Not sure what this error means let alone how to fix it. Code: [12:15:10.925] Error: Could not load image asset '/items/active/lfcweapons/spear/default', using placeholder default. (AssetException) No such asset '/items/active/lfcweapons/spear/default' I set my weapons up based on existing weapons so I don't know what is causing it. There is no reference in the json to anything "default".
did you do a search in your text editor through your entire project for that exact terminology? I've been tinkering with activeitems recently and missed one or two such things without even realizing I had. failing that, attach the script/pastebin that bugger and I can take a peek
Ok, here is an example of one of my weapons. I compared it to the vanilla weapons and I have no idea what this error is referring to. Note: There was a formatting change to activeitem weapons as of 2/12/2016, so this format requires that version of nightly or newer. However the error existed before and persists after. Code: { "itemName" : "LFCSpear01", "price" : 170, "level" : 6, "maxStack" : 1, "rarity" : "legendary", "description" : "Sharp end towards enemy.", "shortdescription" : "Gungnir", "tooltipKind" : "sword", "weaponType" : "Spear", "twoHanded" : true, "itemTags" : ["weapon","melee","spear"], "inventoryIcon" : "LFCSpear01.png", "animation" : "/items/active/weapons/melee/spear/spear.animation", "animationParts" : { "blade" : "LFCSpear01.png" }, "animationCustom" : { "sounds" : { "fire" : [ "/sfx/melee/swing_spear.ogg" ] } }, "scripts" : ["/items/active/weapons/melee/spear/spear.lua"], "elementalType" : "electric", "aimOffset" : -1.0, "primaryAbility" : { "scripts" : [], "class" : "SpearStab", "fireTime" : 0.8, "baseDps" : 10.0, "damageConfig" : { "damageSourceKind" : "spear", "statusEffects" : [ ], "knockbackMode" : "aim", "knockback" : 30, "timeoutGroup" : "primary" }, "holdDamageMultiplier" : 0.1, "holdDamageConfig" : { "timeoutGroup" : "hold", "timeout" : 0.5 }, "stances" : { "idle" : { "armRotation" : -90, "weaponRotation" : 0, "twoHanded" : false, "weaponOffset" : [0, 0.5], "allowRotate" : true, "allowFlip" : true }, "windup" : { "duration" : 0.1, "armRotation" : -110, "weaponRotation" : 20, "twoHanded" : true, "weaponOffset" : [0, 0.5], "allowRotate" : false, "allowFlip" : false }, "fire" : { "duration" : 0.3, "armRotation" : -20, "weaponRotation" : -70, "twoHanded" : true, "weaponOffset" : [0, 2.5], "allowRotate" : false, "allowFlip" : false }, "hold" : { "armRotation" : -30, "weaponRotation" : -60, "twoHanded" : true, "weaponOffset" : [0, 2.0], "allowRotate" : true, "allowFlip" : true } } }, "palette" : "/items/active/weapons/colors/tier10melee.weaponcolors", "altAbilitySource" : "/items/active/weapons/melee/altabilities/spear/elementalspin/elementalspin.altability", "builder" : "/items/buildscripts/buildunrandweapon.lua" }
Well, it does look a little different to me: Code: "inventoryIcon" : "energywhip.png:idle", "animation" : "whip.animation", "animationParts" : { "weapon" : "energywhip.png", "weaponFullbright" : "energywhipfullbright.png" }, They used a specific frame for the inventory icon for that one, if I had to guess, you didn't specify a default frame in your .frames so the game can't find your inventoryIcon frame (as you didn't specify one, it would have fallen back on "default" if it was looking for a frame name).
Whips are set up a bit differently since they actually have sprite animations. Plus, if it were a frame issue, from my experience, it would say something along the lines of no default frame. This error says "Could not load image asset'/items/active/lfcweapons/spear/default" which does not exist in the first place, nor is it referenced anywhere. Vanilla weapons don't have this issue, nor an associated frames file that I can see. Example vanilla weapon: Code: { "itemName" : "glitchtier1spear", "price" : 170, "level" : 1, "maxStack" : 1, "rarity" : "common", "description" : "A basic spear with good reach.", "shortdescription" : "Ping", "tooltipKind" : "sword", "weaponType" : "Spear", "twoHanded" : true, "itemTags" : ["weapon","melee","spear"], "inventoryIcon" : "glitchtier1spear.png", "animation" : "/items/active/weapons/melee/spear/spear.animation", "animationParts" : { "handle" : "", "blade" : "glitchtier1spear.png" }, "animationCustom" : { "sounds" : { "fire" : [ "/sfx/melee/swing_spear.ogg" ] } }, "scripts" : ["/items/active/weapons/melee/spear/spear.lua"], "elementalType" : "physical", "aimOffset" : -1.0, "primaryAbility" : { "scripts" : [], "class" : "SpearStab", "fireTime" : 0.9, "baseDps" : 10.5, "damageConfig" : { "damageSourceKind" : "spear", "statusEffects" : [ ], "knockbackMode" : "aim", "knockback" : 30, "timeoutGroup" : "primary" }, "holdDamageMultiplier" : 0.1, "holdDamageConfig" : { "timeoutGroup" : "hold", "timeout" : 0.5 }, "stances" : { "idle" : { "armRotation" : -90, "weaponRotation" : 0, "twoHanded" : false, "weaponOffset" : [0, 0.5], "allowRotate" : true, "allowFlip" : true }, "windup" : { "duration" : 0.1, "armRotation" : -110, "weaponRotation" : 20, "twoHanded" : true, "weaponOffset" : [0, 0.5], "allowRotate" : false, "allowFlip" : false }, "fire" : { "duration" : 0.3, "armRotation" : -20, "weaponRotation" : -70, "twoHanded" : true, "weaponOffset" : [0, 2.5], "allowRotate" : false, "allowFlip" : false }, "hold" : { "armRotation" : -30, "weaponRotation" : -60, "twoHanded" : true, "weaponOffset" : [0, 2.0], "allowRotate" : true, "allowFlip" : true } } }, "palette" : "/items/active/weapons/colors/tier1melee.weaponcolors", "altAbilitySource" : "/items/active/weapons/melee/altabilities/spear/flurry/flurry.altability", "builder" : "/items/buildscripts/buildunrandweapon.lua" }
could it be hiding in the ALTABILITY , rather than the item itself? I'm certainly not seeing an issue with what you posted here....
They are the vanilla alt abilities. No references to "default" in them. The error appears just from selecting the weapon, not using it. The weapon seems to work just fine otherwise.
I figured out the issue. It was the animation file. The vanilla one is looking for a "handle" file to go along with the blade, so I am just using a custom animation file with that part cut out. No more errors.
ah there you go. Thanks , error log, for being useless and not telling us the origin file of the issue! Gotta love those ones. Part of the whole process, sadly.