TheBigDeal Posted June 17, 2016 Author Share Posted June 17, 2016 2 hours ago, Aquaterion said: Since I found another issue, I decided to just change it myself and send it; Hopefully I didn't miss anything. asgore.lua Yeah the firefly idea seems good, as well as emitting light is also a good idea. I'll also look into spriter later then, it'd only be like 2 frames, just rotating, it'll resemble this: I'll start to make it now. Shouldn't take long Also here is Asgore.lua, should have also said, it seems to happen when I attack a non-hostile mob, for example a beefalo. So that works fine now, but now Determination isn't working. client_log.txt Link to comment Share on other sites More sharing options...
Aquaterion Posted June 17, 2016 Share Posted June 17, 2016 (edited) in the OnDeath function, I mistakenly(dunno how) put the savelocation code twice remove the extra part(if you dont know which, here's how the function should look; local function OnDeath(inst) if inst.savelocation then inst:DoTaskInTime(2, function()--estimate time it takes to do the death animation inst.Transform:SetPosition(inst.savelocation.x, inst.savelocation.y, inst.savelocation.z) inst:PushEvent("respawnfromghost", {source= {name="Determination", components ={}}}) inst.savelocation = nil end) end if inst:HasTag("justice") then inst:RemoveEventCallback("onattackother", OnAttack) inst:RemoveTag("justice") inst.justicepower = nil end if inst:HasTag("revenge") then inst:RemoveEventCallback("attacked", OnHit) inst:RemoveTag("revenge") inst.revengepower = nil end end Edited June 17, 2016 by Aquaterion Link to comment Share on other sites More sharing options...
TheBigDeal Posted June 18, 2016 Author Share Posted June 18, 2016 (edited) 3 hours ago, Aquaterion said: in the OnDeath function, I mistakenly(dunno how) put the savelocation code twice remove the extra part(if you dont know which, here's how the function should look; local function OnDeath(inst) if inst.savelocation then inst:DoTaskInTime(2, function()--estimate time it takes to do the death animation inst.Transform:SetPosition(inst.savelocation.x, inst.savelocation.y, inst.savelocation.z) inst:PushEvent("respawnfromghost", {source= {name="Determination", components ={}}}) inst.savelocation = nil end) end if inst:HasTag("justice") then inst:RemoveEventCallback("onattackother", OnAttack) inst:RemoveTag("justice") inst.justicepower = nil end if inst:HasTag("revenge") then inst:RemoveEventCallback("attacked", OnHit) inst:RemoveTag("revenge") inst.revengepower = nil end end Oh, and idk if you saw before, but for some reason none of the items appear while on the ground which is a problem.... Also whenever i use a custom item i made in a crafting recipe the icon will not show up. Edited June 18, 2016 by TheBigDeal Link to comment Share on other sites More sharing options...
Aquaterion Posted June 18, 2016 Share Posted June 18, 2016 For the recipe thing, Im guessing you mean the Ingredient is not having an icon Ingredient("determination", 1, "images/inventoryimages/determination.xml") You gotta add the atlas after the ingredient amount. As for the items, your clientlog from earlier states that the anim.bin of the items is missing. If you cant figure it out I guess you can give me one of the soul.zip so I can check it out Link to comment Share on other sites More sharing options...
TheBigDeal Posted June 18, 2016 Author Share Posted June 18, 2016 5 hours ago, Aquaterion said: For the recipe thing, Im guessing you mean the Ingredient is not having an icon Ingredient("determination", 1, "images/inventoryimages/determination.xml") You gotta add the atlas after the ingredient amount. As for the items, your clientlog from earlier states that the anim.bin of the items is missing. If you cant figure it out I guess you can give me one of the soul.zip so I can check it out Alright, yeah for some reason my swap files didn't have them, but i see that they have the swap_itemname, do i need a special tool like the build renamer for that, or just rename it manually? Link to comment Share on other sites More sharing options...
Aquaterion Posted June 18, 2016 Share Posted June 18, 2016 3 minutes ago, TheBigDeal said: Alright, yeah for some reason my swap files didn't have them, but i see that they have the swap_itemname, do i need a special tool like the build renamer for that, or just rename it manually? remember "SWAP" is for held items. for souls u dont need them as you dont equip them. and swap files are not suppose to have them as they are just images to replace the placeholder invisible image in the player's hand. Link to comment Share on other sites More sharing options...
TheBigDeal Posted June 18, 2016 Author Share Posted June 18, 2016 4 minutes ago, Aquaterion said: remember "SWAP" is for held items. for souls u dont need them as you dont equip them. and swap files are not suppose to have them as they are just images to replace the placeholder invisible image in the player's hand. Oh yeah, well then all the others have anim files... maybe because they aren't named or something. Yeah just checked, they all say pitchfork lol, so same question stands I guess. Link to comment Share on other sites More sharing options...
Aquaterion Posted June 18, 2016 Share Posted June 18, 2016 what says pitchfork? Link to comment Share on other sites More sharing options...
TheBigDeal Posted June 18, 2016 Author Share Posted June 18, 2016 in the anim, at the end it has pitchfork in it. Link to comment Share on other sites More sharing options...
Aquaterion Posted June 18, 2016 Share Posted June 18, 2016 You really need to stop using the pitchfork as a template, as the pitchfork has a weird stuff that only it has. since its not equippable, use cutgrass or something as a template. Afaik you don't need to change anim.bin, but the pitchforks anim.bin might be different then others. Link to comment Share on other sites More sharing options...
TheBigDeal Posted June 18, 2016 Author Share Posted June 18, 2016 (edited) 1 hour ago, Aquaterion said: You really need to stop using the pitchfork as a template, as the pitchfork has a weird stuff that only it has. since its not equippable, use cutgrass or something as a template. Afaik you don't need to change anim.bin, but the pitchforks anim.bin might be different then others. Ok, and yeah the pitchfork is only there because that's where i started the trident, and then i made everything else from the trident, so it sorta expanded to all the other items also. So i took, for an example the spears anim.bin ANIM idle97G ðA åÐ@¾?€Â°²ÏBF†‹C º6]Ž ¢©o €? €?Ñ"#À33†B ÀåÐ@¾?€Â°²ÏBF†‹C º6]Ž ¢©o €? €?Ñ"#À33†B ÀåÐ@¾?€Â°²ÏBF†‹C º6]Ž ¢©o €? €?Ñ"#À33†B ÀåÐ@¾?€Â°²ÏBF†‹C º6]Ž ¢©o €? €?Ñ"#À33†B ÀåÐ@¾?€Â°²ÏBF†‹C º6]Ž ¢©o €? €?Ñ"#À33†B ÀåÐ@¾?€Â°²ÏBF†‹C º6]Ž ¢©o €? €?Ñ"#À33†B À 97G spearº6]Ž spear01¢©o Layer 1 Literally just copied and pasted, at the end it has spear, which is what i was trying to say, this is just a normal spear. I looked into a couple others and they also have the same thing. I'll replace the anim.bin's and see but idk, still says spear in it. Tried it, same thing Edited June 18, 2016 by TheBigDeal Link to comment Share on other sites More sharing options...
Aquaterion Posted June 18, 2016 Share Posted June 18, 2016 you could try changing the line inst.AnimState:SetBank("determination") --to inst.AnimState:SetBank("spear") not sure if it would work Link to comment Share on other sites More sharing options...
TheBigDeal Posted June 19, 2016 Author Share Posted June 19, 2016 9 hours ago, Aquaterion said: you could try changing the line inst.AnimState:SetBank("determination") --to inst.AnimState:SetBank("spear") not sure if it would work Yeah! that worked fine actually, now to fix every single item, I think that covers pretty much everything but dropping a prefab for determination. Link to comment Share on other sites More sharing options...
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