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Games => Telepath Tactics => Topic started by: Kletian999 on May 19, 2015, 06:46:31 AM

Title: Modder's Q&A thread
Post by: Kletian999 on May 19, 2015, 06:46:31 AM
I was thinking it'd be great to have a resource thread for questions future modders might have that haven't been covered in tutorials yet.

The Feedback attack does damage based on lost HP, but I don't see where in the XML file for attacks that logic exists.  Can you explain that?
Title: Re: Modder's Q&A thread
Post by: bugfartboy on May 19, 2015, 08:58:44 AM
If you look in the Atk tag for it, you might notice a selfHealFactor property.  This is the percentage of damage done that gets restored as health. It's limit is your max health, because it doesn't do anything to raise your health cap.

It's worth noting that setting it to a negative number does nothing.

Likewise attacks like Soul Suck use the selfFocusFactor property. Like selfHealFactor it determines the amount of damage or shielding that gets restored as energy.

It's worth noting that you CAN use a negative number with this property to add a variable cost to an attack, such as in Transfer.


If there are any more questions you have, if I can answer them I will. :)
Title: Re: Modder's Q&A thread
Post by: CraigStern on May 19, 2015, 09:11:31 AM
This is a good idea for a thread! I'm stickying it. ;)
Title: Re: Modder's Q&A thread
Post by: Kletian999 on May 19, 2015, 09:39:41 AM
So if I understand, an Attack with the "life drain" property but 0% self heal coefficient becomes an non-healing attack that's damage capped to how much you lost?
Title: Re: Modder's Q&A thread
Post by: bugfartboy on May 19, 2015, 11:22:10 AM
What do you mean by "life drain" property?  There is no such thing. A "vampire" attack such as feedback is simply a regular attack that damages health with a selfHealFactor greater than 0.
Title: Re: Modder's Q&A thread
Post by: CraigStern on May 19, 2015, 12:31:23 PM
The selfHealFactor of an attack is multiplied by the damage the attack does--whatever the product of the damage and the selfHealFactor is, it's added to the attacker's health (up to the attacker's maximum health). If the attack would do more damage than the attacker has health missing, it does only enough damage to bring the attack to max health.

To give an attack this "life drain" behavior, all you have to do is set selfHealFactor to a number higher than 0.
Title: Re: Modder's Q&A thread
Post by: Kletian999 on May 19, 2015, 06:59:05 PM
Feedback doesn't heal the user though (or does it and I've been dumb?)
Title: Re: Modder's Q&A thread
Post by: Thaecrasis on May 19, 2015, 07:09:48 PM
An enemy used it on me once and got healed from it; so I guess it does heal. I've yet to use it myself though
Title: Re: Modder's Q&A thread
Post by: bugfartboy on May 19, 2015, 11:59:51 PM
Feedback does indeed heal it's user based on the damage it deals, which is dependant on how damaged the caster is and what level their Psy Defense is. It's big sister Vengeance is the same way, but it spreads the damage over more spaces (Although it doesn't seem to make an appearance in the main campaign judging from the Attacks.xml file)

Title: Re: Modder's Q&A thread
Post by: Kletian999 on May 20, 2015, 06:40:01 AM
Haha wow, that makes the attack much more fun to use.  Can't believe I missed that.
Title: Re: Modder's Q&A thread
Post by: bugfartboy on June 06, 2015, 08:58:03 PM
I'm having trouble creating a second AI army in a single player campaign.  I've taken a look at several "Vengeance of Emma Strider" battles featuring multiple AI armies, and haven't been able to duplicate it.  Even when I told the map editor to add characters of armies 0, 1, and 2 only 0 and 1 get added to the field come launch time. What am I missing?
Title: Re: Modder's Q&A thread
Post by: CraigStern on June 07, 2015, 12:44:50 PM
Read this yet? http://sinisterdesign.net/tutorial-making-a-telepath-tactics-campaign-part-12/ ;)
Title: Re: Modder's Q&A thread
Post by: bugfartboy on June 07, 2015, 01:27:21 PM
I had forgotten that the tutorial even existed DX.  Well I've got it now, thanks.
Title: Re: Modder's Q&A thread
Post by: CraigStern on June 08, 2015, 08:06:07 AM
No worries. Don't forget, I've posted a Table of Contents for the tutorial series (http://sinisterdesign.net/forum/index.php?topic=1434.msg47824#msg47824), so you should have a thorough reference available for any of the topics I've covered there. :)
Title: Re: Modder's Q&A thread
Post by: SollunarEclipse on August 10, 2015, 06:26:31 PM
Hello All,
I've been trying out the custom single player campaign feature. So far I've been following the tutorial and at Part 5, where it tells you to load your campaign, my intro narration does play out. However, I then get stuck on the loading screen and the battle never actually loads. Anyone know what the problem is?
Title: Loading Issues? Have some troubleshooting tips.
Post by: bugfartboy on August 10, 2015, 06:54:50 PM
Which battle never actually loads?  The map it's supposed to load afterwards?  The only thing I can think of, from personal experience, is an improperly formatted xml file.  It could be anything related to the campaign. 

The first place I'd look is the map you're trying to load.  The fasted way to see if the map itself is broken is to attempt to open it with the Map Editor.  If it opens correctly, then you should be okay.  If not, open it up in your text editor of choice (I use Notepad++) and look it over carefully.  Do you have any unclosed or broken tags?
Correct Examples:
Code: [Select]
    <Dialog branch="0" r="1">
        OnTurn/0/bugfartboy/This is a dialog tag!
        <Reply>.../EndTurn/</Reply>
    </Dialog>

    <Script>My Cool Script
        <Action>AddObjective/Find the bugs!</Action>
    </Script>
Incorrect Examples:
Code: [Select]
    <Dialog branch="0" r=1">
        OnTurn/0/bugfartboy/This is a dialog tag!
        <Reply>.../EndTurn/
    </Dialog>

    <Script>My Cool Script
        <Action>AddObjective/Find the bugs!</Actio
    <Script>

If the map is fine, the next logical place to look is any file you may have changed recently.  This includes:

Again, open it up in your text editor of choice and look it over carefully.  Do you have any unclosed or broken tags?  If so, fix them!  If not, I don't know what to tell you.
Title: Re: Modder's Q&A thread
Post by: SollunarEclipse on August 11, 2015, 07:12:23 AM
Yes the one right after. It's supposed to load the battle in the introduction.xml next battle=''Next Battle". I checked the coding like you suggested for misplaced tags, but it seems all right. I only edited the charclasses, introduction, and my map level, so I didn't mess around much. And I am still on the beginning steps, so even for those,  I mostly copy and pasted what was originally in there as examples (for charclasses).

Although, I do have blank templates in charclasses. Basically, for allies and enemies I have the basic template (all the coding that is similiar like asking for sprite, gender, name, stats, lvl up stats, etc), but most everything within the "" (again when asking for sprite, gender, stats, etc) is blank. This wouldn't mess it up, would it? (I don't actually use those templates in any map. Only in the creation of new characters.)

1st Image-Template I was talking about above
2nd Image- Loading Screen I get stuck on. One time the words Loading... didn't even appear on the bottom, if that makes a difference.
Title: Re: Modder's Q&A thread
Post by: bugfartboy on August 11, 2015, 08:36:54 AM
That would definitely mess it up. You need to either comment your blank entries out (by putting them between <!-- and -->) or delete them entirely. I recommend commenting them out so you still have them available to you.