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Hi! I was looking at the axe prefab to see how durability is added (for mod related reasons :P) and I found this little bit of code!

local function onequip(inst, owner)
    local skin_build = inst:GetSkinBuild()
    if skin_build ~= nil then
        owner:PushEvent("equipskinneditem", inst:GetSkinName())
        owner.AnimState:OverrideItemSkinSymbol("swap_object", skin_build, "swap_axe", inst.GUID, "swap_axe" )
    else
        owner.AnimState:OverrideSymbol("swap_object", "swap_axe", "swap_axe")
    end
    owner.AnimState:Show("ARM_carry")
    owner.AnimState:Hide("ARM_normal")
end

Sooooo, let's get to the point, Skinned axes confirmed?

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https://forums.kleientertainment.com/forums/topic/67647-axe-skins/
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Backpacks have this code in them:

local function onequip(inst, owner)
    local skin_build = inst:GetSkinBuild()
    if skin_build ~= nil then
        owner:PushEvent("equipskinneditem", inst:GetSkinName())
        owner.AnimState:OverrideItemSkinSymbol("backpack", skin_build, "backpack", inst.GUID, "swap_backpack" )
        owner.AnimState:OverrideItemSkinSymbol("swap_body", skin_build, "swap_body", inst.GUID, "swap_backpack" )
    else
        owner.AnimState:OverrideSymbol("backpack", "swap_backpack", "backpack")
        owner.AnimState:OverrideSymbol("swap_body", "swap_backpack", "swap_body")
    end
    
    if inst.components.container ~= nil then
        inst.components.container:Open(owner)
    end
end

So I just thought maybe they had some connection

Also, for different axes I believe it uses:

local assets =
{
    Asset("ANIM", "anim/axe.zip"),
    Asset("ANIM", "anim/goldenaxe.zip"),
    Asset("ANIM", "anim/swap_axe.zip"),
    Asset("ANIM", "anim/swap_goldenaxe.zip"),
}

and Lucy has her own prefab file

That is indeed only for skins, not even pickaxes have that part of code, which are pretty much the same except different functionality. Maybe they were testin stuff out. If we don't know when it was added, it might have been used as the first item skin test. There are no functions for axes to get "properly" skinned tho. So yea, might be a hint for something, or just old testing code that never got removed. Nice find tho

6 minutes ago, Aquaterion said:

That is indeed only for skins, not even pickaxes have that part of code, which are pretty much the same except different functionality. Maybe they were testin stuff out. If we don't know when it was added, it might have been used as the first item skin test. There are no functions for axes to get "properly" skinned tho. So yea, might be a hint for something, or just old testing code that never got removed. Nice find tho

Thanks :3

did you remember when the skins was announced? I remember one of a robotic wendy with a metal lantern and a robotic webber who has an axe, a metallic axe!, so, why not? maybe the devs are already working on it, they revealed a lot of skins that aren't in game yet and I hope they bring all of it soon

32 minutes ago, Rily said:

did you remember when the skins was announced? I remember one of a robotic wendy with a metal lantern and a robotic webber who has an axe, a metallic axe!, so, why not? maybe the devs are already working on it, they revealed a lot of skins that aren't in game yet and I hope they bring all of it soon

Don't rust together confirmt.

16 hours ago, Aquaterion said:

Maybe they were testin stuff out. If we don't know when it was added, it might have been used as the first item skin test. There are no functions for axes to get "properly" skinned tho. So yea, might be a hint for something, or just old testing code that never got removed. Nice find tho

It was added in version 161411, which added all skins.

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