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Grape_You_In_The_Mouth

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Everything posted by Grape_You_In_The_Mouth

  1. Yes, there are at least two ways the code does this. One via the triggers section in the statuseffect, and I forget the other way. Check the code for abilities where people turn invisible, or avatar, etc.
  2. That looks right. Are you sure you added to the override correctly as a mod? Did you check the output log for errors?
  3. 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.
  4. If there are settings that say per rest you could change them to per encounter. Or you could go into the abilities gamedatabundle and do a "replace all" for all Per Rest and replace with Per Encounter. I forget what the actual terms used are but it's very clear.
  5. I believe this was the first tutorial vid ever shown, which changed per encounter to per rest so just do the reverse?
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. <?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>
  11. 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": [] } ] } ] }
  12. you gotta have the initial code at the top that you used to have in your ItemMods file. { "GameDataObjects":[{ Edit: Then add ] } To close it out at the very end. Edit2: To be clear, this code has to be in all gamedatabundle files. Items and ItemMods, everything in that filetype.
  13. 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
  14. Cool, dude, thanks for the pics. Try adding an item mod that already exists to it and then if it works, replace it with yours?
  15. 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.
  16. You might want to right click on the code in Visual Studio and then format it like they do on the intro video. It makes it look a lot cleaner but that's just my opinion. You're creating both a mod and an upgrade (item recipe) for the same mod. Upgrades (recipes) only add a new mod or change an existing mod. You can cut out the recipe code out and still have a helm with a status effect. But, while I'm looking at it, you don't have the right item guid for that upgrade anyway. The one problem I see instantly with your code is the parentequippable. Change that back to None. Parentequippable is almost always only for weapons, not armor. Here it means "when this helm attacks, do 30% more damage." Obviously you're not attacking with your helmet, so we don't need this here. Another problem I see is that you have a JSON filetype that is called "crimson_helm_enchantment.gamedatabundle" and then another file called "Overwhelming_Crit" which is a gamedatabundle filetype. You probably have a noob setting on Windows that doesn't show filetype extensions. This means when you rename the file, it doesn't change the filetype. You have to change the file-type, not just the name. You should have files that say crimson_helm_enchantment.gamedatabundle and Overwhelming_Crit.gamedatabundle and their file-type must be gamedatabundle because that's their name AND their file extension. So change the windows settings and then rename the file. Also notice that you used DynamicValue of a stat. This looks correct, but you're probably multiplying by too little and the big issue is that you're trying to do too much before learning anything. If you try everything simultaneously you'll never know why something doesn't work. Start with the easy stuff and build from there. Also, I keep everything for an item in the same gamedatabundle file so I can read it and match guids easier. As long as it's GameData code, it can be in the same file.
  17. 1) It looks like you still have this problem. Did you fix this problem or was I wrong? 2) Your string numbers might be already taken. I use much larger numbers to ensure I'm not overwriting anything in the game. When you start the game, how do you know the mod doesn't work?
  18. Post all the code here and let's take a look at that too. I have had weird situations like you, where once I save something as a txt file, Visual Studio Code seems to make some other file that is linked to it and it's a permanent text file that replaces my original file if I delete it! It's like a horror movie. When that happens I just create a whole new file (or copy one from another mod) and copy+paste my code, and I must give it a new file name. But paste your code here using the code button and it's probably an issue there.
  19. Yep those are the user settings. It's actually File-->Preferences-->Settings, I was wrong. When you click on the 3 dots on the side it allows you to put in the code, rather than just toggle options. Very tricky!
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