Stormish

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About Stormish

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  1. guys stop flooding the thread and calm down with the theories the post is not even serious lol
  2. I found out the reason why the game crashes when the Clean Sweeper is spawned. The reason why it crashed is because you didn't rmake it check if the spellcaster component existed or not and since it's doing this on client side, it wasn't able to find the spellcaster component so the game crashed for that very reason, hence why it says spellcaster is a "nil" value. This is what the PrefabPostInit function for "reskin_tool" should look like now in the API code:
  3. I found out the reason why the game crashes when the Clean Sweeper is spawned. The reason why it crashed is because you didn't rmake it check if the spellcaster component existed or not and since it's doing this on client side, it wasn't able to find the spellcaster component so the game crashed for that very reason, hence why it says spellcaster is a "nil" value. This is what the PrefabPostInit function for "reskin_tool" should look like now in the API code:
  4. My game froze and crashed with the API when someone spawned a clean sweeper. This is the error I got:
  5. My game froze and crashed with the API when someone spawned a clean sweeper. This is the error I got:
  6. Nevermind, I fixed it by removing the local definitions of PREFAB_SKINS and PREFAB_SKINS_IDS and used GLOBAL.PREFAB_SKINS and GLOBAL.PREFAB_SKINS_IDS instead. Thank you for trying to help though, it's appreciated.
  7. I did that, the recipe name and skin name printed seems fine to me, but it crashes again when I craft it Here's the full traceback though, it might help you a bit.
  8. Hey all. I made a custom item skin using @Kzisor's api and it works flawlessly when I use it with my character mod as I just found out that you can make custom skins for custom characters so why not do the same thing for custom items? When I finished the code though, everytime I try to craft the skin, it crashes the game for some unknown problem that I don't know how to solve. I tried to compare the code to the code of a certain mod that uses the same code (Mala Mi) and for some reason it doesn't crash for Malani but it crashes for my mod. This is the error that I've gotten, here is the code I used for the skins and my item's file. jangtonknife.lua I hope someone comes up with a solution and best of luck fellow modders and thanks in advance!
  9. No, nothing works, the ghost skin and the default skin works by default for any modded character period, but changing the ghost skin or the default skin or even adding another skin for the character doesn't work AT ALL, it's like they're the same thing and nothing new happened to the character. If you feel like this is tiring, do you mind if I give you my modmain file or even my whole mod files? Because I have no idea why this is not working at all. Also I tested the charactername thing and it feels like there was no result, and I even disabled all mods (client mods and server mods) and only enabled the 2 character mods that I have added these features for and nothing happened.
  10. I am definitely running this in modmain. And no, it doesn't show me Wilson or nothing, it shows me the default model of the character itself with its own ghost, but it doesn't show the other skins at all, I did a bit of research and changed the ghost build to the Wilson ghost build and unfortunately, the ghost skin build doesn't change in the wardrobe. Also if you don't mind, can you send me one of your character's modmain files only to make sure that I'm doing this right?
  11. Ok, this is unfortunate. I tried using the same code you pasted here and it still seems like nothing changed, did Klei not implement the feature properly or something? Also here's what my code looks like now: local ghost_preview_y_offset = -25 local ghost_preview_scale = 0.75 AddModCharacter("jangton", "MALE", { skeleton_skin = { build = "jangton_skeleton", bank = "wilson", idle_anim = "idle_loop", play_emotes = true, scale = 1, offset = {0, 0} }, ghost_skin = { build = "ghost_jangton_build", bank = "ghost", idle_anim = "idle", scale = ghost_preview_scale, offset = {0, ghost_preview_y_offset} }, })
  12. Actually for the no hunger code part for the character, you could just do this: inst.components.hunger.DoDelta = function(self, delta, overtime, ignore_invincible) return end What that does is it makes the hunger component DoDelta return no value at all, and because the DoDelta function is responsible for changing many things for the hunger meter (losing hunger overtime, gaining hunger by eating and vice versa), returning the function's value to 0 will make it not do much and instead the hunger meter will stay as it is, a static meter that won't and can't change at all, I tried it myself for my character mod and it works pretty well, it's easier to write and I guarantee you it doesn't crash the game at all, however the other code mentioned in this thread works too and I guess if you want to play safe you can use that other code, but imo I kind of recommend the code I have here more.