Malacath Posted November 12, 2013 Share Posted November 12, 2013 By the way, Malacath do you mind if i use the wand textures until i get all the code worked out?i'd like to put all my focus on the code and do the art for it afterwardsYes, sure. As long as you don't publish the mod using that artwork (publish as in upload to Steam or Download section here) it's okay. Just respect the artist (which is not me), but I'm sure you would do that anyways ; ) Also, the way your MakeFollower file is it won't do anything (but potentially crash the game) You need to take a look at all the comments Cheerio made (denoted by -- at the beginning of the line) to understand what part of code does what so you can delete the unnecessary parts and/or add parts. Try it and ask for help when you get stuck. Link to comment Share on other sites More sharing options...
Rosten Posted November 12, 2013 Author Share Posted November 12, 2013 Yes, sure. As long as you don't publish the mod using that artwork (publish as in upload to Steam or Download section here) it's okay. Just respect the artist (which is not me), but I'm sure you would do that anyways ; )Thanks, ill make sure to remember to replace the art with some of my own whenever its finished, just wanted to make sure so you (or your artist) didn't get offended if you saw i was using them for now Link to comment Share on other sites More sharing options...
Rosten Posted November 12, 2013 Author Share Posted November 12, 2013 Anyone got an idea of how to make it fire a projectile? i'll look at the code for firestaff and such when i get home, but if someone can find an answer before then (3:40 EST) that'd be great Link to comment Share on other sites More sharing options...
Malacath Posted November 12, 2013 Share Posted November 12, 2013 Anyone got an idea of how to make it fire a projectile? i'll look at the code for firestaff and such when i get home, but if someone can find an answer before then (3:40 EST) that'd be greatWell, you'll immediately find the answer in "staff.lua" at lines 480 and following. inst:AddTag("rangedfireweapon") inst:AddComponent("weapon") inst.components.weapon:SetDamage(0) inst.components.weapon:SetRange(8, 10) inst.components.weapon:SetOnAttack(onattack_red) inst.components.weapon:SetProjectile("fire_projectile")Where "fire_projectile" must be an element of the local prefabs table. Link to comment Share on other sites More sharing options...
Rosten Posted November 12, 2013 Author Share Posted November 12, 2013 Well, you'll immediately find the answer in "staff.lua" at lines 480 and following. inst:AddTag("rangedfireweapon") inst:AddComponent("weapon") inst.components.weapon:SetDamage(0) inst.components.weapon:SetRange(8, 10) inst.components.weapon:SetOnAttack(onattack_red) inst.components.weapon:SetProjectile("fire_projectile")Where "fire_projectile" must be an element of the local prefabs table. Well, i just got back, give me a minute to parse this, my brain is probably still frozen, it is COLD outside Link to comment Share on other sites More sharing options...
Rosten Posted November 12, 2013 Author Share Posted November 12, 2013 Well i looked at it, i added that bit of code to my item.lua (not the actual name of the file ) and the bit about the onattack figuring that would be important, but still nothing, it seems to me the game doesn't even recognize the wand as something you can attack/cast a spell with, the onattack part might work, but not until the wand is considered a weapon/ranged weapon Link to comment Share on other sites More sharing options...
Malacath Posted November 12, 2013 Share Posted November 12, 2013 Well, i just got back, give me a minute to parse this, my brain is probably still frozen, it is COLD outsidePlease don't tell me it's "only" 17°C, someone else already did that to me today xD Well i looked at it, i added that bit of code to my item.lua (not the actual name of the file ) and the bit about the onattack figuring that would be important, but still nothing, it seems to me the game doesn't even recognize the wand as something you can attack/cast a spell with, the onattack part might work, but not until the wand is considered a weapon/ranged weaponSo you cannot attack with the thing when adding the weapon component to it? Odd. Can you upload the thing so I can look at it, please. Link to comment Share on other sites More sharing options...
Rosten Posted November 12, 2013 Author Share Posted November 12, 2013 Please don't tell me it's "only" 17°C, someone else already did that to me today xD So you cannot attack with the thing when adding the weapon component to it? Odd. Can you upload the thing so I can look at it, please.weapon compo...? *facepalm* how could i be so stupid? let me go add that and see if it works Edit- well, i looked into the spear.lua and added the weapon component i found, (i also added the bit about the damage so it would actually do something xD) But for some reason it still crashed i'd upload what i currently have but mediafire is down, but here's the code from the wand.lua if you want to look over itlocal assets={ Asset("ANIM", "anim/wand.zip"), Asset("ANIM", "anim/swap_wand.zip"), Asset("ATLAS", "images/inventoryimages/wand.xml"), Asset("IMAGE", "images/inventoryimages/wand.tex"),} local prefabs = {} local function fn(colour) local function OnEquip(inst, owner) --owner.AnimState:OverrideSymbol("swap_object", "swap_wands", "purplestaff") owner.AnimState:OverrideSymbol("swap_object", "swap_wand", "wand") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end inst:AddComponent("weapon") inst.components.weapon:SetDamage(TUNING.SPEAR_DAMAGE)------------------ local function OnUnequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() MakeInventoryPhysics(inst) anim:SetBank("wand") anim:SetBuild("wand") anim:PlayAnimation("idle") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "wand" inst.components.inventoryitem.atlasname = "images/inventoryimages/wand.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) return instend return Prefab("common/inventory/wand", fn, assets, prefabs) P.s how do you make it where it highlights the syntax in your code on the forums? Its around 22 degrees farenheit, not sure if that counts for cold for you Edit- i moved the weapon component to the bottom of the components list, it worked except for one thing. for some reason now its not showing the graphics..?EditEdit- I just restarted ds and now its showing the graphics again.... STOP MESSING WITH ME GAMEEditEditEdit - Alright, now im gonna figure out how to make it cast a spell instead of run up and stab Link to comment Share on other sites More sharing options...
Rosten Posted November 12, 2013 Author Share Posted November 12, 2013 Please don't tell me it's "only" 17°C, someone else already did that to me today xD So you cannot attack with the thing when adding the weapon component to it? Odd. Can you upload the thing so I can look at it, please.So, as said above i got the attack working, then i added a bit of firestaff code making the wand.lua local assets={ Asset("ANIM", "anim/wand.zip"), Asset("ANIM", "anim/swap_wand.zip"), Asset("ATLAS", "images/inventoryimages/wand.xml"), Asset("IMAGE", "images/inventoryimages/wand.tex"),} local prefabs = {} local function fn(red) local function OnEquip(inst, owner) --owner.AnimState:OverrideSymbol("swap_object", "swap_wands", "purplestaff") owner.AnimState:OverrideSymbol("swap_object", "swap_wand", "wand") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function OnUnequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() MakeInventoryPhysics(inst) anim:SetBank("wand") anim:SetBuild("wand") anim:PlayAnimation("idle") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "wand" inst.components.inventoryitem.atlasname = "images/inventoryimages/wand.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) inst:AddComponent("weapon") inst.components.weapon:SetDamage(TUNING.SPEAR_DAMAGE) return instend local function red() local inst = commonfn("red") inst:AddTag("firestaff") inst:AddTag("rangedfireweapon") inst:AddComponent("weapon") inst.components.weapon:SetDamage(0) inst.components.weapon:SetRange(8, 10) inst.components.weapon:SetOnAttack(onattack_red) inst.components.weapon:SetProjectile("fire_projectile") inst:AddComponent("lighter") inst.components.lighter:SetOnLightFn(onlight) inst.components.finiteuses:SetMaxUses(TUNING.FIRESTAFF_USES) inst.components.finiteuses:SetUses(TUNING.FIRESTAFF_USES) return instend local function onattack_red(inst, attacker, target) if target.components.burnable and not target.components.burnable:IsBurning() then if target.components.freezable and target.components.freezable:IsFrozen() then target.components.freezable:Unfreeze() else target.components.burnable:Ignite(true) end end if target.components.freezable then target.components.freezable:AddColdness(-1) --Does this break ice staff? if target.components.freezable:IsFrozen() then target.components.freezable:Unfreeze() end end if target.components.sleeper and target.components.sleeper:IsAsleep() then target.components.sleeper:WakeUp() end if target.components.combat then target.components.combat:SuggestTarget(attacker) if target.sg and target.sg.sg.states.hit then target.sg:GoToState("hit") end end if attacker and attacker.components.sanity then attacker.components.sanity:DoDelta(-TUNING.SANITY_SUPERTINY) end attacker.SoundEmitter:PlaySound("dontstarve/wilson/fireball_explo")endreturn Prefab("common/inventory/wand", fn, assets, prefabs)This works fine and all, it doesn't crash the game, in fact, it doesn't do a lot of things, like, for instance make the wand cast the firestaff spell (which is sort of the thing im going for right now) I made a new post because all the edits kind of crowded up that one post :/ Link to comment Share on other sites More sharing options...
Malacath Posted November 12, 2013 Share Posted November 12, 2013 So, as said above i got the attack working, then i added a bit of firestaff code making the wand.lua local assets={ Asset("ANIM", "anim/wand.zip"), Asset("ANIM", "anim/swap_wand.zip"), Asset("ATLAS", "images/inventoryimages/wand.xml"), Asset("IMAGE", "images/inventoryimages/wand.tex"),} local prefabs = {} local function fn(red) local function OnEquip(inst, owner) --owner.AnimState:OverrideSymbol("swap_object", "swap_wands", "purplestaff") owner.AnimState:OverrideSymbol("swap_object", "swap_wand", "wand") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function OnUnequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() MakeInventoryPhysics(inst) anim:SetBank("wand") anim:SetBuild("wand") anim:PlayAnimation("idle") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "wand" inst.components.inventoryitem.atlasname = "images/inventoryimages/wand.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) inst:AddComponent("weapon") inst.components.weapon:SetDamage(TUNING.SPEAR_DAMAGE) return instend local function red() local inst = commonfn("red") inst:AddTag("firestaff") inst:AddTag("rangedfireweapon") inst:AddComponent("weapon") inst.components.weapon:SetDamage(0) inst.components.weapon:SetRange(8, 10) inst.components.weapon:SetOnAttack(onattack_red) inst.components.weapon:SetProjectile("fire_projectile") inst:AddComponent("lighter") inst.components.lighter:SetOnLightFn(onlight) inst.components.finiteuses:SetMaxUses(TUNING.FIRESTAFF_USES) inst.components.finiteuses:SetUses(TUNING.FIRESTAFF_USES) return instend local function onattack_red(inst, attacker, target) if target.components.burnable and not target.components.burnable:IsBurning() then if target.components.freezable and target.components.freezable:IsFrozen() then target.components.freezable:Unfreeze() else target.components.burnable:Ignite(true) end end if target.components.freezable then target.components.freezable:AddColdness(-1) --Does this break ice staff? if target.components.freezable:IsFrozen() then target.components.freezable:Unfreeze() end end if target.components.sleeper and target.components.sleeper:IsAsleep() then target.components.sleeper:WakeUp() end if target.components.combat then target.components.combat:SuggestTarget(attacker) if target.sg and target.sg.sg.states.hit then target.sg:GoToState("hit") end end if attacker and attacker.components.sanity then attacker.components.sanity:DoDelta(-TUNING.SANITY_SUPERTINY) end attacker.SoundEmitter:PlaySound("dontstarve/wilson/fireball_explo")endreturn Prefab("common/inventory/wand", fn, assets, prefabs)This works fine and all, it doesn't crash the game, in fact, it doesn't do a lot of things, like, for instance make the wand cast the firestaff spell (which is sort of the thing im going for right now) I made a new post because all the edits kind of crowded up that one post :/ You're not really doing a lot here. You add two new functions shich you never use, try thislocal assets={ Asset("ANIM", "anim/wand.zip"), Asset("ANIM", "anim/swap_wand.zip"), Asset("ATLAS", "images/inventoryimages/wand.xml"), Asset("IMAGE", "images/inventoryimages/wand.tex"),} local prefabs = {} --moved this function to the top because we'll call it in fn so it needs to be defined first local function onattack_red(inst, attacker, target) if target.components.burnable and not target.components.burnable:IsBurning() then if target.components.freezable and target.components.freezable:IsFrozen() then target.components.freezable:Unfreeze() else target.components.burnable:Ignite(true) end end if target.components.freezable then target.components.freezable:AddColdness(-1) --Does this break ice staff? if target.components.freezable:IsFrozen() then target.components.freezable:Unfreeze() end end if target.components.sleeper and target.components.sleeper:IsAsleep() then target.components.sleeper:WakeUp() end if target.components.combat then target.components.combat:SuggestTarget(attacker) if target.sg and target.sg.sg.states.hit then target.sg:GoToState("hit") end end if attacker and attacker.components.sanity then attacker.components.sanity:DoDelta(-TUNING.SANITY_SUPERTINY) end attacker.SoundEmitter:PlaySound("dontstarve/wilson/fireball_explo")endlocal function fn(red) local function OnEquip(inst, owner) --owner.AnimState:OverrideSymbol("swap_object", "swap_wands", "purplestaff") owner.AnimState:OverrideSymbol("swap_object", "swap_wand", "wand") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function OnUnequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() MakeInventoryPhysics(inst) anim:SetBank("wand") anim:SetBuild("wand") anim:PlayAnimation("idle") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "wand" inst.components.inventoryitem.atlasname = "images/inventoryimages/wand.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) inst:AddComponent("weapon") inst.components.weapon:SetDamage(TUNING.SPEAR_DAMAGE) --Added all the things the firestaff has which your wand was missing inst.components.weapon:SetRange(8, 10) inst.components.weapon:SetOnAttack(onattack_red) inst.components.weapon:SetProjectile("fire_projectile") inst:AddTag("rangedfireweapon") return instendreturn Prefab("common/inventory/wand", fn, assets, prefabs)Look at the two comments in the hope you understand what's going on ; ) Now your work would be to change the code onattack_red so it does what you want. EDIT: There's a button which looks like this <> for adding code. Link to comment Share on other sites More sharing options...
Rosten Posted November 12, 2013 Author Share Posted November 12, 2013 How i understoof this stuff -1st comment - So, it does matter when you define things in the script, things can't be called if they were never defined after all2nd comment - So there were a few things that the firestaff script needed that my script wasnt supplying so it wouldn't run correctly? Edit - Currently running the edited script, and boy is it fun running around with that infiniteuse-reskin of a firestaff >: DI just debugspawned a deerclops, and killed it with no armor Link to comment Share on other sites More sharing options...
Malacath Posted November 12, 2013 Share Posted November 12, 2013 How i understoof this stuff -1st comment - So, it does matter when you define things in the script, things can't be called if they were never defined after all2nd comment - So there were a few things that the firestaff script needed that my script wasnt supplying so it wouldn't run correctly? Edit - Currently running the edited script, and boy is it fun running around with that infiniteuse-reskin of a firestaff >: DSo it runs, nice to hear that ^^ 1. Yes, as far as I know files are parsed from top to bottom so you need to declare functions and variables before you can call them2. Aye, you didn't have anything making your wand a projictile shootin beast Link to comment Share on other sites More sharing options...
Rosten Posted November 13, 2013 Author Share Posted November 13, 2013 Yes, sure. As long as you don't publish the mod using that artwork (publish as in upload to Steam or Download section here) it's okay. Just respect the artist (which is not me), but I'm sure you would do that anyways ; ) Also, the way your MakeFollower file is it won't do anything (but potentially crash the game) You need to take a look at all the comments Cheerio made (denoted by -- at the beginning of the line) to understand what part of code does what so you can delete the unnecessary parts and/or add parts. Try it and ask for help when you get stuck.I mostly kept that there so i would have the script on easy access whenever i needed to put it somewhere (currently working on making the onattack red part of the script do what i want, will post progress here)Well, i tried adding a few things over on the script, it crashed, i didn't really think it would be necessary to ask you to help fix them because it seemed like a pretty bad way to do it anyways, so i just pasted over my copy of the original script and try again, Well, im gonna take a bit of a break from this, im trying to figure out the next part on my own, its proving to be pretty difficult Link to comment Share on other sites More sharing options...
Malacath Posted November 13, 2013 Share Posted November 13, 2013 I mostly kept that there so i would have the script on easy access whenever i needed to put it somewhere (currently working on making the onattack red part of the script do what i want, will post progress here)Well, i tried adding a few things over on the script, it crashed, i didn't really think it would be necessary to ask you to help fix them because it seemed like a pretty bad way to do it anyways, so i just pasted over my copy of the original script and try again, Well, im gonna take a bit of a break from this, im trying to figure out the next part on my own, its proving to be pretty difficultSo you're trying to figure out for yourself?Anyways, if you want a tiny hint here you go ; )--Add two functions from "Follow the Leader" which use will used bellowlocal function onattack_red(inst, attacker, target) if --[[statement checking for leader component existing for the attacker]] and IsValidFollower(target) then --Insert 14 lines from "Follow the Leader" here, replacing player with attacker --Some other replacements are also necessary endendSeriously, it's probably an aweful hint, but I'm thinking you will know at least if you have to much or not enough... Link to comment Share on other sites More sharing options...
Rosten Posted November 13, 2013 Author Share Posted November 13, 2013 So you're trying to figure out for yourself?Anyways, if you want a tiny hint here you go ; )--Add two functions from "Follow the Leader" which use will used bellowlocal function onattack_red(inst, attacker, target) if --[[statement checking for leader component existing for the attacker]] and IsValidFollower(target) then --Insert 14 lines from "Follow the Leader" here, replacing player with attacker --Some other replacements are also necessary endendSeriously, it's probably an aweful hint, but I'm thinking you will know at least if you have to much or not enough...Its actually a pretty great hint, i never would've thought about changing player with attacker, i'll decipher the rest in a second, i just got home, also i imagine one of the other replacements would be changing entity to target? also, one quick question, would adding this :local SEARCH_RADIUS = 20local FOLLOW_THE_LEADER_TAG = "ftl"local MIN_FOLLOW_LEADER = 1local MAX_FOLLOW_LEADER = 12local TARGET_FOLLOW_LEADER = 2 to the wand.lua be necessary? or should i leave it out Edit -- I updated the idea a bit in the OP Link to comment Share on other sites More sharing options...
Rosten Posted November 14, 2013 Author Share Posted November 14, 2013 Hmm. this is odd, the game seems to think that local function onattack_red(inst, attacker, target)if attacker.components.leader thenlocal function IsValidFollower(target)return target.components and target.components.locomotor and target.brain and target.brain.bt and target.brain.bt.root and target ~= GLOBAL.GetPlayer() and target.components.followerendlocal function CanBeAttacked(attacker)return not attacker:HasTag(FOLLOW_THE_LEADER_TAG)endif player.components.combat and not player.components.combat.canbeattackedfn thenplayer.components.combat.canbeattackedfn = CanBeAttackedendfor k,v in pairs(target) doif IsValidFollower(v) thenif v.components.combat thenv.components.combat:GiveUp()endif v.components.follower.leader ~= player thenplayer.components.leader:AddFollower(v)end endend Is the same as the local functon fn(red) so im getting errors saying stuff about line 93 Edit - there were actually quite a few a few errors before, most involving "end"s and "then"s and one mistake where i accidentally deleted the "re" on the return part of isvalidfollower Link to comment Share on other sites More sharing options...
Malacath Posted November 14, 2013 Share Posted November 14, 2013 Hmm. this is odd, the game seems to think that local function onattack_red(inst, attacker, target)if attacker.components.leader thenlocal function IsValidFollower(target)return target.components and target.components.locomotor and target.brain and target.brain.bt and target.brain.bt.root and target ~= GLOBAL.GetPlayer() and target.components.followerendlocal function CanBeAttacked(attacker)return not attacker:HasTag(FOLLOW_THE_LEADER_TAG)endif player.components.combat and not player.components.combat.canbeattackedfn thenplayer.components.combat.canbeattackedfn = CanBeAttackedendfor k,v in pairs(target) doif IsValidFollower(v) thenif v.components.combat thenv.components.combat:GiveUp()endif v.components.follower.leader ~= player thenplayer.components.leader:AddFollower(v)end endend Is the same as the local functon fn(red) so im getting errors saying stuff about line 93How am I supposed to know what line 93 is : P I would suggest two things:1) Read up on some basics of coding. Because the code up there implies that you are still missing some concepts which you need to know if you want to code on your own2) Use tabulators to clean your code, or use the code "functions" of this forum to preserve them Try this codelocal function onattack_red(inst, attacker, target) if attacker.components.leader then local function IsValidFollower(target) return target.components and target.components.locomotor and target.brain and target.brain.bt and target.brain.bt.root and target ~= GetPlayer() and target.components.follower end local function CanBeAttacked(attacker) return not attacker:HasTag(FOLLOW_THE_LEADER_TAG) end local behaviours = target.brain.bt.root.children table.insert(behaviours, math.min(3, #behaviours), Follow(target, GetLeader, MIN_FOLLOW_LEADER, TARGET_FOLLOW_LEADER, MAX_FOLLOW_LEADER, true)) if not target.components.follower then target:AddComponent("follower") end if attacker.components.combat and not attacker.components.combat.canbeattackedfn then attacker.components.combat.canbeattackedfn = CanBeAttacked end if target.components.combat then target.components.combat:GiveUp() end if target.components.follower.leader ~= attacker then attacker.components.leader:AddFollower(target) end endendYou were missing the most crucial part which was the modification of the brain. I can't promise this code will work btw, didn't test it. Link to comment Share on other sites More sharing options...
Rosten Posted November 15, 2013 Author Share Posted November 15, 2013 Well, i added the bit of code to it you said i was missing and this is the file (Mediafire)Getting ready to test it Edit - and apparently it cannot find the prefab "wand"..... .....What? It's probably something so obvious even my cat pawing at the screen could find it. Link to comment Share on other sites More sharing options...
Malacath Posted November 15, 2013 Share Posted November 15, 2013 Well, i added the bit of code to it you said i was missing and this is the file (Mediafire)Getting ready to test it Edit - and apparently it cannot find the prefab "wand"..... .....What? It's probably something so obvious even my cat pawing at the screen could find it.You deleted the end of "wand.lua"... why did you do that?return Prefab("wand", fn, assets, prefabs) Link to comment Share on other sites More sharing options...
Rosten Posted November 15, 2013 Author Share Posted November 15, 2013 You deleted the end of "wand.lua"... why did you do that?return Prefab("wand", fn, assets, prefabs)I might've done it accidentally when i was trying to fix the problem i had earlier, other then that i don't remember doing it Edit- about the code, it works like a charm and is a blast to play with, (not to mention it really compliments my playstyle) EditEdit - Now it does 0 damage and has 25 usesEditEditEdit - It is now a fully working, fully craftable (placeholder recipe) item! Huzzah!Now all's that's left is original artwork and a better recipe Link to comment Share on other sites More sharing options...
Rosten Posted November 15, 2013 Author Share Posted November 15, 2013 Got the right crafting recipe, in the right tab, in the right level (magic 2, or shadow manipulator thanks weepingwillow for letting me know how to specify something to different tabs)Now all that is left is the artwork, i need to get someone else to do it, i could take a stab at it, but it probably wont be to good Link to comment Share on other sites More sharing options...
seronis Posted November 15, 2013 Share Posted November 15, 2013 look up some creative commons artwork. if you're low on art skills (like me) its useful to find other peoples donated stuff. opengameart.orggame-icons.netreddit/r/gameassets Link to comment Share on other sites More sharing options...
Rosten Posted November 16, 2013 Author Share Posted November 16, 2013 I tried and failed i doubt i would even be allowed to use this, considering its basically the blue staff and the yellowstaff photoshopped together :/ If anyone would like to take a stab at it, i'd like it to look like a yellow gem and a blue gem combined together into a green in the middle Edit- Sprited, just for fun Link to comment Share on other sites More sharing options...
Rosten Posted November 16, 2013 Author Share Posted November 16, 2013 Would this be something i should post on kleislist? im a bit reluctant to, but it seems like there's hardly any other way Link to comment Share on other sites More sharing options...
Ortorin Posted November 16, 2013 Share Posted November 16, 2013 My attempt at quotes Wilson - I feel warm and fuzzy when I hold this.Willow - It doesn't shoot fire.Wendy - They'll probably just die following me.WolfGang - Is for making allies.Wx78 - Ha! These beasts are easy to control.Wickerbottom - Personality changing device.Woodie - Follow the leader!Maxwell - Dance my puppets. Link to comment Share on other sites More sharing options...
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