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I can try to fix it myself it you point me in the right direction - i'm not familar with Lua but i can do some XML so if its just 'swap this with that' then I might be able to do it...
Looked at the "Scythes" mod but its not as configurable as CCappu's version
its just the scythe mod by CCappu
I think linking it in brackets has messed with the URL
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2328604820&searchtext=scythe
[00:01:10]: [string "scripts/util.lua"]:630: Could not find an asset matching images/inventoryimages/scythe.xml in any of the search paths.
I've added the "goldenscythe" into the mainlua as directed in the pinned discussion
No joy :(
Disabling scythe support works...but I'd quite like to have scythes supported you know?
Any suggestions on what I'm doing wrong?
LUA ERROR stack traceback:
../mods/workshop-2049905964/modmain.lua:518 in (upvalue) GetBestItem (Lua) <511-546>
../mods/workshop-2049905964/modmain.lua:592 in (upvalue) CheckButtonItem (Lua) <590-643>
../mods/workshop-2049905964/modmain.lua:769 in (local) fn (Lua) <766-771>
scripts/entityscript.lua:1215 in (method) PushEvent (Lua) <1202-1229>
scripts/prefabs/inventory_classified.lua:408 in (field) fn (Lua) <389-414>
scripts/scheduler.lua:186 in (method) OnTick (Lua) <164-216>
scripts/scheduler.lua:419 in (global) RunStaticScheduler (Lua) <417-425>
scripts/update.lua:178 in () ? (Lua) <169-220>
LUA ERROR stack traceback:
../mods/workshop-2049905964/modmain.lua:518 in (upvalue) GetBestItem (Lua) <511-546>
item1 = 102613 - cane (valid:false)
item2 = 164794 - orangestaff (valid:true)
group = table: 000000010ACD4F20
../mods/workshop-2049905964/modmain.lua:628 in (upvalue) CheckButtonItem (Lua) <590-643>
item = 164794 - orangestaff (valid:true)
../mods/workshop-2049905964/modmain.lua:769 in (local) fn (Lua) <766-771>
inst = 100234 - wathgrithr (valid:true)
data = table: 000000010AB2DF80
scripts/entityscript.lua:1215 in (method) PushEvent (Lua) <1202-1229>
self (valid:true)
[workshop-2189004162 (Insight)]: Text: [string "../mods/workshop-2049905964/modmain.lua"]:518: attempt to index field 'inventoryitem' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-2049905964/modmain.lua:518 in (upvalue) GetBestItem (Lua) <511-546>
../mods/workshop-2049905964/modmain.lua:628 in (upvalue) CheckButtonItem (Lua) <590-643>
../mods/workshop-2049905964/modmain.lua:769 in (local) fn (Lua) <766-771>
scripts/entityscript.lua:1215 in (method) PushEvent (Lua) <1202-1229>
scripts/prefabs/inventory_classified.lua:408 in (field) fn (Lua) <389-414>
scripts/scheduler.lua:186 in (method) OnTick (Lua) <164-216>
scripts/scheduler.lua:419 in (global) RunStaticScheduler (Lua) <417-425>
scripts/update.lua:178 in () ? (Lua) <169-220>
ex) The Lazy Explorer, Thermal Stone
I imagined something along these lines when I thought about the association, this way you don't have to worry about all the game items, just those that the user puts in the mod's slotbox. You also wouldn't need a dropdown list.
Anyway, it's just an idea that occurred to me and I completely understand your situation, don't worry! :D
You can still manually edit the lists and order of items manually in the mod code, this is done as simply and intuitively as possible
Yes, I understand this idea, but it has 2 problems:
The first is the impossibility of creating dynamic (and simple drop-down) lists inside the game settings.
The second is the need to create a list of items directly. I can't allow players to enter their values because if there is a typo or mistake, the function will not work or the game will crash. That is, I will have to make a list of all in-game and mods (?) items. This does not solve the problem that I have to manually update the mod for each patch, but, of course, gives players more freedom.
Now it all comes down to the fact that I changed my job and it is associated with business trips and I have no time to finish in-game menu, which would allow me to solve at least the problem with drop-down lists.
I think this mod could work a little differently. Instead of having pre-determined positions for item types, such as weapons, armor, helmets, which are automatically assigned by the logic of the best item, the player would be able to associate a certain 'X' item as "armor", or a certain 'Y' item as "weapon" with the existing space. This way, the mod could create an association with that item, understanding that the player wants to use "that item" as a flashlight, for example.
The reason for this is that when you work with mod items, you can't use this mod, because the mapping of items that are added to the grid is managed by a list that you create considering the priority.
Does that make sense?
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1506515164