Hm... could be right, just checked, only "locker" weapons seem to use the 0.5 multi, and they always seemed a bit weaker then the first planet ones.
Do you have any information on "rarity". I want to make my own custom rank of rarity for my mod. Is this possible? I'll try to research, but if you have any inforamtion, lemmie know
Nope, only the pre defined raritys work, as those are fixed specified values. "common", "uncommon", "rare", "legendary"
There is none, that's hardcoded stuff you have absolutely no access to. All information you can look at / use is in the different object files and the possible values are posted above.
In this special case I really doubt it, since it's really just the color-thing and you can easily change that by altering the respective interface frame.
I understand that point, however, I prefer not to Replace the UI, but instead add a new piece. Nvm it.
Hey, I'm making a sword now, and I've encountered a problem So, I was messing around with the "Projectile" for the sword, and it was working nice and dandy. I then change the dimentions for the swoosh frames from [19, 40] to [40, 40] and now, everytime I spawn in the sword, it comes up as that Generic Item placeholder thing.
Always take a look at what the log says, I suppose the frame defintions got messed up, but it can't just use a placeholder since the original is (in theory) there. But yeah, you need the stdoutput for that (a log)
The log says [193:00.066] Error: Could not instantiate item '[marthsword, 1, {}]'. (ProjectileDatabaseException) Unknown projectile with typeName /projectiles/marthswordProjectile. Problem with this, I am sure it;s in the right place, 'cos only after I edited the Frame dimentions is when it messed up :/
You didn't! It's not the only thing you did! Aww my god, this intrigue! . . . Okay, well, the problem is "projectileType" is not a filepath. Just use the projectile name, in this case "marthswordProjectile", nothing more, nothing less. Upon mod-loading things like this are stored in a local database. Oh and, you might want to change the threadname or we'll get closed soon.
How does the game know where to look for the projectile without the path ? Alright I'll change the path anyway. Thanks
The database thing I mentioned. It loads everything in the "projectiles" folder ending with a .projectile into the database, assigns the "projectileName" to it and "projectileType" calls upon that database values.
Yup changing it worked ^^ Thankyou verymuch Thanks for that knowlege on the Database system.[DOUBLEPOST=1432410919][/DOUBLEPOST] I've managed to successfuly change the SFX i want the sword swing to make, however, there's this other sound that also plays (Not 100% of the time that you swing the sword). It sounds like a Monster-damaged kinda sound like a quick "Sqwak" kinda thing xD This sound was present with the soundfile that was used originally aswell (Before me switching it) Any idea what it is?
I'm pretty sure thats the monster hit sound. That's defined somewhere else. Or it's the sound of your character swinging the sword, also possible, that's specified in the species files. o: