = { FULL = "fdg", -- >75% HIGH = "dfg", -- >55% MID = "dfgdfg", -- >35% LOW = "dfgdg", -- >15% EMPTY = "dfgh", -- <15% }, SANITY = { FULL = "nfh", -- >75% HIGH = "hmjgh", -- >55% MID = "hyt", -- >35% LOW = "gjh", -- >15% EMPTY = "hjgj", -- <15% }, HEALTH = { FULL = "jtyj", -- 100% HIGH = "dfg", -- >75% MID = "fgh", -- >50% LOW = "dfg", -- >25% EMPTY = "qew", -- <25% }, WETNESS = { FULL = "zx", -- >75% HIGH = "yu", -- >55% MID = "oui", -- >35% LOW = "kuiy", -- >15% EMPTY = "tfgh", -- <15% }, } An image of where the file is located which is in the scripts folder of the mod Link to comment Share on other sites More sharing options...
Aquaterion Posted May 15, 2016 Share Posted May 15, 2016 (edited) I think modimport starts from ur mod folder, so i think it would have to be modimport("scripts/announcestrings.lua") or you should be able to use(might require "GLOBAL." infront of it): RunScript("announcestrings") Edited May 15, 2016 by Aquaterion Link to comment Share on other sites More sharing options...
osmRhodey Posted May 15, 2016 Author Share Posted May 15, 2016 (edited) 5 minutes ago, Aquaterion said: I think modimport starts from ur mod folder, so i think it would have to be modimport("scripts/announcestrings.lua") or you should be able to use: RunScript("announcestrings") I'll try it, give me a moment! EDIT: All right I tried the first one and it works fine! Thank you! I had forgotten to tell it to go to the other folder! Edited May 15, 2016 by osmRhodey Link to comment Share on other sites More sharing options...
Mobbstar Posted May 16, 2016 Share Posted May 16, 2016 Out of curiosity, does it crash without status announcer? Link to comment Share on other sites More sharing options...
Aquaterion Posted May 16, 2016 Share Posted May 16, 2016 8 minutes ago, Mobbstar said: Out of curiosity, does it crash without status announcer? I don't see why unused strings would do that, but anything can happen I guess Link to comment Share on other sites More sharing options...
Mobbstar Posted May 16, 2016 Share Posted May 16, 2016 12 minutes ago, Aquaterion said: I don't see why unused strings would do that, but anything can happen I guess Well, TheLetterW just showed me a bug with her version of the file. The strings tab does not exist without status announcer, thus resulting in a crash. A simple if-check solves this. Link to comment Share on other sites More sharing options...
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