Two Penguins Posted September 14, 2018 Share Posted September 14, 2018 I have changed up a few things wanting to make an iron bone shiv. please see below. Problem is that it can be made, but has no icon till in hand. no icon in bag or belt, just the quality band and that is it. but in hand it looks like the hunting knife, which is fine. I made it to be a mid ground between the bone and hunting. If you can look at files and tell me how can i get the icon to appear and not just the quality band at bottom. Again the icon appears when you equip it. Thank you all, you have been and are a wonderful help to me in my learning. Chaplain <recipe name="ironShiv" count="1"> <ingredient name="scrapIron" count="50"/> <ingredient name="leather" count="2"/> </recipe> and here.... <item id="20" name="ironShiv"> <property name="Meshfile" value="Items/Weapons/Melee/Knives/hunting_knifePrefab"/> <property name="Material" value="metal"/> <property name="RepairTools" value="scrapIron"/> <property name="EconomicValue" value="34"/> <property name="SellableToTrader" value="false"/> <property name="HoldType" value="36"/> <property name="SoundJammed" value="ItemNeedsRepair"/> <property name="SoundDestroy" value="wooddestroy1"/> <property class="Action0"> <!-- AttackAction --> <property name="Class" value="Melee"/> <property name="Delay" value="1.2"/> <property name="Range" value="2.2"/> <property name="Sphere" value="0.1"/> <property name="Sound_start" value="swoosh"/> <property name="Stamina_usage" value="5"/> <property name="DamageBonus.head" value="5"/> <property name="DamageBonus.glass" value="1"/> <property name="DamageBonus.leaves" value="25"/> <property name="DamageBonus.organic" value="9"/> <property name="ToolCategory.Butcher" value="0.85" param1="10"/> <property name="Sound_harvesting" value="open_animal" param1="organic" /> <!-- Special harvest sound only plays if the target has ANY matching ToolCategory harvest. Limit it by: if ( Sound_harvesting.param1 = TargetBlockOrEntity.material.surface_category ) --> </property> Thank You All Again, Chaplain Link to comment Share on other sites More sharing options...
Gazz Posted September 14, 2018 Share Posted September 14, 2018 No customicon property, no end action tag... Link to comment Share on other sites More sharing options...
Two Penguins Posted September 14, 2018 Author Share Posted September 14, 2018 icon No custom icon property, no end action tag... I just want to use the hunting knife icon as indicate in the file. I do not want to have to have people DL things from server. Hell i would not even know how to make an icon. Do i still need the custom icon? Im noob to this, what is the action part you speak of? Thank You, Chap Link to comment Share on other sites More sharing options...
xyth Posted September 14, 2018 Share Posted September 14, 2018 <property name="CustomIcon" value="huntingKnife" /> Link to comment Share on other sites More sharing options...
KhaineGB Posted September 14, 2018 Share Posted September 14, 2018 Gazz is talking about this bit. <property class="Action0"> <!-- AttackAction --> <property name="Class" value="Melee"/> <property name="Delay" value="1.2"/> <property name="Range" value="2.2"/> <property name="Sphere" value="0.1"/> <property name="Sound_start" value="swoosh"/> <property name="Stamina_usage" value="5"/> <property name="DamageBonus.head" value="5"/> <property name="DamageBonus.glass" value="1"/> <property name="DamageBonus.leaves" value="25"/> <property name="DamageBonus.organic" value="9"/> <property name="ToolCategory.Butcher" value="0.85" param1="10"/> <property name="Sound_harvesting" value="open_animal" param1="organic" /> <!-- Special harvest sound only plays if the target has ANY matching ToolCategory harvest. Limit it by: if ( Sound_harvesting.param1 = TargetBlockOrEntity.material.surface_category ) --> </property> You have only closed your Action0 parameter, but haven't closed the code for the rest of the item. Here's the scrap machete I put into my mod as an example. <item id="2261" name="scrapMachete"> <property name="CustomIcon" value="scrapMachete"/> <property name="DescriptionKey" value="scrapMacheteDesc"/> <property name="Meshfile" value="#ScrapMachete?ScrapMachete"/> <property name="Material" value="metal"/> <property name="RepairTools" value="iron"/> <property name="HoldType" value="47"/> <property name="DegradationBreaksAfter" value="false"/> <property name="FuelValue" value="12"/> <property name="EconomicValue" value="600"/> <property name="SoundJammed" value="ItemNeedsRepair"/> <property name="SoundDestroy" value="wooddestroy1"/> <property name="Weight" value="10"/> <property class="Action0"> <!-- AttackAction --> <property name="Class" value="Melee"/> <property name="Delay" value="1.2"/> <property name="Range" value="2.2"/> <property name="Sphere" value="0.1"/> <property name="Sound_start" value="swoosh"/> <property name="Stamina_usage" value="6.51"/> <property name="DamageBonus.wood" value="3"/> <property name="DamageBonus.head" value="5"/> <property name="DamageBonus.glass" value="1"/> <property name="DamageBonus.leaves" value="25"/> <property name="DamageBonus.organic" value="3"/> <property name="ToolCategory.Butcher" value="1" param1="10"/> <property name="Sound_harvesting" value="open_animal" param1="organic" /> </property> <property class="Attributes"> <property name="EntityDamage" value="6,15"/> <property name="BlockDamage" value="2,5"/> <property name="DegradationMax" value="200,800"/> <property name="DegradationRate" value="1,1"/> <property name="DismembermentBaseChance" value="0.01,0.03"/> </property> <property name="Group" value="Ammo/Weapons"/> <property name="ActionSkillGroup" value="Blade Weapons"/> <property name="CraftingSkillGroup" value="craftSkillWeapons"/> <property name="RepairExpMultiplier" value="5.5"/> </item> Link to comment Share on other sites More sharing options...
Two Penguins Posted September 14, 2018 Author Share Posted September 14, 2018 Thank YOU!!!! thank you all very much! Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.