Hexkin thread. (mark 1)

A place to post your add ons and ideas for them

Moderator: Moderator

Message
Author
trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: Hexkin thread. (mark 1)

#16 Post by trenggiling »

*sigh* That still doesn't help me with uploading it...
The steps seem simple enough, but it just won't work. :cry:

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Hexkin thread. (mark 1)

#17 Post by astralInferno »

Silly question, you have turned it on in the addons screen, right?
You have both an init.lua file naming the addon, and a load.lua file in hooks listing all the files its meant to have? (Not literally all)

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Hexkin thread. (mark 1)

#18 Post by HousePet »

More importantly, do you have the addon developer tools enabled in the addons screen?
My feedback meter decays into coding. Give me feedback and I make mods.

trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: Hexkin thread. (mark 1)

#19 Post by trenggiling »

Okay, now I feel stupid... again...
I had disabled all the other addons, because I didn't want to cause any trouble.
If I had just taken the time to read them... anyway, hexkin V'0.05 is now on the site!
http://te4.org/games/addons/tome/hexkin

trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: Hexkin thread. (mark 1)

#20 Post by trenggiling »

V'0.06 is out.

Fix a bug where the icons for "paws and claws" and "rebound" weren't showing up.
Some descriptions have been added to a few things, but they still don't do anything.
The fill in speed has been reduced to 50%

Post Reply