Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1) The bar still says "Embermage" instead "Thaumaturge Charge Bar"
2) You start with zero skills, and it is kinda weird compared to almost all the chars and mods, you should enable at least 1 skill point even forced on beggining like the standard
3) Skill icons from "Spells" are coloured even when not unlocked, you could try to change it to gray scale until you put a point on them to unlock
Guilty44: :D TSW FTW!!!
Sorry about the lack of updates; I'm still plodding through, fixing as I go.
Hopefully this can give you a good idea on how to do this.
For testing, building the mod and going ingame with it is the best and most sure way.
Now, open GUTS and go to the Skill editor. In here, find your Fission Strike skill ( it will be in a different place in the list because we changed the file's location ) and use the right panel to edit the text/coding/magicalness.
In here change all instances of:
<STRING>FILE:media/skills/berserker/gutpunch/warmup.layout
<STRING>FILE:media/skills/berserker/gutpunch/gutpunchmove.layout
<STRING>FILE:media/skills/berserker/gutpunch/gutpunchdamage.layout
to
<STRING>FILE:media/skills/thaumaturge/fissionstrike/warmup.layout
<STRING>FILE:media/skills/thaumaturge/fissionstrike/gutpunchmove.layout
<STRING>FILE:media/skills/thaumaturge/fissionstrike/gutpunchdamage.layout
****Before we do this, close GUTS for a moment****
To begin with, let's create a new folder in " Skills " named after the class.
So have a folder structure like " media/skills/thaumaturge/ " in your mod directory.
Now let's use Fission Strike as an example. (still in your mod directory) go to " media/skills/berserker " and cut " fissionstrike " - Then go to " media/skills/thaumaturge " and paste " fissionstrike ."
Confirm that inside this folder you have both fissionstrike.dat and fissionstrike.dat.bindat . So to clarify, these two files should now be sitting in " media/skills/thaumaturge/fissionstrike ."
Sir Williamson: You rock, I really appreciate you giving it a good poking. That is now all on my to-do list; expect an update covering that stuff later tomorrow.
I've also been learning how to add additional levels to cloned-spell skills, like Zaraguin's Sting and Call of the Ghede...I think all I need to do now is figure out how to add Tier bonuses to them, and all will be gravy. So expect those to be fleshed out soon as well.
Just don't be upset if it seems a little buggy.
So right now in your base.dat you have skills that look like this:
[SKILL]
<STRING>NAME:FISSION STRIKE
<INTEGER>LEVEL:0
[/skill]
you want those to look like this:
[SKILL]
<STRING>NAME:FISSION STRIKE
<INTEGER>LEVEL:0
<INTEGER>LEVEL_REQUIRED:1
[/skill]
I will get back to you if I can see anything else happening there.
A common mistake is to have the paths set as "mymod/media/skills/class/skill/skill.layout" where it should just be "media/skills/class/skill/skill.layout" - This is just a common thing that I figured I would mention. In the above scenario it would work fine for you as you actually do have the correct directory sitting there (your working files will be loaded) but others only have the .mod file (which sits at the base /media/ level).
Just a quick mention there, always ensure you clone a skill and don't just point to the originals - Though I assume you already did that right ;)