#Documentation on custom berry (maddie's helping hand)
68 messages · Page 1 of 1 (latest)
it uses a sprite, as in the name of a Sprites.xml entry
so you create a copy of the vanilla berry entry with a unique name in your map's Sprites.xml and make that entry point at your custom images
oh god
mind linking me to the page that teaches how to do that? 
xmls still scare me no matter how many times i look at them
in this case you'd change the sprite name as well but otherwise this should be accurate https://github.com/EverestAPI/Resources/wiki/Reskinning-Entities#reskinning-entities-through-spritesxml
Still crashes, does this look correct?
I know you should post logs but that might include leaks so it's a last resort
you have to enter the name of the sprite (so Mouseberry in this case)
also if you use the same sprite for normal and ghost, berries you've already collected will look the same
and also please include username and modname in your path instead of putting stuff directly in collectables
yea this is just for testing, a ghost sprite is being made 
still crashes, what did i miss 
what crash is it again
Logs will have to be provided in private as a last resort sorry
This is the crash in question
i'm like very convinced it's an error on my end
oh your names and paths and stuff don't match up
where i just mistyped something or didn't do something correctly
the path in the header of the sprite should be the folder the images are in
so .../mouseB/
but that wouldn't postcard
thatd just missing texture
and then the path attributes on the animations need to be the name of the actual images
OH
so rn they say normal even though the images are actually called mouseberr
i knew that part was not right
idk I'm working with the information I have
System.Exception: Missing animation name in SpriteData: 'mouseberr'!
so
what you did right there is tell "the files are in the folder collectables/tg90/mouseB/mouseberr"
and the folder mouseberr doesn't exist
the path in Anim/Loop is the image name
cus right now you're saying the animation is in collectables/tg90/mouseB/mouseberr/normal##.png, where ## is a number
right
which obviously is not where the files are
so every row with anim is the filename and the rest is folder name?
so the path where your cursor is should be collectables/tg90/mouseB
then in the Anim paths put mouseberr
oh and the rest of the rows?
yea same thing
i think you need a slash at the end after mouseB
i don't remember
you can delete the log now if you want
it's cool i've uninstalled leaks
check please 
still happens with/without the slash at the end
so rn you're telling it that e.g. the idle sprite can be found at collectables/tg90/mouseB/collectables/tg90/mouseB
🅰️
sorry this is super confusing what should i put where
mouseberr and mouseberry?
at the top of the sprite, you should have the folder that the images are in
in the individual Anim and Loop entries, you have the name of the images within that folder
it will combine those two paths to look for the images
I can see the log says mouseberr is missing, and It actually is mouseberry in xml
so essentially this
yes
mouseberr is the file name, mouseberry is the xml sprite name hope that makes sense
I hope you kown what is Missing animation name in SpriteData: 'mouseberr'!
ok yeah now that the xml is correct, make sure you've actually saved the map file
That was the issue
i didn't save the edit from mouseberr to mouseberry
Thanks all it works now 
👍🎉
well, at least this specific part does 