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Found 3 results

  1. Hello everyone. I know there are some tutorials that cover this topic, but in my opinion it might seem to be too hard to follow by fresh members of this amazing forum. In fact I have learnt a lot from those ancient manuscripts, so don't get me wrong. I will try to explain you how to create custom crafting tab and custom items (on head, body, hand slots). Template is ready to download in attachment section. I think you will spot differences between original ESCTemplate and my version with items, so it's self explanatory. I have described some stuff inside .lua files, but if something will cause you trouble just let me know in the comments and I will explain it further. I have used already existing armor and hat graphisc, because I am too lazy, but you can do whatever you want. In order to decompile anim from game you can use ktools: ktools: Cross-platform modding tools for Don't Starve 4.4.0 and if you don't understand it yet, check this out: [TUTORIAL] How to use Krane from Ktools Sources Work of the Old Masters -------------------------------- [Tutorial] Using Extended Sample Character Template [Tutorial] Creating a "handslot-equippable-item" from scratch Hat Example 1.0 I hope you will find it useful my dear Newcomers. Of course I forgot to attach template. There you go. Custom items and item tab [tutorial].rar What to do if your game doesn't crash but your custom item is invisible? 1. Make sure that you placed location of .zip file (inside of anim folder) under local assets={} function. 2. Make sure that you saved Spriter project (.scml) as [name_of_your_custom_item].scml and marked .scml file format.
  2. Hey all, I'm trying to add an item to the ancient tab. While I have been able to do so, is there way to make the item not stay prototype-able? I want the recipe to be removed when I move away from the altar just like the normal ancient tab recipes are. I have no idea how to do ithat unfortunately. So far I've just managed to make the item craftable in the tab. I would really appreciate the help. This is what I've only been able to do so far: if GetModConfigData("ancientswordrecipe") then MakeRecipe("ancientsword", {Ingredient("greengem", 7), Ingredient("yellowgem", 7), Ingredient("orangegem", 7)}, RECIPETABS.ANCIENT, TECH.ANCIENT_FOUR, nil, nil, nil, nil, nil, "images/inventoryimages/ancientsword.xml", "ancientsword.tex") end
  3. How would I make it so that my character has access to the magic tab by default?