I downloaded the bow from Realm667's website and I opened my pk3 up and opened the bow up. I brought up all sprites, sounds, GLDEFS, and the decorate, and placed it to my decoration folder in Slade 3. So, when I go to GZDOOM Builder, I encountered two errors:
Spoiler
DECORATE warning in "WTCCry.pk3\actor\weapons\BOW", line 248. Unable to find "ammo" class to inherit from, while parsing "ArrowAmmo:23503".
DECORATE warning in "WTCCry.pk3\actor\weapons\BOW", line 116. Unable to find "Weapon" class to inherit from, while parsing "Bow:23501".
I have the Bow decorate file that I edited, just only the ID numbers
Hello,
I downloaded the bow from Realm667's website and I opened my pk3 up and opened the bow up. I brought up all sprites, sounds, GLDEFS, and the decorate, and placed it to my decoration folder in Slade 3. So, when I go to GZDOOM Builder, I encountered two errors:
DECORATE warning in "WTCCry.pk3\actor\weapons\BOW", line 248. Unable to find "ammo" class to inherit from, while parsing "ArrowAmmo:23503".
DECORATE warning in "WTCCry.pk3\actor\weapons\BOW", line 116. Unable to find "Weapon" class to inherit from, while parsing "Bow:23501".
I have the Bow decorate file that I edited, just only the ID numbers
/////////////////////////////////////
/////////////WEAPON//////////////////
/////////////////////////////////////
Actor Bow : Weapon 23501
{
Inventory.PickUpMessage "Bow"
Weapon.AmmoUse 1
Weapon.AmmoGive 10
Weapon.AmmoType "ArrowAmmo"
+WEAPON.NOALERT
States
{
Select:
TNT1 A 0 A_JumpIfInventory("IceSpellInv",1,"Select_Ice")
TNT1 A 0 A_JumpIfInventory("FireSpellInv",1,"Select_Fire")
TNT1 A 0 A_JumpIfInventory("ThunderSpellInv",1,"Select_Thunder")
DBOW A 1 A_Raise
Loop
Select_Ice:
PBOW A 1 A_Raise
Loop
Select_Fire:
PBO2 A 1 A_Raise
Loop
Select_Thunder:
PBO3 A 1 A_Raise
Loop
Deselect:
TNT1 A 0 A_JumpIfInventory("IceSpellInv",1,"Deselect_Ice")
TNT1 A 0 A_JumpIfInventory("FireSpellInv",1,"Deselect_Fire")
TNT1 A 0 A_JumpIfInventory("ThunderSpellInv",1,"Deselect_Thunder")
DBOW A 1 A_Lower
Loop
Deselect_Ice:
PBOW A 1 A_Lower
Loop
Deselect_Fire:
PBO2 A 1 A_Lower
Loop
Deselect_Thunder:
PBO3 A 1 A_Lower
Loop
Ready:
TNT1 A 0 A_JumpIfInventory("IceSpellInv",1,"Ready_Ice")
TNT1 A 0 A_JumpIfInventory("FireSpellInv",1,"Ready_Fire")
TNT1 A 0 A_JumpIfInventory("ThunderSpellInv",1,"Ready_Thunder")
DBOW A 1 A_WeaponReady
Loop
Ready_Ice:
PBOW AAAEEE 1 A_WeaponReady
Goto Ready
Ready_Fire:
PBO2 AAAEEE 1 A_WeaponReady
Goto Ready
Ready_Thunder:
PBO3 AAAEEE 1 A_WeaponReady
Goto Ready
Spawn:
BWPU A -1
Stop
Fire:
TNT1 A 0 A_JumpIfInventory("IceSpellInv",1,"Fire_Ice")
TNT1 A 0 A_JumpIfInventory("FireSpellInv",1,"Fire_Fire")
TNT1 A 0 A_JumpIfInventory("ThunderSpellInv",1,"Fire_Thunder")
DBOW B 3
DBOW C 3 A_PlayWeaponSound("BOWREADY")
Goto Hold
Hold:
TNT1 A 0 A_JumpIfInventory("IceSpellInv",1,"Hold_Ice")
TNT1 A 0 A_JumpIfInventory("FireSpellInv",1,"Hold_Fire")
TNT1 A 0 A_JumpIfInventory("ThunderSpellInv",1,"Hold_Thunder")
DBOW D 5
TNT1 A 0 A_Refire
TNT1 A 0 A_FireCustomMissile("ArrowProj",0,1,5,0)
DBOW E 3 A_PlayWeaponSound("ARROWNRM")
DBOW FBA 3
Goto Ready
Fire_Ice:
PBOW B 3
PBOW C 3 A_PlayWeaponSound("BOWREADY")
Goto Hold
Hold_Ice:
PBOW DF 3
TNT1 A 0 A_Refire
TNT1 A 0 A_FireCustomMissile("IceArrow",0,1,5,0)
DBOW E 3 A_PlayWeaponSound("ARROWICE")
DBOW F 3
PBOW BA 3
Goto Ready
Fire_Fire:
PBO2 B 3
PBO2 C 3 A_PlayWeaponSound("BOWREADY")
Goto Hold
Hold_Fire:
PBO2 DF 3
TNT1 A 0 A_Refire
TNT1 A 0 A_FireCustomMissile("FireArrow",0,1,5,0)
DBOW E 3 A_PlayWeaponSound("ARROWFIR")
DBOW F 3
PBO2 BA 3
Goto Ready
Fire_Thunder:
PBO3 B 3
PBO3 C 3 A_PlayWeaponSound("BOWREADY")
Goto Hold
Hold_Thunder:
PBO3 DF 3
TNT1 A 0 A_Refire
TNT1 A 0 A_FireCustomMissile("ShockArrow",0,1,5,0)
DBOW E 3 A_PlayWeaponSound("ARROWELE")
DBOW F 3
PBO3 BA 3
Goto Ready
}
}
/////////////////////////////////////
/////////////PROJECTILES/////////////
/////////////////////////////////////
Actor ArrowProj
{
Radius 2
Height 2
Damage 5
Speed 36
PROJECTILE
+THRUGHOST
+DONTREFLECT
+RIPPER
Obituary "%o was perforated by one of %k's arrows"
Scale 0.8
States
{
Spawn:
ARR0 A 1
Loop
Death:
TNT1 A 1
Stop
}
}
Actor IceArrow : ArrowProj
{
Damage 20
Radius 5
Height 5
-THRUGHOST
-DONTREFLECT
-RIPPER
+ICEDAMAGE
DeathSound "IROWIMPC"
Obituary "%o was frozen by one of %k's ice arrows"
States
{
Spawn:
ARR2 A 2 bright A_SpawnItem("IceArrowTrail",0,0,0)
Loop
Death:
TNT1 A 0 A_AlertMonsters
SHEX ABCDE 3 bright
Stop
}
}
Actor IceArrowTrail
{
Renderstyle Add
+NOGRAVITY
States
{
Spawn:
ICPR IJKLM 3
Stop
}
}
Actor FireArrow : IceArrow
{
-ICEDAMAGE
+FIREDAMAGE
+ROCKETTRAIL
Damage 28
Obituary "%o was burned by one of %k's fire arrows"
DeathSound "FROWIMPC"
Speed 30
States
{
Spawn:
TNT1 A 0 A_AlertMonsters
ARR3 A 2 bright
Loop
Death:
TNT1 A 0 A_SetTranslucent(0.6,1)
FE01 A 3 bright A_Explode(30,50)
FE01 BCDEFGHIJ 3 bright
Stop
}
}
Actor ShockArrow : IceArrow
{
-ICEDAMAGE
+DONTREFLECT
+RIPPER
Damage 15
Obituary "%o was shocked by one of %k's thunder arrows"
DeathSound "EROWIMPC"
Speed 50
States
{
Spawn:
ARR4 A 1 bright A_SpawnItem("ElectroTrail",0,0,0)
Loop
Death:
TNT1 A 1 A_AlertMonsters
ZP01 ABCDEFG 4 Bright
Stop
}
}
Actor ElectroTrail : IceArrowTrail
{
Scale 0.2
States
{
Spawn:
ZP01 DEFG 2 Bright
Stop
}
}
/////////////////////////////////////
/////////////AMMO////////////////////
/////////////////////////////////////
Actor ArrowAmmo : ammo 23503
{
Inventory.PickupMessage "Arrows"
Inventory.Amount 3
Inventory.MaxAmount 50
Ammo.BackpackAmount 6
Ammo.BackpackMaxAmount 100
Inventory.Icon "ARRWIMG"
States
{
Spawn:
ARAM A -1
Stop
}
}
Actor ArrowHefty : ArrowAmmo
{
Inventory.PickupMessage "Quiver of arrows"
Inventory.Amount 10
States
{
Spawn:
ARA2 A -1
Stop
}
}
/////////////////////////////////////
/////////////ARTIFACTS///////////////
/////////////////////////////////////
ACTOR IceSpell : CustomInventory
{
Inventory.Icon "SPELICN1"
Inventory.PickupMessage "Ice Spell"
Inventory.PickupSound "misc/p_pkup"
Inventory.Amount 1
Inventory.MaxAmount 1
+NOGRAVITY
+FLOATBOB
+INVENTORY.PICKUPFLASH
+INVENTORY.INVBAR
+INVENTORY.FANCYPICKUPSOUND
Inventory.DefMaxAmount
States
{
Spawn:
ICE1 ABCB 6 Bright
Loop
Use:
TNT1 A 0 A_TakeInventory("FireSpellInv",1)
TNT1 A 0 A_TakeInventory("ThunderSpellInv",1)
TNT1 A 1 A_GiveInventory("IceSpellInv",1)
Stop
}
}
ACTOR IceSpellInv : Inventory
{
-INVENTORY.INVBAR
States
{
Spawn:
NULL A 0
Stop
}
}
ACTOR FireSpell : CustomInventory
{
Inventory.Icon "SPELICN3"
Inventory.PickupMessage "Fire Spell"
Inventory.PickupSound "misc/p_pkup"
Inventory.Amount 1
Inventory.MaxAmount 1
+NOGRAVITY
+FLOATBOB
+INVENTORY.PICKUPFLASH
+INVENTORY.INVBAR
+INVENTORY.FANCYPICKUPSOUND
Inventory.DefMaxAmount
States
{
Spawn:
FRE1 ABCB 6 Bright
Loop
Use:
TNT1 A 0 A_TakeInventory("IceSpellInv",1)
TNT1 A 0 A_TakeInventory("ThunderSpellInv",1)
TNT1 A 1 A_GiveInventory("FireSpellInv",1)
Stop
}
}
ACTOR FireSpellInv : Inventory
{
-INVENTORY.INVBAR
States
{
Spawn:
NULL A 0
Stop
}
}
ACTOR ThunderSpell : CustomInventory
{
Inventory.Icon "SPELICN2"
Inventory.PickupMessage "Thunder Spell"
Inventory.PickupSound "misc/p_pkup"
Inventory.Amount 1
Inventory.MaxAmount 1
+NOGRAVITY
+FLOATBOB
+INVENTORY.PICKUPFLASH
+INVENTORY.INVBAR
+INVENTORY.FANCYPICKUPSOUND
Inventory.DefMaxAmount
States
{
Spawn:
ELK1 ABCDEF 5 Bright
ELK1 G 14 Bright
Loop
Use:
TNT1 A 0 A_TakeInventory("IceSpellInv",1)
TNT1 A 0 A_TakeInventory("FireSpellInv",1)
TNT1 A 1 A_GiveInventory("ThunderSpellInv",1)
Stop
}
}
ACTOR ThunderSpellInv : Inventory
{
-INVENTORY.INVBAR
States
{
Spawn:
NULL A 0
Stop
}
}
Actor SpellBreaker : CustomInventory
{
Inventory.Icon "SPELICN4"
Inventory.PickupMessage "Spell Breaker"
Inventory.PickupSound "misc/p_pkup"
Inventory.Amount 1
Inventory.MaxAmount 1
+NOGRAVITY
+FLOATBOB
+INVENTORY.PICKUPFLASH
+INVENTORY.INVBAR
+INVENTORY.FANCYPICKUPSOUND
Inventory.DefMaxAmount
States
{
Spawn:
UNSP A 1
Loop
Use:
TNT1 A 0 A_TakeInventory("IceSpellInv",1)
TNT1 A 0 A_TakeInventory("FireSpellInv",1)
TNT1 A 0 A_TakeInventory("ThunderSpellInv",1)
TNT1 A 1 A_PlaySound("UNSPELL")
Stop
}
}
What did I do wrong????? Please help me
Thank you,
JohnCook1994
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