Zeklo Posted September 15, 2016 Share Posted September 15, 2016 (edited) With the addition of the Cratered Moonrock and the ability to socket in gems I thought it would be cool to implement a similar system for a sword, however, I get an error upon inserting a gem in my item—All I did was copy the code and rename the corresponding data. It left no log. If you know anything about it and could point me in the right direction I could really use the help! Thank you for your time. Edited September 25, 2016 by Zeklo Added Help in Title Link to comment Share on other sites More sharing options...
Zeklo Posted September 25, 2016 Author Share Posted September 25, 2016 I've managed to get socketing into a custom item to not crash, but I wanna isolate each type so they each get different abilities. Ideas? On top of that would it be possible to allow for the socketing of Opal? Link to comment Share on other sites More sharing options...
Zeklo Posted September 26, 2016 Author Share Posted September 26, 2016 I've now went and made a setup like the amulets to keep multiple prefabs in a single file, but can't seem to cross the build socketing function on over. So basically I either got one where I can socket in gems and I got on with specific isolated abilities, but not both at the same time and I can't seem to merge them into one properly. Link to comment Share on other sites More sharing options...
Zeklo Posted October 1, 2016 Author Share Posted October 1, 2016 (edited) Alright I managed to figure out it out! My only two remaining questions are: How can I allow the inputting of Opal? Done, but very inefficient How can I refund the particular gem upon changing? - Unlike the moon eyes you can change whenever you'd like. Edited October 1, 2016 by Zeklo Link to comment Share on other sites More sharing options...
Zeklo Posted October 2, 2016 Author Share Posted October 2, 2016 I guess another question for the sake of not making another thread. How can I get the drain arrow to appear on the health badge? Link to comment Share on other sites More sharing options...
Serpens Posted October 2, 2016 Share Posted October 2, 2016 16 minutes ago, Zeklo said: I guess another question for the sake of not making another thread. How can I get the drain arrow to appear on the health badge? the DoDelta function in the health component contains an argument to drain health over time. I guess this will also trigger the arrow Link to comment Share on other sites More sharing options...
Zeklo Posted October 2, 2016 Author Share Posted October 2, 2016 16 minutes ago, Serpens said: the DoDelta function in the health component contains an argument to drain health over time. I guess this will also trigger the arrow local function Suffocate(inst) local wetness = inst.components.moisture:GetMoisture() if wetness == 0 then inst.components.health:DoDelta(-.15, true, "suffocation") end end inst:DoPeriodicTask (1, Suffocate) This is the current way I'm trying to do it. Bare with me since I'm quite inexperienced. Link to comment Share on other sites More sharing options...
Serpens Posted October 2, 2016 Share Posted October 2, 2016 24 minutes ago, Zeklo said: local function Suffocate(inst) local wetness = inst.components.moisture:GetMoisture() if wetness == 0 then inst.components.health:DoDelta(-.15, true, "suffocation") end end inst:DoPeriodicTask (1, Suffocate) This is the current way I'm trying to do it. Bare with me since I'm quite inexperienced. hm... you are right, this does not help... the only diffrence I noticed is that if this value is true, there will be no "hurt" sound... I searched the game scripts, but did not find out how to do it, sry =/ Link to comment Share on other sites More sharing options...
Zeklo Posted October 2, 2016 Author Share Posted October 2, 2016 Oh alright! Thanks for you time! Link to comment Share on other sites More sharing options...
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