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a quick question related to spell names

Discussion in 'Modding' started by zellking, Jun 8, 2012.

  1. zellking

    zellking Member

    I am creating a mod to learn how to create mods called hobo power (if anyone else has done something similar, sorry!), and to test out the spells I have been putting them onto the first move, called hobo defence, which is automatically renaming them hobo defence. is there any way to stop that?
    if that didn't make any sense, the move is called acid_burp in the skilldb, but when you mouse over it in game, its called hobo defence.
     
  2. Kazeto

    Kazeto Member

    Well, there is one thing I can say.

    When you "put the spell on the first move", you aren't making the first move into that spell, but merely making it so that activating said "move" triggers the spell effect of that name. That being said, the powers that you are using are not spell effects, but skills that merely trigger said effects, and thus the description will come from the skill and not from the spell.

    You can circumvent that by making another skill of the same tier as "Hobo Defence" and giving it an appropriate description, as it is possible for a skill tier to add two or more activated skills (one of the other modders explained how to do that in one of the other threads, but it's fairly simple if you know what you are doing).

    Also, good luck with your mod.
     
  3. zellking

    zellking Member

    I couldn't find the thread myself after looking around, Any idea who wrote it?
     
  4. Kazeto

    Kazeto Member

  5. zellking

    zellking Member

    well, after testing around with a few different methods using the style mentioned in this thread doesn't work
    probably because (sorry I forgot to mention this) hobo defence refers to the bonus achieved when you pick the skill line, while acid burp refers to the spell itself, which is broken too (another matter, working on it)
    since im clearly bad at explaining today (more then usual), I am putting the skill and spell xmls as a attachment so you can see what It is I was doing clearer, if it looks a mess or anything, my bad, im new to this.
     

    Attached Files:

  6. mining

    mining Member

    Few pointers:

    Make sure to give everything an icon, even spells you don't see - game is picky.

    Also, use debug mode, its your friend.
     
  7. zellking

    zellking Member

    im guessing them two are issued towards the fact I mentioned the spell doesn't work.
    that problem was a simple spelling error, didn't even need debug mode.
    but the main question is simply whether or not you can have 1 spell with a different name to the skill it is attached too.
    realised I can do without it, but it would still be nice to know if its possible, and if so, how.
     
  8. mining

    mining Member

    You can, under the ability:

    <ability name="Tiger Hug" icon="skills/manmountain5l.png" skill="6446" level="4">
    <description text="Normally this would be a bear hug, but you have tiger blood. Its why you win."/>
    <primarybuff id="0" amount="8" /> <!-- BUR -->
    <primarybuff id="2" amount="-8" /> <!-- NIM -->
    <spell name="Hflargle Hug"/>
    </ability>
     
  9. zellking

    zellking Member

    whenever I do it using that method, it calls the spell the ability name, rather then its spell name (in-game)
    <EDIT>
    never mind, pretty sure i found what i was looking for in the modding requests section, (by kazeto actually)
    make it possible for buffs and spells to have a name different from its ID
    so unless thats changed, can this be deleted?
     
  10. mining

    mining Member

    Ok, here's what you need to do (using Fax's luxuriously well documented Ex Em El as an example)

    <ability name="Arcane Strike" icon="sprites/skills/spsw/arcane_strike64.png" skill="209" level="1" >
    <description text="By reaching into your elemental self, you can draw forth some of that energy and use it to damage an opponent. This is not without cost: your ability to do this is limited by your mana pool." />
    <spell name="Haha Strike" />
    <secondarybuff id="15" amount="1" />
    </ability>

    <spell name="Haha Strike" type="adjacent" attack="1" icon="sprites/skills/spsw/arcane_strike32.png" >
    <requirements mp="8" savvyBonus="0.33" mincost="3" />
    <effect type="trigger" spell="Haha Arcane Strike Effect" />
    <anim sprite="sprites/sfx/null" frames="2" framerate="100" />
    <description text="By reaching into your elemental self, you can draw forth some of that energy and use it to damage an opponent. This is not without cost: your ability to do this is limited by your mana pool." />
    </spell>

    Edit: First one in skillsDB, second one in spellsDB.
     
  11. mining

    mining Member

    e.g. from XP2:

    <ability name="Baromatic Pulse Device" icon="skills/sonic_cannon64.png" skill="42" level="1" >
    <spell name="Sonic Blast"/>
    <description text="You've created a sonic projector which allows you to unleash a focused concussing projectile toward a single target. This weapon deals more damage as your tinkering proficiency improves."/>
    </ability>

    <spell name="Sonic Boom" type="target">
    <effect type="damage" blastingF=".34" primaryScale="5" affectsCaster="1" /> <!-- savvy -->
    <anim sprite="sprites/sfx/impact_blast/impact_blast" frames="5" framerate="80" centerEffect="1" sfx="blast"/>
    </spell>
    <spell name="Sonic Boom2" type="target">
    <effect type="damage" blastingF="5" secondaryScale="20" affectsCaster="1" /> <!-- tinkering -->
    <anim sprite="sprites/sfx/blastB/blastB" frames="4" framerate="80" centerEffect="1" sfx="teleport_short"/>
    </spell>
    <spell name="Sonic Boom3" type="target">
    <effect type="damage" blastingF="5" secondaryScale="20" affectsCaster="1" /> <!-- tinkering -->
    <anim sprite="sprites/sfx/boulder_hit/boulder_hit" frames="6" framerate="80" centerEffect="1" sfx="earth"/>
    <effect type="knock" resistable="0"/>
    </spell>

    <spell name="Sonic Blast" downtime="30" type="missile" icon="skills/sonic_cannon32.png" wand="0">
    <effect type="trigger" spell="Dazed"/>
    <effect type="damage" blasting="10" affectsCaster="1" />
    <anim sprite="sprites/sfx/celestialring/celestialring" frames="6" framerate="20" sfx="hex_missile" centerEffect="1"/>
    <impact sprite="sprites/sfx/impact_piercing/impact_piercing" frames="3" sfx="blast" framerate="150" centerEffect="1"/>
    <effect type="trigger" amount="1" affectsCorpses="0" spell="Sonic Boom" />
    <effect type="trigger" amount="1" affectsCorpses="0" spell="Sonic Boom2"/>
    <effect type="knock" amount="2"/>
    <effect type="trigger" spell="Heat Exhaust "/>
    <description text="The sonic blast shocks and disorients its victims, reducing their ability to defend themselves against all attacks." />
    </spell>
     
  12. zellking

    zellking Member

    once again, not quite what I meant, as both examples show the spells name (in game) as the abilities name rather then a specific one. pretty much guessing its impossible.
     
  13. Kazeto

    Kazeto Member

    What he wants is for the "skill" that you activate to use the "spell" to have the name "spell" had and not the name "skill" had, mining.

    And yes zelking, it is possible. Just give your skill tree two skills on that tier, the first one with all the original bonuses, and the second one with the spell trigger and appropriate name. The skill's description is what the first instance has, so you'll be able to change the names of the second instance to your liking.
     
  14. zellking

    zellking Member

    woops, i believed it fixed it for a minute there, but the second skill is still replacing hobo defence.
    Heres what i did for the second skill.
    <ability name="acid burp" icon="sprites/hobo_defence.png" skillname="hobo" level="0">
    <spell name="acid_burp"/>
    <description text="With your improved stomach control you are capable of throwing up some of your more questionable meals onto the enemies. WARNING, due to a lack of cleaners, this acid may last a while."/>
    </ability>
     
  15. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    It's replacing because you have level="0", instead of level="1".
     
    Kazeto likes this.
  16. zellking

    zellking Member

    doing so creates it as a new skill, rather then the spell for that skill level, which is what im trying
    exactly what im looking for here -
    a method to add a spell called acid burp (so it says that on the spell bar) to the first skill of the skill tree, known as hobo defence.
    pretty much guessing its impossible to name the spell (in-game)something different from the skill by now though.
     
  17. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Code:
    <ability name="Hobo Defense" icon="sprites/hobo_defence.png" skillname="hobo" level="0">
    <spell name="acid_burp"/>
    <description text="With your improved stomach control you are capable of throwing up some of your more questionable meals onto the enemies. WARNING, due to a lack of cleaners, this acid may last a while."/>
    </ability>
     
  18. zellking

    zellking Member

    once again (unless im completely missing something), that completely overwrites the original hobo defence, meaning the first of two possiblities I've seen when working on this.
    complete overwriting or spell name being incorrect .
     
  19. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    You ARE missing something.

    You do not need to put <spell= /> into its own ability. The reason it's overwriting is because you have Hobo Defenses as its level 0 ability:
    Code:
    <ability name="Hobo defences" icon="sprites/hobo_defence.png" skillname="hobo" level="0">
      <description text="Having spent many years sleeping on the street, you are naturally more resistant to certain forms of nature, although your health condition would probably cause a doctor to cry."/>
      <primarybuff id="2" amount="1"/> <!-- Nimbleness -->
      <primarybuff id="3" amount="1"/> <!-- Caddishness -->
      <primarybuff id="4" amount="1"/> <!-- Stubbornness -->
      <secondarybuff id="0" amount="-10"/> <!-- hp -->
      <secondarybuff id="13" amount="-1"/> <!-- hp regen -->
      <resistbuff hyperborean="1"/>
      <resistbuff existential="1"/>
      <resistbuff toxic="2"/>
      <resistbuff putrefying="1"/>
      </ability>
    And then also have acid belch as a different level 0 ability:

    Code:
    <ability name="acid burp" icon="sprites/acid_throw.png" skillname="hobo" level="0">
      <spell name="acid burp"/>
      <description text="due to having a better control of your stomach, you are capable of throwing up acid at your opponents."/>
            </ability>
    if you want to give the hobo defenses as passives AND give the acid burp as an active spell, you do this:

    Code:
    <ability name="Hobo defences" icon="sprites/hobo_defence.png" skillname="hobo" level="0">
      <description text="Having spent many years sleeping on the street, you are naturally more resistant to certain forms of nature, although your health condition would probably cause a doctor to cry."/>
      <primarybuff id="2" amount="1"/> <!-- Nimbleness -->
      <primarybuff id="3" amount="1"/> <!-- Caddishness -->
      <primarybuff id="4" amount="1"/> <!-- Stubbornness -->
      <secondarybuff id="0" amount="-10"/> <!-- hp -->
      <secondarybuff id="13" amount="-1"/> <!-- hp regen -->
      <resistbuff hyperborean="1"/>
      <resistbuff existential="1"/>
      <resistbuff toxic="2"/>
      <resistbuff putrefying="1"/>
      <spell name="acid burp"/>
      </ability>
    That's all. It will pull the spell's information (the icon and what it says when you hover over the icon in your skill bar) from spellDB, not from skillDB.
     
  20. zellking

    zellking Member

    [​IMG]
    The names still coming from skills, it seems.
    also should mention that's pretty much what I started with when I first started the thread.