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Adding new levels to existing skills

Discussion in 'Modding' started by Bohandas, Jun 25, 2012.

  1. Bohandas

    Bohandas Member

    I'm writing a mod that adds new levels to all existing skills from the core game - nothing very advanced in the way of new abilities, just something to allow all builds to level up the same number of times - but I've run into a bit of a snag.

    The mod works fine with some skills, but the new levels are absent for others, and I can't figure out any difference between the ones that work and the ones that don't . If anybody can figure out what I'm doing wrong with the rest of them I would appreciate it. A file containing the mod is attached to the thread,

    For those of you who want to help me figure this out but for whatever reason don't want to download the mod here are examples of an entry that works and an entry that doesn't

    This works:
    <bloodmagicSkills>


    <ability name="Advanced Hematic Studies 1" icon="skills/skill_bloodmagic.png" skill="23" level="5">
    <description text="Advanced Studies"/>
    <primarybuff id="5" amount="1" /> <!-- savvy -->
    </ability>
    <ability name="Advanced Hematic Studies 2" icon="skills/skill_bloodmagic.png" skill="23" level="6">
    <description text="Advanced Studies"/>
    <primarybuff id="1" amount="1" /> <!-- sagacity -->
    </ability>
    <ability name="Advanced Hematic Studies 3" icon="skills/skill_bloodmagic.png" skill="23" level="7">
    <description text="Advanced Studies"/>
    <primarybuff id="5" amount="1" /> <!-- savvy -->
    </ability>


    </bloodmagicSkills>

    But this doesn't:


    <fleshshaping skills>

    <ability name="Advanced Meat Studies 1" icon="skills/skill_fleshshaper.png" skill="15" level="6" >
    <description text="Advanced Studies"/>
    <primarybuff id="4" amount="1"/> <!-- stubborness -->
    </ability>
    <ability name="Advanced Meat Studies 2" icon="skills/skill_fleshshaper.png" skill="15" level="7" >
    <description text="Advanced Studies"/>
    <resistbuff necromantic="1" />
    <secondarybuff id="0" amount="1"/> <!-- health -->
    </ability>

    </fleshshaping skills>

    (And yes, I know that they don't include the same number of abilities; flesh shaping already had a level 5 ability. That's the kind of inequality that this mod is intended to correct)
     

    Attached Files:

  2. Syphonix

    Syphonix Member

    I'm not sure this would even have an impact, but do these tags:

    <fleshshaping skills>

    </fleshshaping skills>

    match up with the original SkillsDB.xml? It seems like they wouldn't have a space. This many not even matter but it's all I can see.
     
  3. Kazeto

    Kazeto Member

    I recommend using underscores for this one. And yes, you can't use spaces.
     
  4. Essence

    Essence Will Mod for Digglebucks

    Actually, those tags are superfluous and are being removed in the next patch. Just skip them.
     
    Kazeto likes this.
  5. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Tangentially related: "Hematic" studies would be studying hematite (or blood in poorly translated Greek). You're looking for "haematic" or "haemic" (CF: "Haematic Phylactery").
     
  6. Kazeto

    Kazeto Member

    Actually, "hematic" is acceptable for people in US. The thing is, since most things in the game use Canadian/British/whatever spelling, and the word "haematic" is already being used, some would think of "hematic" to be out of place.
     
  7. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Just because American English says it's okay doesn't mean its correct. (Says the American :p)
     
  8. Kazeto

    Kazeto Member

    You aren't American, Fax. You are just... Fax.

    But I digress. The point is, though the word having already been used with a different spelling is a reason not to use another spelling for the same word, in a roguelike game making up words to get the desired audience effect is something that can't really be called bad.
     
    OmniNegro likes this.
  9. Syphonix

    Syphonix Member

    Yeah I was 95% sure those tags were useless but was thinking that the spaces were making it throw a fit regardless.
     
  10. Bohandas

    Bohandas Member

    "æ" and its derivatives (including "ae") are deprecated
     
  11. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Tell that to a linguist.
     
  12. Bohandas

    Bohandas Member

    Anyway, it might be helpful to look at the whole mod (attached to the first post)

    The following are the skills that work:
    Vampirism
    Ley Lines
    Blood magic
    Magic Training

    All of the others don't work
     
  13. Bohandas

    Bohandas Member

    This tag definitely does not match the core skillsDB, but, as Essence said, the tag doesn't actually do anything. I simply included it to keep track of what was what; furthermore I have others that also don't match the equivalent tag in (core) skillsDB that DO work
    What will þey ſay if I tell þem?
     
    OmniNegro likes this.
  14. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Well played, sir.
     
  15. OmniaNigrum

    OmniaNigrum Member

    Off topic I know, But Fax has no nationality. He is some sort of Space-Alien. The voices in my sock drawer told me so. :p

    Having studied a little of many languages, I can tell you that there is *NO* real correct language or usage thereof. I try to avoid using contractions myself. Not because I do not understand them, but oddly people presume you are more intelligent if you never say things like "can't" when "cannot" works just as well.

    I have spoken to several real linguists that told me that the best advice they can give someone about choosing their words is that if you can say what you want with less words, you should.

    For example, if I wanted to tell someone "Today was a very hot day." It would almost always be better to simply say "It was hot today." and let them decide if then need or want more details about how hot it was.
     
    Kazeto likes this.