JadeKnightblazer

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About JadeKnightblazer

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  1. I know your can hide and show ARM_carry and ARM_normal. However is it possible to hide the other arm? Would like my characer to wield his other arm as a weapon. Via while Arm item is equiped, not only does AnimeState:Show("ARM_carry") but also..... animestate:hide("other arm") I been looking for a AnimeState list of what the characters house, but to no luck finding it
  2. I know your can hide and show ARM_carry and ARM_normal. However is it possible to hide the other arm? Would like my characer to wield his other arm as a weapon. Via while Arm item is equiped, not only does AnimeState:Show("ARM_carry") but also..... animestate:hide("other arm") I been looking for a AnimeState list of what the characters house, but to no luck finding it
  3. Add inst.components.equippable.walkspeedmult = 1 <--- speed % to your weapon prefab
  4. Honestly I have looked into your teleportato even before I posted XD. I can get every thing to spawn that I want, however..... If I say spawn 13 setpieces, do my 13 setpieces remove 13 other default setpieces? I would hate for my req setpieces remove from the world than add to it!! Thank you about the required_prefab part. I thought it would work like the eyebone. Where I could just tell the worldgen to spawn the 10 prefabs and I have and not care where they would spawn.
  5. Looking to change an Equipslot background image to some other image when a key/ button is pressed. I have the custom keybind ready, but not sure how about the pathing to Equipslot image changing... I could just have a custom item spawn in said slot, and block player interaction with it... but I rather have a clean way of doing this image thing
  6. Thinking its best with option 2, however having issues with modworldgenmain to load required prefabs with... if level.location == "forest" then -- only in overworld if level.required_prefabs == nil then level.required_prefabs = {} end table.insert(level.required_prefabs, "custom_altar_1") end Just gets into a stuck world creation screen. I have theses at the top of my lua local Layouts = GLOBAL.require("map/layouts").Layouts --this is where we add the setpiece local StaticLayout = GLOBAL.require("map/static_layout") --this helps us load the setpiece is there a missing prefab one I need? or something like this for prefabs below? Layouts["custom set piece"] = StaticLayout.Get("map/static_layouts/custom_setpiece") --index your setpiece
  7. What would be the best option for the following. I am making 20 shrines that spawn on the map. Namely 10 on Overworld and 10 in Caves. All of which use the same prefab, however a data.value is set in Tiled. There is nothing special about what is around them, and they just need to spawn on the map. Do I make 20 setpieces and use level.required_setpieces = {} or Do I make 20 different prefabs (numbered 1 - 20: example: shrine_1, shrine_2) and use level.required_prefabs = {} Does using setpieces take away from natural spawning setpieces or just add more in?
  8. Oddly enough when trying Add recipe2 I get time seg errors. However thank you for posting some interesting information. Got it to work after a bit of editing. local visceralharvesterr1dormatrecipe = AddRecipe2("visceralharvesterr1dormat", {Ingredient("nightsword", 1),Ingredient("deerclops_eyeball", 1),Ingredient("reviver", 1),Ingredient("boneshard", 12)}, TECH.MAGIC_THREE, {numtogive = 1, atlas = "images/inventoryimages/visceralharvesterr1dormat.xml", image = "visceralharvesterr1dormat.tex" }, {"MAGIC"}) Even tho I didn't add the _Builder, I do understand it.
  9. TY very much for this info. 100% switching to AddRecipe2. I kinda glad up on /murder and instead made it so dragging the Razor over kills off the item. /Salute
  10. How does one "You could hook the GetRecipe function", the ways I have tried it all crash the game. via inst.components.lootdropper:GetFullRecipeLoot(onmurderfn), ect. local function onmurderfn() local recipe = {} return recipe end
  11. At this point... would it be better to make an "On Use" function, destroy the item and reward the player with loots?
  12. Looking for a way to adjust a custom item, when murdered, dropping a custom loot table. Seems the game auto injects recipe materials (50%) then allows you to add extra loot when adjusting inst.components.lootdropper:SetLoot({}) Any ideas? My recipe for said item: local visceralharvesterr1dormatrecipe = AddRecipe( "visceralharvesterr1dormat", {Ingredient("nightsword", 1),Ingredient("deerclops_eyeball", 1),Ingredient("reviver", 1),Ingredient("boneshard", 12)}, RECIPETABS.MAGIC, TECH.MAGIC_THREE, nil,nil, nil, 1, nil, "images/inventoryimages/visceralharvesterr1dormat.xml", "visceralharvesterr1dormat.tex" ) What I want to drop when item is murdered: {"deerclops_eyeball", "boneshard"} what on murder gives me: {"deerclops_eyeball" x 2, "boneshard" x 7, "reviver" x 1 } I don't see any functions to remove items from the loot pool
  13. Have an object that i want to toggle behind normal and .Transform:SetFourFaced(). The reason, during a part of the event the object rotates. However when the event is over I want it back to normal (Non-four faced). Looked around, but can't find the code for it.
  14. min_spacing, the room / distance required to be able to be placed on the ground. Either they can be pretty close or a lot of empty space. nounlock, means the ability to learn how to craft without the need of a research lab after the first crafting. If this is set to yes, then the play must always go to the research lab to craft (think of it like a crafting table).