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Found 2 results

  1. Hello, I've only been playing for about a week, but I have logged over 100 hours of game play thanks to our Shelter In Place order. During that time I have noticed that there are a few naming conventions that are mixed and make sorting items a bit annoying. I understand these are small changes, but making them would add polish: -Have all books titled either Beginner's Mechanics, Intermediate's Mechanics (etc.) or Mechanics for Intermediates, Mechanics for Advanced (etc.) -Have seed packets named "Seed Packet (Strawberries)" "Seed Packet (Carrots)", etc. for sorting purposes. -Change "Dirty Rag"/"Ripped Sheet" to "Ripped Sheet (Dirty)"/"Ripped Sheet" or OR "Rag (Dirty)"/"Rag" -Change "Dirty Bandage" to "Bandage (Dirty)" -Change "Sanitized Bandage" to "Bandage (Sanitized)" -Sugar, rice, powdered milk and some other foods are categorized as "Items" instead of "Food" -When foraging, the window that pops up currently says "Scavenge". Change that to "Forage" -Change the map names to the format: "Map of Rosewood" instead of "Rosewood Map" I'm sure there are more little continuity issues, but those are the few that strike me most often. Happy surviving! -Maleficus
  2. Hello. I'm a little surprised this isn't floating around on here somewhere.... I've seen bits about adding context menus, but not something for weapon renaming specifically. I figured, since we can rename bags and evolved recipe dishes, it's pretty much already in there and just needs a bit adding for weapons. And here it is This will enable renaming weapons in inventory context menu, just like bags. Go forth and give that hammer you've been swinging around in the Exclusion Zone for 2 months a special name I expect renamed items should continue to work fine for recipes, as the display name is what's being changed, not the underlying ID. Bit of a disclaimer: - I've not personally tested in multiplayer, either hosted or joined, but it's been commented that it works, however. - I've not personally tested with renaming weapons from mods, but that's also been commented to work. I expected it would, it operates against hand weapon items after all. Credit / References: - Indie Stone, of course. Basically, I've adapted relevant bits of the base ISInventoryPaneContextMenu.lua. - I referred a bit to RoboMat's Creating Inventory Context Menus tutorial and MisterInSayne's Giving custom options to items when you right click them thread. Download the mod file .7z archive from here; or Copy paste the below, or attachment, into a mod media/lua/client folder; or It's on Steam Workshop as well. ---------------------------------------------------------------------------------------------------------- ISInventoryRenameWeapon = {}; require "ISInventoryPaneContextMenu" ISInventoryRenameWeapon.createMenu = function(player, context, items) local canBeRenamedWeapon = nil; for i, v in ipairs(items) do local item = v; if not instanceof(v, "InventoryItem") then item = v.items[1]; end if instanceof(item, "HandWeapon") then isHandWeapon = item; canBeRenamedWeapon = item; end end if canBeRenamedWeapon then context:addOption(getText("Rename weapon"), canBeRenamedWeapon, ISInventoryRenameWeapon.onRenameWeapon, player); end end ISInventoryRenameWeapon.onRenameWeapon = function(weapon, player) local modal = ISTextBox:new(0, 0, 280, 180, getText("Change item name"), weapon:getName(), nil, ISInventoryRenameWeapon.onRenameWeaponClick, player, getSpecificPlayer(player), weapon); modal:initialise(); modal:addToUIManager(); end function ISInventoryRenameWeapon:onRenameWeaponClick(button, player, item) if button.internal == "OK" then if button.parent.entry:getText() and button.parent.entry:getText() ~= "" then item:setName(button.parent.entry:getText()); local pdata = getPlayerData(player:getPlayerNum()); pdata.playerInventory:refreshBackpacks(); pdata.lootInventory:refreshBackpacks(); end end end Events.OnPreFillInventoryObjectContextMenu.Add(ISInventoryRenameWeapon.createMenu); ISInventoryRenameWeapon.lua
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