Data entry needed: Feats & skills

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Ronan
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Post by Ronan »

Looked over the tlk, and everything looks fine. Aftering looking about at some more scripts, I think we should go ahead and add the perform skills. We can easily code the bardsong ability to use the highest possible bardic perform skill available, and the rest will be used for RP, and PRC requirements.

I'll get with spider on the profession skills, and see what he says.
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darrenhfx
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Post by darrenhfx »

Sounds great. I'll finish up the perform skills and wait to hear back regarding the professions.
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darrenhfx
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Post by darrenhfx »

Ronan could you lay out for me how you want the columns set up for the skills.2da? If you could give m an example to work from like you did for the .tlk it would speed things along greatly.

Much thanks
Last edited by darrenhfx on Wed Oct 25, 2006 2:46 pm, edited 1 time in total.
Ronan
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Post by Ronan »

darrenhfx wrote:Ronan could lay out for me how you want the columns set up for the skills.2da? If you could give m an example to work from like you did for the .tlk it would speed things along greatly.

Much thanks
The best examples are the existing skills, though the meaning of some columns does look ambiguous.
  • Name: TLK line entry for the skill's name. Don't forget you can use control-U in TlkEdit to toggle a TLK entry between the main dialog.tlk and the custom tlk file.
  • Description: TLK line entry for the skill's description, should be the name + 1 generally.
  • Label: Just enter the name of the skill here. This has no effect on anything, its just there so the 2da is more readable.
  • Icon: Use the icon of another, already-listed skill that you think matches the one the closest. We can change these later if more icons become available.
  • Untrained: Whether or not the skill can be used untrained, ie take it from the SRD.
  • AllClassesCanUse: Whether or not every class can put ranks in the skill. I think this is 1 for all the stuff we are adding.
  • Category: Leave ****
  • MaxCR: Leave ****
  • Constant: Like the others, make it SKILL_ plus the skill's name.
  • HostileSkill: Set to 0
  • CosmopolitanFeat: These don't seem to match up with anything which makes sense at the moment. So leave it blank for now.
  • IsAnActiveSkill: set to 0
  • ToggleMode: Leave ****
  • PlayerOnly: Set to 0, actually set this whole column to 0, across all skills.
  • REMOVED: Obviously 0, except for the skills we are removing.
Lemme know if you have other questions.
Last edited by Ronan on Wed Oct 25, 2006 9:31 pm, edited 1 time in total.
Ronan
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Post by Ronan »

For the cls_skill_*.2da files, start at line 100 as well. You basically just give all the newly-added skills their label, enter their line number in skills.2da, and set whether or not that skill is a class skill. There are a lot of classes and PRCs, so I suggesting adding all the skills to one cls_skill_*.2da and then cut-pasting them into the other ones.
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darrenhfx
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Post by darrenhfx »

Will do, thanks.

I'll continue to send files occasionally just to make sure that I'm on the right track.
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Post by darrenhfx »

Apologies but I haven't moved things ahead much this week since I've been working extra hours and have been busy getting applications off so I'll have a program to start next fall. Things should ease up after mid-week.

D
Ronan
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Post by Ronan »

Its no problem. The base resource creatuers rarely use RP skills anyways, so their absence is not any sort of barrier to getting them created.
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darrenhfx
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Post by darrenhfx »

Sorry for my extreme n00bishness but do the changes I make to the skills.2da file only reflect either the new skills we are adding or the skills we are disabling? That is to say that I don't have to recreate the entire list of skills, just update and rename the current one to reflect additions or disabled skills plus the address in the tlk file?

What is the function of the tlk file anyway?

(fellow tech-n00bs can learn along with me)
Ronan
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Post by Ronan »

darrenhfx wrote:Sorry for my extreme n00bishness but do the changes I make to the skills.2da file only reflect either the new skills we are adding or the skills we are disabling? That is to say that I don't have to recreate the entire list of skills, just update and rename the current one to reflect additions or disabled skills plus the address in the tlk file?
Yes, just alter the current one. Use the REMOVED column to remove skills, and add new ones starting at line 100. You should only need to change the description TLK refence on the skills we are altering.

2da info:
http://ccg.dladventures.com/index.php/2DA
What is the function of the tlk file anyway?
It just stores text of different languages. Each TLK reference in the 2das (usually names and descriptions) points to a TLK line number. So each TLK line can reproduce something in NWN in a variety of languages, but in ALFA we only care about english.

TLK info:
http://ccg.dladventures.com/index.php/TalkTables
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darrenhfx
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Post by darrenhfx »

Version 1 of skills.2da off to Ronan for review. The pace will pick up on this little project now that I'm free of some RL hurdles.
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Post by Ronan »

ok, the skills 2da looks good. The string references aren't set to the custom tlk, but I can do that with TlkEdit.exe easily (you just hit control-U to toggle a normal/custom tlk reference). They should also be moved down to start on line 100, with padding between the OE skills and ours. I'd also make sure excel can convert the tab-delimited file back into the 2da format (which is 4 spaces or something).

Then the next step is the class-skill 2das, cls_skill_*.
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Post by darrenhfx »

I have a v1.1 for skills.2da, I forgot to check to which icons we were adding so I've updated accordingly.

I'll send it along after I get a few of the class-skills files.
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Post by Ronan »

Hey, please don't email them, but upload them to:
ftp://alfatech:moonblade@ftp.alandfaraw ... da/skills/

Thanks.
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Post by darrenhfx »

Ok will do. The Excel format is a no go, so I reformated.

Are we using all PRCs available in the new game?
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