#How to access winged golden
155 messages · Page 1 of 1 (latest)
I am not aware of whether this entity supports access to specific loops of a sprite. That said, by creating and referencing a new Sprites.xml file and implementing a custom sprite that utilizes the goldberry's winged texture in its initial loop, you can reference that with this entity. Would you like any assistance in setting this up @royal sigil ?
Yes please
Thank you (:
Before we begin, I will quickly find the existing winged goldberry sprite and see if that can be referenced

Try goldberry/flap in Sprite?
Ok, we will utilize a custom Sprites.xml file
Ok
Have you utilized any custom graphics, such as tilesets, in your mod?
Perfect. In your Graphics folder please ensure there is a subfolder containing a name that will be unique to your projects; your name would suffice
Yes
exactly :)
Already have that setup as well as copy of xml
then simply <Loop id="flap" path="wings" delay=".08" frames="0-8,0-8,0-7,9"/>
`<goldberryflap path="collectables/goldberry/" start="flap">
<Center />
<Loop id="idle" path="idle" delay=".08" frames="0-5,0-5,0-5,0-5,0-7" />
<Anim id="collect" path="idle" delay=".07" frames="7-11"/>
<Loop id="flap" path="wings" delay=".08" frames="0-8,0-8,0-7,9" />
</goldberry>`
I used default but copied it
Is this right?
Like, there are 2 of this, but only one is goldberryflap
Thinking about this, there is a possibility depending how this entity was coded that this will not function as is
hmm
I'll paste a more reliable structure
I figured that just changing the loop would work
<goldberryflap path="collectables/goldberry/" start="idle">
<Center />
<Loop id="idle" path="wings" delay=".08" frames="0-8,0-8,0-7,9" />
<Anim id="collect" path="idle" delay=".07" frames="7-11"/>
</goldberryflap>
For all we know berries are hardcoded to start in the idle loop; changing what that references seems a decent solution
Does the sprite function exactly how you would like? I suspect that the sprite's vertical displacement will be more limited than a standard winged berry
Ok perfect. I am fairly certain if you are content with this solution you can mark this as resolved, alternatively I could ping an active helper
I am content (:
Oh
1 more thing
How do I make it so theo will respawn in a room, but only if you bring him in
So if you enter without theo, there is no theo
I do not know of a purpose-built entity for this goal, I actually intend to code something that does this but it will be a while before it is made
Ok
I will design a trigger trigger/eeveehelper entity that fits this purpose though, give me some time
Ok, thanks (:
I am making the winged golden thing a secret for if you bring theo through the whole map, but there is the respawning issue
...I can't right now actually, I just remembered I cant get Lonn to function. I will if I can get that working but no promises it will be quick
Okay (: Its fine if you cant
The secret is gonna be like the secret theo in summit downside, but with multiple rooms
I notice Brokemia Helper includes an entity labelled Theo Respawn and French Helper contains Fancy Theo Crystal which may include this as an option
Theo respawn does not work for this
Please can you show me the interface for Theo Respawn in Lonn?
Yep, that's what I was looking for. Perfect xD
@hushed jackal
😦
plz help
it wont collect
(it crashed as soon as I collected it)
I will take some time to examine the code and sprites xml
Please can you see if the same issue persists on collection of a goldberry?
sure
To be more specific, this entity using the default goldberry sprite
The same crash?
The entity is hardcoded to utilize the defined sprite's definition to pull a "fade" texture, those being the score in thousands
ye
Basegame goldberries do not do this and instead utilize the sprite defined by regular berries
In order to make this entity function with a goldberry sprite, we will need to add textures ourselves. Please duplicate the winged goldberry textures into a custom path, say Graphics/Atlases/Gameplay/Collectables/Rolin/wingedgoldberry
but
can i not just
`<goldberryflap path="collectables/goldberry/" start="flap">
<Center />
<Loop id="idle" path="idle" delay=".08" frames="0-5,0-5,0-5,0-5,0-7" />
<Anim id="collect" path="idle" delay=".07" frames="7-11"/>
<Loop id="flap" path="wings" delay=".08" frames="0-8,0-8,0-7,9" />
<Anim id="fade0" path="normal" delay=".08" frames="12-14,14*10,15-19"/>
<Anim id="fade1" path="normal" delay=".07" frames="20-22,22*10,23-26"/>
<Anim id="fade2" path="normal" delay=".07" frames="28-30,30*10,31-34"/>
<Anim id="fade3" path="normal" delay=".07" frames="36-38,38*10,39-42"/>
<Anim id="fade4" path="normal" delay=".07" frames="44-46,46*10,47-50"/>
<Anim id="fade5" path="normal" delay=".07" frames="52,53,54,53,54,53,54,53,54,53,54,53,54-59"/>
<Anim id="fade_wow" path="wow/normal" delay=".1" frames="52-66"/>
</goldberryflap>`
Unfortunately, this attempts to look for frames in the goldberry subfolder that do not exist
We need to add textures to this subfolder to make this function, and for parity sake I recommend using a custom subfolder rather than altering anything that exists in vanilla
What are you attempting to define?
OH
Ah, create a folder collectables/Rolin/wingedgoldberry
then place that in path :)
@white sluice Based on this thread, your Secret Berry entity could utilize a Winged and Divert to Strawberry for Fade Sprite checkbox. To clarify the latter checkbox, most vanilla berry texture paths lack fade sprites and while vanilla berries divert to the Strawberry folder textures, this berry currently does not
Over to you ofc whether you want to implement these :) just a suggestion
fixed (:
WOOOO
that was a struggle
To be sure, please can you attempt to collect a standard berry prior to this berry? So they collect one directly after the other.
ye
works
but
the berries collect at the same time
doesnt matter for me, but still
Please can you try 6 redberries before the goldberry aswell?
ye
This is just testing the entity :) any issues we find here will need fixing in the helper
Good thinking collecting 2 at once, I didn't consider that test
Perfect, for your purposes this works without any issues
@white sluice this video also showcases a bug with the entity, 2 berries collecting simultaneously :)
also MADDIE should maybe try to find a way to make this show the actual sprite
instead of moonberry
but that is not very important
""""""""fun""""""""
16x speed + savestates
it actually is fun but the fact that you have to avoid the heart is awful
Hey did you figure out how to do this? I also want theo to only respawn once i got him from another room and i don’t really know what i’m doing with flags 😁
this person is banned
LMAO i was not expecting that
look up their last messages before they got banned and you'll see rhe justification
uh oh
eh i can't figure out how to find their message history, probably for the best lol
oh wait i found them that's a big yikes
very big yikes
they made up artificial issues to sound cool
especially some random problem which never existed
in all seriousness can't you just not let the player progress unless they've gotten theo?
no my issue is i want the map to be played one way without theo, then they get theo at the end and backtrack through the same rooms with theo which i would need theo respawns for, but i don't want the theo spawns to be active on the first pass if that makes sense
nothing immediately comes to my head
A theo respawn that requires a flag to be set would work, but I don't know if it currently exists
ok i figured it out, on the first theo pickup i used a vanilla theo spawn and covered it with an everest flag trigger that i called 'theoget' and it triggers when you walk into it, then for the theo respawns in the other rooms, i used brokemia helper theo respawn which you can attach a flag to, so i gave them 'theoget' and now they only spawn theos after i get the first theo