toasterbathbomb

  • Content Count

    65
  • Joined

  • Last visited

 Content Type 

Profiles

Forums

Downloads

Klei Bug Tracker

Game Updates

Hot Lava Bug Reporter

Posts posted by toasterbathbomb


  1. 15 hours ago, K1NGT1GER609 said:

        RAKKY =
            {
                GENERIC = "Your the closest thing to a mechanic, come join our faction.",
                ATTACKER = "Your not welcomed on our territory now get out before we get angry.",
                MURDERER = "Eliminate him before he takes all down!",
                REVIVER = "A mechanic and medic, your welcomed on duty territory.",
                GHOST = "If we revive you can you make us some boomerangs?",

                FIRESTARTER =  %s is burning everything down!",
            },

    this is code from my mods identifying dragon wolf leo's character rakky. So all you have to do is just put the character's name in all caps and write your describes on certain reputations and states of the character.

    how does this work? how do i get it to identify the mod? im kinda confused..

    does the name alone identify the mod or something?

     

    edit: ooh nevermind i got it. the code works perfectly, thank you! i didnt know itd be that easy

     


  2. lemme elaborate

    i have two mods: one for me and one for my boyfriend. i was wondering if there was a way to make it so when he uses his character, if i inspect his character while using my own, could there be custom dialogue?

    for example: when i inspect his character, my character says "i love you" or something like that

    im terrible at explaining so if you need elaboration just tell me lol


  3. 13 hours ago, K1NGT1GER609 said:

    For the bigportrait idk I just used gimp to repaste it and it worked. Syntax errors are in the modmain under the character select screen lines they were all capital when they needed to be lowercase. The names_adam.xml needed a line change in the notes, and the adam_none.xml also needed a change as the notes in V1.2.4 says.

    ooh,, yeaaah now i see that heh. i feel a bit dumb now.

    im not sure what you mean by repaste but im assuming you just mean copy pasting the image heh

    but!! thank you sososo much for your help! i really appreciate it :)


  4. 7 hours ago, K1NGT1GER609 said:

    Here...I don't know why the bigportraits didn't come out right the first time but its fixed I think. There were some syntax errors that didn't make your character's quote, name, and description not show. Other than that theres some weird fill for the names_adam in the images folder I was confused on how to remove, so I'll let you sort that out.

    Adamrevised.zip

    thank you! ill try and figure out that fill thing, that wasnt there before,,

    hopefully this isnt any trouble but, could you tell me what you did to fix the bigportrait and the syntax errors? i wanna know so i dont have to come back here again and ask the same thing, heh

    again thank you so much for your help!


  5. wew thats one title, but i have all of those problems that i cant figure out.

    thanks to another user in the forums i was able to get bigportraits to show, but for some reason when updated from the blank template they look all messed up, and for some reason the character description doesnt appear underneath the bigportraits, and neither does the character quote

    ex2.thumb.PNG.79e9761247e04d250083e4e3b827e3e7.PNG

    even when not updated from the template, theyre still much too large and actually cover parts of the nameplate on the character outfit screen

    ex4.thumb.PNG.4147dea475e81edcf5a9d5b3c32db146.PNG

    ex3.thumb.PNG.c915cd8fd11f1e5d4113761dd6e10e66.PNG

    ive attached the mod here adam.zip and i appreciate any help you guys can give me. thank you!

     

     


  6. 7 minutes ago, Ultroman said:

    What I said: fixed your xml files :)

    Your jock.xml file looked like this:

    
    <Atlas>
    	<Texture filename="jock.tex" />
    	<Elements>
    		<Element name="jock_none_oval.tex" u1="0.00048828125" u2="0.54638671875" v1="0.29736328125" v2="0.99951171875" />
    		<Element name="jock_none_oval.tex" u1="0.00048828125" u2="0.54638671875" v1="0.29736328125" v2="0.99951171875" />
    	</Elements>
    </Atlas>

    Two identical elements with identical names. Not good. Now, I don't know about the naming rules here, but going by the other character mods, the element names should be the name of the tex file, though there also needs to be an element named jock_none.tex, and I have no idea why. So I removed "_oval" from the element names, as well.

    So, since you have one big portrait for the "jock.tex" element and one for the "jock_none.tex" element, now your jock.xml looks like this, referencing only one element:

    
    <Atlas>
    	<Texture filename="jock.tex" />
    	<Elements>
    		<Element name="jock.tex" u1="0.00048828125" u2="0.54638671875" v1="0.29736328125" v2="0.99951171875" />
    	</Elements>
    </Atlas>

    And your jock_none.xml looked like this:

    
    <Atlas>
    	<Texture filename="jock_none.tex" />
    	<Elements>
    		<Element name="jock_none_oval.tex" u1="0.0009765625" u2="0.9580078125" v1="0.30908203125" v2="0.99951171875" />
    	</Elements>
    </Atlas>

    and now it looks like this:

    
    <Atlas>
    	<Texture filename="jock_none.tex" />
    	<Elements>
    		<Element name="jock_none.tex" u1="0.0009765625" u2="0.9580078125" v1="0.30908203125" v2="0.99951171875" />
    	</Elements>
    </Atlas>

     

    hidjkdk thankyousomuch you actually fixed the one outstanding problem ive had with all of my other mods

    i seriously seriously appreciate your help and appreciate you putting up with my two working braincells


  7. 14 minutes ago, Ultroman said:

    Well, your Mod Tools should have kicked in, and generated a new xml and tex file.

    Looking at other mods, they do things a bit differently than you do. Some just register one big portrait, so their XML looks like this:

    
    <Atlas>
    	<Texture filename="bubbles.tex" />
    	<Elements>
    		<Element name="bubbles.tex" u1="0.00048828125" u2="0.54638671875" v1="0.29736328125" v2="0.99951171875" />
    	</Elements>
    </Atlas>

    Others define two elements, one original one, and one with _none on the name, both referencing the same region of the texture, like this:

    
    <Atlas>
    	<Texture filename="walani.tex" />
    	<Elements>
    		<Element name="walani.tex" u1="0" u2="1" v1="0.4" v2="1" />
    		<Element name="walani_none.tex" u1="0" u2="1" v1="0.4" v2="1" />
    	</Elements>
    </Atlas>

    These guys both use the original file name when naming their elements. I'm not sure about the significance of this, as I've never done any texture work, but it seems to be a trend, whether for clarity or functionality reasons.

    You have two different textures, so I'm not sure how that should work, but I know the naming is wrong in your jock.xml. Try with these files instead.

    bigportraits.zip

     

    Get 7-zip. Free and awesome.

    holy ******* shirhfnjdkm it woRKED\

     

    how?? what did you do???

    if you didnt already explain it, im dumb ahjdkjk


  8. 54 minutes ago, Ultroman said:

    Your jock.xml is wrong. It has two duplicate elements, both using the wrong name "jock_none_oval.tex", which is the name used in the jock_none.xml

    I'm not sure how the big portrait XMLs are supposed to look, so if I were you I'd find a character mod with a working big portrait, and take a look at how they've done it.

    i cant seem to figure this out right now so i guess ill just leave the mod without a bigportrait until i can figure it out. thank you for your help though!!


  9. 2 hours ago, Ultroman said:

    I don't see anything wrong with your things. Check out your client log to see if it is reporting any errors with your images.

    Here's my newcomer post explaining a bunch of stuff with debugging.

    once again im so soso sorry if im bothering you,, this is a problem with all of the character mods ive made and i just want it fixed

    heres a look at the client log, theres a lot of warnings here:

    image.thumb.png.46fdfc79037db5c29668d9e6c8186641.png

    im assuming this has to do with the dimensions of the image? or could it be something else?

    heres the full client log if anyone is interested

    client_log.txt

     

     

    (edit- i did look at your newcomer post, i think i have it bookmarked)


  10. 14 minutes ago, Ultroman said:

    This should work. I simplified it a little:

    
    local function onkill(inst, data)   
    	if data.afflicter == inst   
    	and not data.inst:HasTag("prey")     
    	and not data.inst:HasTag("veggie")     
    	and not data.inst:HasTag("structure") then
    		inst.components.sanity:DoDelta(5)
    	end
    end

    This should give you 5 sanity, if the afflicter of death is this instance of the character, and the target is not prey, a veggie or a structure.

    Your ListenForEvent looks fine.

    aAA thankyouthankyouthankyou!! it works perfectly!!

     

    about the bigportrait: heres the mod files- i removed the sprites to avoid theft

    jock.rar

     

    and ohgosh im sosorry if im bothering at all


  11. hi! i havent been here in a long while heh, but i need some help.

    first issue- i found some code in this post that allowed a character to gain a sanity boost when he kills something. i put this code into my prefab file and... nothing. it doesnt crash the game, but it doesnt do anything either. could someone take a look for me? jock.lua

    second issue- my characters bigportrait doesnt show! the name updates but the image does not, as shown here

    i really appreciate anyone help! if there is a problem with the code, can you tell me exactly what to do with it and where to put it? i dont really know how lua works heh

    thanks!


  12. 2 hours ago, Lumina said:

    I just named it as the note said to name it.

    Ok, i followed your instructions for another mod of mine, and i got the crash linked to the size of the names_jock.tex file, so i changed it to the dimensions you changed it to, but it went back to crashing with the same error the toasty mod used to have. Do you know why? my bigportraits file has the correct element name, but it still says it has problems.

    image.thumb.png.2d50c90c416f1fa0ceb90f00171ef9e1.png

    7 minutes ago, toasterbathbomb said:

    Ok, i followed your instructions for another mod of mine, and i got the crash linked to the size of the names_jock.tex file, so i changed it to the dimensions you changed it to, but it went back to crashing with the same error the toasty mod used to have. Do you know why? my bigportraits file has the correct element name, but it still says it has problems.

    image.thumb.png.2d50c90c416f1fa0ceb90f00171ef9e1.png

    Uhp nevermind, i fixed it! Thank you so much for your help, i really appreciate it!!


  13. 19 hours ago, Lumina said:

    Well, i'm clueless. I managed to spawn in game fine with your custom character, so no idea of why you can't.

    Ok i remade the mod and used the .tex and the .xml you sent, and i have no idea what you did but it made both the name AND the bigportrait appear, how did you do that?

    I've had a weird problem before where the bigportrait wont appear, and you somehow fixed it? what did you do?


  14. I changed the names_[character].png to match my friends character name, and i converted it to a .tex file and everything, but now every time i hover over the character in the select screen, the game instantly crashes, leaving this error in the log:
    image.thumb.png.94a3c6a214c0318b0f51de8d378b07d5.png

    the notes file in the template says to do the following:
    image.thumb.png.2fc5ced4659219dfbe99b7b25b003cbd.png

    i do this, and the game still crashes and I dont know why.

    i've attached  the mod, and if anyone knows whats wrong and how to fix it, please let me know
    mod.rar