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Everything posted by Grape_You_In_The_Mouth
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Just take a passive ability like Fast Runner or something, remove the class code to all 0's, then make an Append gamedata file and make an entry as a level 0 auto grant skill, one for each class. The pt_ ability tables will have examples of auto grants, and I already made a walkthrough on how to do the Append (I think it's on the pinned post at the top of the forums). The passive ability could have a large aura size and effect all so that every enemy is affected, but make sure you look at passive abilities that affect enemies, because maybe you have to make one passive for you and one for the AOE effecting enemies, I'm not sure.
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You'd probably have to create your own passive ability that only activates with the conditional that the player has a weapon in slot 1 and slot 2. I say this because I think the recovery penalty is not a normal status effect and is in the "base" code that isn't exported into the gamedatabundles, but I'm not sure.
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This means the icons didn't load. Probably the Atlases folder is not there or the references in the code could be incorrect. There should be an image in the atlases folder named SpellAbilityIcons, with a text file that shows the file path for those images that are loaded into the game. The ability code has to reference those file paths.
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You have to use quotes. It's super lame but necessary. AttributeScore "Companion_P_Donald Trump" Intellect 0 Whenever it's telling you that more parameters were entered than the amount you actually entered, you have to quote something to group it together and prevent it from being counted as a separated parameter.
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Yep there's a music text file and I tried to replace one of the songs referenced in that text file, and the music stopped working. There are multiple types of references though so maybe I replaced the wrong file. I think with maybe 20 hours of tinkering around it could be learned pretty easily but the conversion and copying take quite a long time. So the actual testing of ideas is time consuming.
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There is already something that does something similar to that. I'd look it up and copy it down. Frenzy has a minor, special characteristic to it because it's part of a group of abilities that is only Frenzy, and only that one ability, but it's grouped like that for some reason and sometimes there's extra code attached to the abilities. No worries about the questions dude.
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I just learned how to enchant, but I've been doing ItemMods forever. Any example items that other people have made would answer all of your questions but feel free to ask me. Notice that the reason we couldn't solve your problem is because you didn't take an example and compare it line-by-line to yours--which is exhausting but better it's better than exhausting all the other efforts.
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<?xml version="1.0" encoding="utf-8"?> <StringTableFile xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <Name>game\items</Name> <Entries> <Entry> <ID>1665000</ID> <DefaultText>Helm of Sux</DefaultText> <FemaleText /> </Entry> <Entry> <ID>17651000</ID> <DefaultText>This helm really sux.</DefaultText> <FemaleText /> </Entry> </Entries> </StringTableFile>
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Yeah you probably need to change the debug name because it has a different guid so two items with the same debug name are loading into the game. If they were the same guid, it would overwrite the original. { "GameDataObjects": [ { "$type": "Game.GameData.EquippableGameData, Assembly-CSharp", "DebugName": "helm_sux", "ID": "2d65bad9-fb0a-45e6-b27e-081c75ebd065", "Components": [ { "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 1665000, "DescriptionText": 17651000, "FilterType": "Clothing", "InventoryAudioEventListID": "3b0b476e-883e-4a9e-9a61-956eabf30b6d", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "IsJunk": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "false", "CanBePickpocketed": "true", "IsUnique": "true", "Value": 300, "IconTextureSmall": "gui/icons/items/head/crimson_plate_helm_s.png", "IconTextureLarge": "gui/icons/items/head/crimson_plate_helm_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.EquippableComponent, Assembly-CSharp", "EquipmentType": "None", "EquipmentSlot": "Head", "AppearancePiece": { "ModelVisualDataPath": "prefabs/lax03/appearance/helm/a_lax03_helm302_v01.asset" }, "ItemModsIDs": [ "f87bfccf-53ad-41f1-8c8a-70a9593b5074" ], "OnEquipVisualEffects": [], "RestrictedToClassIDs": [], "RestrictedToPlayer": "false", "EquipConditionals": { "Operator": 0, "Components": [] }, "ProficientAbilityID": "00000000-0000-0000-0000-000000000000", "CannotUnequip": "false", "ItemRendererPrefab": "", "ItemModel": "", "AnimationController": "", "PaperdollOverrideRenderer": "", "AttackSummonID": "00000000-0000-0000-0000-000000000000", "CannotSheathe": "false", "PropVisualEffects": [] } ] } ] }
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It looks like you already gave it a different guid. Did you check the output log? Maybe try giving it a new debug name and then add it via console with the new debug name. Also, I don't recognize that item mod id. 05a417b4-a671-425a-a209-766f00ffa3cd Doesn't show anything on my items.gamedatabundle. Where'd you get it? Try f87bfccf-53ad-41f1-8c8a-70a9593b5074
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Did you do this? Also remove this: <NextEntryID>1</NextEntryID> <EntryCount>3</EntryCount> Why is this here? Bmac did a tutorial on how to make icons for a weapon. He added that mod for download on the Nexus. In that mod, it has a stringtable file, and it doesn't include this text. I'd use that as a reference point for making new items, because he's a dev. And did you check the output log? It will tell you if your mod didn't load. Sometimes it even has a nice reason why.