Scrumch

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  1. I've added previous equip-able items using the hat template, and those worked out fine when I set the 'SetBank' command to the source animation. However when I tried to do this with the extracted log suit files, the item would still drop invisible. Have I scripted anything wrong here? local assets= { Asset("ANIM", "anim/wakes_armor.zip"), Asset("ATLAS", "images/inventoryimages/wakes_armor.xml"), Asset("IMAGE", "images/inventoryimages/wakes_armor.tex"), } local function OnBlocked(owner) owner.SoundEmitter:PlaySound("dontstarve/wilson/hit_armour") end local function onequip(inst, owner) owner.AnimState:OverrideSymbol("swap_body", "wakes_armor", "swap_body") inst:ListenForEvent("blocked", OnBlocked, owner) end local function onunequip(inst, owner) owner.AnimState:ClearOverrideSymbol("swap_body") inst:RemoveEventCallback("blocked", OnBlocked, owner) end local function fn(Sim) local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() MakeInventoryPhysics(inst) anim:SetBank("armor_wood") anim:SetBuild("wakes_armor") anim:PlayAnimation("anim") inst:AddTag("wood") inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.foleysound = "dontstarve/movement/foley/logarmour" inst.components.inventoryitem.imagename = "wakes_armor" inst.components.inventoryitem.atlasname = "images/inventoryimages/wakes_armor.xml" inst:AddComponent("fuel") inst.components.fuel.fuelvalue = TUNING.LARGE_FUEL inst:AddComponent("armor") inst.components.armor:InitCondition(TUNING.ARMORWOOD*2, TUNING.ARMORWOOD_ABSORPTION) inst:AddComponent("waterproofer") inst.components.waterproofer.effectiveness = 0 inst:AddComponent("equippable") inst.components.equippable.equipslot = EQUIPSLOTS.BODY inst.components.equippable:SetOnEquip( onequip ) inst.components.equippable:SetOnUnequip( onunequip ) return inst end return Prefab( "common/inventory/wakes_armor", fn, assets) And here's the sprite code: <?xml version="1.0" encoding="UTF-8"?> <spriter_data scml_version="1.0" generator="BrashMonkey Spriter" generator_version="b5"> <folder id="0" name="logsuit_float"> <file id="0" name="logsuit_float/logsuit_float-0.png" width="144" height="136" pivot_x="0.397392" pivot_y="0.15368" /> </folder> <folder id="1" name="swap_body"> <file id="0" name="swap_body/swap_body-0.png" width="92" height="128" pivot_x="0.480429" pivot_y="0.173441" /> <file id="1" name="swap_body/swap_body-1.png" width="92" height="128" pivot_x="0.530973" pivot_y="0.171879" /> <file id="2" name="swap_body/swap_body-2.png" width="92" height="128" pivot_x="0.478255" pivot_y="0.183793" /> <file id="3" name="swap_body/swap_body-3.png" width="92" height="128" pivot_x="0.475538" pivot_y="0.173441" /> <file id="4" name="swap_body/swap_body-4.png" width="88" height="128" pivot_x="0.479824" pivot_y="0.17559" /> <file id="5" name="swap_body/swap_body-5.png" width="92" height="128" pivot_x="0.47119" pivot_y="0.168754" /> <file id="6" name="swap_body/swap_body-6.png" width="100" height="116" pivot_x="0.526245" pivot_y="0.184918" /> <file id="7" name="swap_body/swap_body-7.png" width="100" height="120" pivot_x="0.627745" pivot_y="0.184588" /> <file id="8" name="swap_body/swap_body-8.png" width="100" height="116" pivot_x="0.482245" pivot_y="0.183194" /> <file id="9" name="swap_body/swap_body-9.png" width="96" height="100" pivot_x="0.542182" pivot_y="0.04476" /> <file id="10" name="swap_body/swap_body-10.png" width="72" height="104" pivot_x="1.0545" pivot_y="0.0101058" /> <file id="11" name="swap_body/swap_body-13.png" width="172" height="156" pivot_x="0.468311" pivot_y="0.203689" /> </folder> <entity id="0" name="armor_wood"> <animation id="0" name="anim" length="34"> <mainline> <key id="0" time="0"> <object_ref id="0" name="swap_body" abs_x="0" abs_y="0" abs_pivot_x="0.468311" abs_pivot_y="0.203689" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="0" z_index="1" /> </key> <key id="1" time="34"> <object_ref id="0" name="swap_body" abs_x="0" abs_y="0" abs_pivot_x="0.468311" abs_pivot_y="0.203689" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="1" z_index="1" /> </key> </mainline> <timeline id="0" name="swap_body"> <key id="0" time="0" spin="1"> <object folder="1" file="11" x="-0.449" y="0.299" scale_x="1" scale_y="1" angle="0" /> </key> <key id="1" time="34" spin="1"> <object folder="1" file="11" x="-0.449" y="0.299" scale_x="1" scale_y="1" angle="0" /> </key> </timeline> </animation> <animation id="1" name="idle_water" length="1200"> <mainline> <key id="0" time="0"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="0" z_index="5" /> </key> <key id="1" time="34"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="1" z_index="5" /> </key> <key id="2" time="67"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="2" z_index="5" /> </key> <key id="3" time="100"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="3" z_index="5" /> </key> <key id="4" time="134"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="4" z_index="5" /> </key> <key id="5" time="167"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="5" z_index="5" /> </key> <key id="6" time="200"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="6" z_index="5" /> </key> <key id="7" time="234"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="7" z_index="5" /> </key> <key id="8" time="267"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="8" z_index="5" /> </key> <key id="9" time="300"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="9" z_index="5" /> </key> <key id="10" time="334"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="10" z_index="5" /> </key> <key id="11" time="367"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="11" z_index="5" /> </key> <key id="12" time="400"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="12" z_index="5" /> </key> <key id="13" time="434"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="13" z_index="5" /> </key> <key id="14" time="467"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="14" z_index="5" /> </key> <key id="15" time="500"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="15" z_index="5" /> </key> <key id="16" time="534"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="16" z_index="5" /> </key> <key id="17" time="567"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="17" z_index="5" /> </key> <key id="18" time="600"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="18" z_index="5" /> </key> <key id="19" time="634"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="19" z_index="5" /> </key> <key id="20" time="667"> <object_ref 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abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="24" z_index="5" /> </key> <key id="25" time="834"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="25" z_index="5" /> </key> <key id="26" time="867"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="26" z_index="5" /> </key> <key id="27" time="900"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="27" z_index="5" /> </key> <key id="28" time="934"> <object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" 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spin="1"> <object folder="0" file="0" x="-6.799" y="-4.6" scale_x="1.00423" scale_y="0.992401" angle="0" /> </key> <key id="30" time="1000" spin="1"> <object folder="0" file="0" x="-6.799" y="-4.5" scale_x="1.00351" scale_y="0.993668" angle="0" /> </key> <key id="31" time="1034" spin="1"> <object folder="0" file="0" x="-6.799" y="-4.35" scale_x="1.00281" scale_y="0.994934" angle="0" /> </key> <key id="32" time="1067" spin="1"> <object folder="0" file="0" x="-6.799" y="-4.2" scale_x="1.00209" scale_y="0.996201" angle="0" /> </key> <key id="33" time="1100" spin="1"> <object folder="0" file="0" x="-6.799" y="-4.05" scale_x="1.0014" scale_y="0.997467" angle="0" /> </key> <key id="34" time="1134" spin="1"> <object folder="0" file="0" x="-6.749" y="-3.95" scale_x="1.00069" scale_y="0.998734" angle="0" /> </key> <key id="35" time="1167" spin="1"> <object folder="0" file="0" x="-6.799" y="-3.85" scale_x="1" scale_y="1" angle="0" /> </key> <key id="36" time="1201" spin="1"> <object folder="0" file="0" x="-6.799" y="-3.85" scale_x="1" scale_y="1" angle="0" /> </key> </timeline> </animation> </entity> </spriter_data> Any help?
  2. Thanks! That did the trick.
  3. In my character mod, the character grows feathers on their head over time, shaving them yields 'shed feathers' that can be used to make other items. I've gotten the crafting recipe to work, and the feathers themselves are visible both inside the inventory and dropped on the floor. However, in the recipe used to make said items, the image of the feathers is missing. I can hover over it and see the name of the item, but it is invisible only in that recipe and nowhere else? I put the recipe script in the character's prefab file:
  4. Aha! Thank you for clearing that up, I narrowed it down to 'owner.AnimState:OverrideSymbol("swap_object", "wakes_spear_swap", "wakes_spear")' which should actually be owner.AnimState:OverrideSymbol("swap_object", "wakes_spear_swap", "wand"). Thank you.
  5. Hello again, Following on the previous post, I managed to get the spear to work in game. The problem is that the spear is visible in the inventory and when dropped on the floor, but when equipped it turns invisible but is still usable. I also can't seem to inspect the item when it's dropped but I can when it is in my inventory? Any help? Script for the spear: The file structure for the files looks like: wakes_spear_swap(Folder) --> wakes_spear_swap(spriter file), wakes_spear_swap(folder) --->wakes_spear_swap.png
  6. Hi, I'm trying to make a custom spear - but using krane to extract the source files hasn't given me the 'swap-spear' animation files. The spriter file is completely empty when I extracted it. I was wondering if they're was any other way to get a hold of these files? The Spriter example for the wand is way too small to work.
  7. Hello again, For one final feature I decided to add hair to my character. Using headbase and headbase_hat for hair that's shown when my character wears a hat, and when they don't so that the hair doesn't clip. I've come into a problem where the default headbase sprite is being overlapped by the headbase_hat sprite. This only happens when the character is not wearing anything on their head. Otherwise only the correct headbase_hat sprite is used. I'm using the Extended character template if that helps. Thanks. Come to think of it, I've looked at the original sample character and it's headbase_hat is just the original headbase_hat with parts shaved off. Maybe the two sprites are supposed to overlap? That would mean I would just have to edit the original headbase to fit under the hat.
  8. I mean, I just want a standard item that isn't a equip-able weapon or dress piece. The beard thing isn't really important.
  9. I've already used the templates to make armour and weapon items, but now I need to create a unique crafting resource. I added a beard growth style mechanic so I have a way of getting the item. I just have no clue how to implement it. I've extracted the the crow feather files from the game's data but it hasn't seemed to help. Is there a guide on how to add a regular, non-weapon, non-dress item to my mod, like a new type of beard hair? Thanks.
  10. I don't know if you can still help, but is there a way to completely negate the sanity penalty from equipping wet items? The sanity drain for moisture seems to only work for the wetness of the character. Also the sanity regain in the rain doesn't stay for the entire period of rain, is that supposed to happen?
  11. Character only item help

    Okay, figured it out. SetBank wasn't referring to the base game item I was using the animation from. The both of you have been a big help, sorry I forgot to reply to you @Ultroman in that older post, but your advice on temperature eventually helped me out. (I went with the character's max body temperature dropping in Winter which had about the same effect). Now I just need to figure out how to remove the sanity drain from wearing wet items...
  12. Character only item help

    I figured out why the hood wasn't inspect-able, I just forgot to add that component to the hood's prefab. As for the invisible item thing, what kind of anim error? I have both wakes_hood_swap and wakes_hood anim files with all three files inside. What else am I missing?
  13. Character only item help

    Thanks for the compliment, K1NGT1GER609. There's just one problem. I can't get the item doesn't appear when I drop it on the floor. Any help? Here's the code for the item And here's where I've put the item's recipe description in modmain
  14. Hey, so my mod is nearly done, but I've just got one more thing to add, a character-exclusive item. The item itself is a hood that's supposed to give insulation, sanity regain and a bit of armor. The only problem is that I don't know how to make an item only craft-able by a mod character. I used the hat template and made it a standalone mod, but I have no idea how to combine it with my character's main mod file. Any help would be appreciated, thanks.
  15. Rain and Freezing Perks Help

    I've written that into the code and it's liked that a bit more. However the log gave out the error '...ata/../mods/Takes-the-Shot/scripts/prefabs/wakes.lua:85: attempt to call method 'GetMaxMoisture' (a nil value)' which I assume mean I haven't declared the GetMaxMoisture variable? Is that supposed to happen?