You can’t change the name of any files, with the exception of the class name
leper.sprite.attack_chop.atlas –> scrapper.sprite.attack_hack
So… the file has to remain named: scrapper.sprite.attack_chop………… you can change the art in the anim file but not the anim/skel/atlas names.
changing attack_chop to attack_hack will not work.
EDIT:
Your next question is probably, “well how do I make my own skill names?”You do that through the localization file as well as the heroes .art and .info files. The skill name in ” ” will be the name of the skill, but the anim remains named the default name. If you check out the leper’s .art file you can see attack_chop, attack_hew, are the names of the animations.
The exception to this is if you are making a completely new class in Spine…. for which I would wish you luck. As no one has succeeded in doing that yet.
Oh yes, I should have specified I’ve edited the other bits (heroes/…, localization/, raid/…, upgrades/) as per seeing how folks like scorp and actionjack have done on mods like the Pit Fighter, Mesmer, and Maiden. As far as I know, if you do NOT edit the .art and .info files, the class won’t show up at all in the stagecoach anyway.
At least I know the error should not be from the .SKEL file needing some name inside it to be renamed to match things. Cuz that would suck. Now I wonder if it’s something more fiddly, like the game not liking my changing the attack_intimidate png/atlas/skel to a defend animation. I have NO idea why that would be so, since I’ve gone over everything countless times and it all looks consistent… I may have reached a point where I’ve looked it over so many times I’m just not seeing the tiny out of place tidbit – that happens in proofreading for sure. Later, I’ll zip it up and attach it on here if anyone wants to take a look.
(Fun fact: originally I was thinking of using the cultist brawler’s claws for animations, but since that would require custom SKEL stuff, I just went with Leper Broadsword.)