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27 minutes ago, Aquaterion said:

TECH is a global variable, so you gotta type GLOBAL.TECH or above most code you do local TECH = GLOBAL.TECH

Ok, so first off, sorry to ask all these questions, and thank you for answering all of them.

Secondly, so back (sortof) to the original problem, i created a new item, pretty much copied my trident but made the damage higher and made it craftable through the new menu, now it crashes with no error once more.

Last thing i changed was in the anim .bin file, I changed trident to kingtrident and now it just won't work, i changed this because before it said it was trying to create 2 trident prefabs or something like that.

mod crashes just after creating a new world, no character selection screen or anything

client_log.txt

53 minutes ago, Aquaterion said:

Get build renamer, and use it on the build.bin of swap_kingtrident and kingtrident

 

Alright, so probably last question.

The custom crafting tab won't show up, i have:

local asgoretab = AddRecipeTab( "Asgore's Tab", 996, "images/hud/asgoretab.xml", "asgoretab.tex", "asgore_builder")

AddRecipe("King's Trident", 
{GLOBAL.Ingredient("redgem", 3), GLOBAL.Ingredient("nightmarefuel", 1)}, 
asgoretab, TECH.NONE, nil, nil, nil, nil, "asgore_builder", 
"images/inventoryimages/kingtrident.xml", "kingtrident.tex" )

STRINGS.RECIPE_DESC.KINGTRIDENT = "The Real Weapon"

The item can be spawned in from c_spawn("kingtrident") so it does work. not sure what I am missing, or if something is wrong.

17 minutes ago, Aquaterion said:

does your character have the asgore_builder tag?

if not put this in your character's common_postinit


inst:AddTag("asgore_builder")

 

Awesome, yeah that was it

but now there is no Name or Description for the item even though i have: 

STRINGS.RECIPE_DESC.KINGTRIDENT = "The Real Trident"

And also the picture isn't there but i think I know why.

37 minutes ago, TheBigDeal said:

Awesome, yeah that was it

but now there is no Name or Description for the item even though i have: 


STRINGS.RECIPE_DESC.KINGTRIDENT = "The Real Trident"

And also the picture isn't there but i think I know why.

in AddRecipe() the first param should be the prefab name so "kingtrident" not "King's Trident"

STRINGS.NAMES.KINGTRIDENT = "King's Trident" --name

STRINGS.RECIPE_DESC.KINGTRIDENT = "The Real Trident" --crafting desciption

STRINGS.CHARACTERS.GENERIC.DESCRIBE.KINGTRIDENT = "A Big Pointy Fork" --examine text

Edited by Aquaterion

Thanks! that worked perfectly, but still can't get the image to show up at all on the tab.

Main:

local asgoretab = AddRecipeTab( "Asgore's Tab", 996, "images/hud/asgoretab.xml", "asgoretab.tex", "asgore_builder")

AddRecipe("kingtrident", 
{GLOBAL.Ingredient("redgem", 3),GLOBAL.Ingredient("nightmarefuel", 5), GLOBAL.Ingredient("trident", 1),GLOBAL.Ingredient("flint", 3)},
asgoretab, TECH.NONE, nil, nil, nil, nil, "asgore_builder", 
"images/inventoryimages/kingtrident.xml", "kingtrident.tex" )

STRINGS.NAMES.KINGTRIDENT = "King's Trident"
STRINGS.RECIPE_DESC.KINGTRIDENT = "The Real Trident"
STRINGS.CHARACTERS.GENERIC.DESCRIBE.KINGTRIDENT = "A Big Pointy Fork"

tab.xml

<Atlas><Texture filename="asgoretab.tex" /><Elements><Element name="asgoretab.tex" u1="0.00390625" u2="0.77734375" v1="0.22265625" v2="0.99609375" /></Elements></Atlas>

Not sure where else something could have gone wrong here.

 

 

 

 

36 minutes ago, TheBigDeal said:

Thanks! that worked perfectly, but still can't get the image to show up at all on the tab.

tab.xml

 

 

if its called tab.xml like you said, rename it to asgoretab.xml

also make sure you added it to the asset list as well

Asset("ATLAS", "images/hud/asgoretab.xml" ),

 

4 minutes ago, Aquaterion said:

if its called tab.xml like you said, rename it to asgoretab.xml

also make sure you added it to the asset list as well


Asset("ATLAS", "images/hud/asgoretab.xml" ),

 

no it's asgoretab, i just put tab for the sake of not typing it all because i'm lazy, the asset was it though, thanks!

51 minutes ago, Aquaterion said:

if its called tab.xml like you said, rename it to asgoretab.xml

also make sure you added it to the asset list as well


Asset("ATLAS", "images/hud/asgoretab.xml" ),

So i'm not 100% sure why, but i just got the art finished for the actual item, but i'm not sure why they are turning invisible. Everything look good here?

 

EDIT: Also, i realized that i changed a torso, and it never updated the asgore.zip in the anim folder to have the new torso, how to I get it to update?

trident.zip

swap_trident.zip

Edited by TheBigDeal
19 minutes ago, TheBigDeal said:

So i'm not 100% sure why, but i just got the art finished for the actual item, but i'm not sure why they are turning invisible. Everything look good here?

trident.zip

swap_trident.zip

If you changed only atlas-0.tex it should work fine, as long as you kept the sprite in the same position as the old one. Is everything invisible? held and dropped?

 

Edit: I looked into your swap_trident as its the only one that you have modified, you have to resize the trident to pretty much the same size of the pitchfork, also rotate it the same as the pitchfork was (doesn't have to be upside down like the pitchfork)

Edited by Aquaterion

Yeah it's invisible dropped and held. Only changed the atlas-0.

And idk if you saw my edit but I changed a torso, and it never updated the asgore.zip in the anim folder to have the new torso, not sure how to fix that either, just delete it and let it regenerate?

Idk if it helps but the .tex is set up like so:

asdfgh.png

1 hour ago, Aquaterion said:

If you changed only atlas-0.tex it should work fine, as long as you kept the sprite in the same position as the old one. Is everything invisible? held and dropped?

 

Edit: I looked into your swap_trident as its the only one that you have modified, you have to resize the trident to pretty much the same size of the pitchfork, also rotate it the same as the pitchfork was (doesn't have to be upside down like the pitchfork)

Another thing, in the crafting menu i have the old trident in the crafting and it doesn't show the icon. What does that use?

13 hours ago, Aquaterion said:

Edit: I looked into your swap_trident as its the only one that you have modified, you have to resize the trident to pretty much the same size of the pitchfork, also rotate it the same as the pitchfork was (doesn't have to be upside down like the pitchfork)

Before you posted, I edited my last post with this, not sure if you saw it, but incase u didn't there ya go

5 hours ago, Aquaterion said:

Before you posted, I edited my last post with this, not sure if you saw it, but incase u didn't there ya go

Oh lol, didnt see that.

 

But the pitchfork has like 6 separate pictures, while the spear has 2, if i have to use the 6 pictures, what to all of them mean because some of them are cut off and stuff.

40 minutes ago, TheBigDeal said:

Oh lol, didnt see that.

 

But the pitchfork has like 6 separate pictures, while the spear has 2, if i have to use the 6 pictures, what to all of them mean because some of them are cut off and stuff.

hmm yea I guess yours is fine. try replacing trident's anim.bin with spear's anim.bin

 

Edited by Aquaterion
8 minutes ago, Aquaterion said:

hmm yea I guess yours is fine. try replacing swap_trident's anim.bin with spear's anim.bin

 

So I went into swap_spear and there was no anim.bin, but there was in the regular spear.zip, so i took that one, put it into my swap_trident and still nothing, but I realized my swap_trident had no anim.bin file to begin with.

Edited by TheBigDeal
9 minutes ago, TheBigDeal said:

So I went into swap_spear and there was no anim.bin, but there was in the regular spear.zip, so i took that one, put it into my swap_trident and still nothing, but I realized my swap_trident had no anim.bin file to begin with.

yea i meant trident not swap_trident, but I think I know the issue, gimme a sec

Here's a new build.bin for swap_trident.

 

If trident doesn't work then i put a build.bin for trident too

 

I think the issue was that you were trying to use the build of the pitchfork

swap_trident(rename to 'build').bin

trident (rename to 'build').bin

14 minutes ago, Aquaterion said:

Here's a new build.bin for swap_trident.

 

If trident doesn't work then i put a build.bin for trident too

 

I think the issue was that you were trying to use the build of the pitchfork

swap_trident(rename to 'build').bin

trident (rename to 'build').bin

Replaced them both, did not work sadly.

7 minutes ago, Aquaterion said:

owner.AnimState:OverrideSymbol("swap_object", "swap_trident", "swap_pitchfork")
--to
owner.AnimState:OverrideSymbol("swap_object", "swap_spear", "swap_spear")

in trident.lua

Well now it just shows a spear :/

1 hour ago, Aquaterion said:

ye i changed it check again

So, i started to work on the crown now but looking into the DST files, there is only (as i plan to use as a base) a hat_ruins.zip and no swap_hat_ruins.zip, do hats only need one or is it named something else or something?

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