Hello everybody !!! First: thank you (ALL OF you), it is a wonderful work... Second: I did not come here for congrat' (not only), I have a little problem... I had the stupid idea to start modding, because I love to...understand how stuff works... Here is the prob: I made a spell with a timer (the idea was to disable 20 turns), but it appears with a 21 timer that does not decrease... Well, actually it does decrease, if I change skill to another and then reselect my spell (but then it is enabled immediatelly, and THEN the timer will decrease the "normal" way) The spell: OKi, i'll admit, the texts are dumb, and I butchered some vanilla spells to make this one... Any ideas ??? I hope it is not a dumb question, or a really often asked one... I am not really familiar with forum search...
The only thing that looks a little strange to me is the: stacksize="1" [edit: at least without allowstacking] I believe [though I've been wrong before] you're looking for allowstacking="0" to indicate that you can't stack the buff. Is the skill on the bar showing 21 downtime and not decreasing or is the buff showing with 21 turns and not decreasing? I am not clear from your description of the issue.
tried both, one, the other: not a change... Sorry... It is a neverending issue of mine... The buff lasts as intended (10 turns, or whatever I choose the "'time' parameter to be) BUT !!! (grrr...) the skill bar shows a greyed icon with 21 (or 'downtime +1', depending on 'downtime') on it. If I choose a new skill, then swap back to my spell, I can use it immediately (the first time... after that, it plays "normal", as far as my playtester skills have shown) It is the ONLY ONE problem I found so far (apart from my lack of idea FOR THE MOMENT )... the skill bar acting wacko... except that, everything is working as intended ?
Nothing that I can see in the snippet you provided should be doing that. That leads me to believe they may be an issue with the skillDB section, or possibly you have two spells named the same in your spellDB? If you could post the skill snippet, or even zip up the mod and post the whole thing I'll be happy to test it out and see if I can get it running better for you. *edit* You could always try completely removing the downtime portion and seeing if it changes behavior... at least for testing.
I came to the same conclusion about the skillDB... but for the spellDB, it has ONE spell in it (guess which one ???) T'would be great... but, please, do not laugh when you read it: first steps, testing, skeleton of a mod, etc. etc. etc. I'll try it... testing is oki... the whole "mod" as it is IS a test... Edit: wrong files uploaded... Did I say I AM left handed ???
Sorry for the doubleposting... I tested the mana-costed version: it now works like a... mana-costed version... P.S.: I uploaded the real files(do not ask me how I got it wrong... )!
Couple things I'd recomend: use a skill ID. Daynab has a nice list over at:http://community.gaslampgames.com/threads/completed-mods-index.1951/ *edit* I got it running with this version here: Code: <skillDB> <skill name="True Warrior" id="50501" type="warrior" description="WiP..."> <art icon="skills/truewarrior.png"/> <loadout type="potion" subtype="Potion of Healing" always="1" amount="2"/> </skill> <ability startSkill="1" name="True warrior tree" icon="skills/truewarrior.png" skill="50501" > <description text="Still WiP..."/> </ability> <trueWarriorSkills> <ability name="TW skill0" icon="skills/tw1.png" skill="50501" level="0"> <secondarybuff id="0" amount="5"/> <description text="text"/> </ability> <ability name="TW skill1" icon="skills/tw0.png" skill="50501" level="1"> <spell name="TW spell1"/> <description text="text"/> </ability> </trueWarriorSkills> </skillDB> <spellDB> <spell name="TW spell1" downtime="1" type="self" icon="skills/tw0.png"> <buff useTimer="1" time="10" allowstacking="0" icon="spells/twspell64.png" smallicon="spells/twspell32.png"> <secondarybuff id="2" amount="2"/> <secondarybuff id="10" amount="2"/> </buff> <description text="blah blah blah"/> </spell> </spellDB> Someone else may have to answer this, but I was able to get it to work IF I put the skill in slot 1. When it was in slot 0 the downtime counter never counted down.
Oki... Hmmm.. Is it something I choose (if so, I take 11811 IF it is available...), or do I have to ask a guru-style member, or any other thing I did not think about ??? (I DO want to make it the right way...) On one hand, it makes me "happy": my comp' is not possessed by the Great Evil to prevent me from modding... on the other hand... it is just weird... Some more testing is waiting , I guess... Thank for all your time...
You can do whatever you want, but if you pick an ID that's not on that list it will play nice with everyone else's mod. =)
It seems to be a bug with the most recent build, i.e. you could have <spell name="Foo" type="self" downtime="1"/> and this would still happen.
Greaaat... now all mods I use have the same "feature"... Sorry...for the smiley madness... but seriously: That is a general bug with the game, you mean ???