Disabling skills

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BerserK

Regular
So what I want is to make mod without horses. I have already removed horses from troops and merchants all around the game. Now I want to remove riding and horse archery from character skills. As I open module.skills.py I see:
插入代码块:
# The effects of these skills can only be removed if the skill is disabled with sf_inactive flag.
So I add sf_inactive to riding and horse archery and no errors shown up. When I went in my mod to play it, there was no riding and horse archery there as I wanted, but when I drag cursor over first 2 skills - ironflesh and power strike it doesn't show info about them and I can't upgrade them even when I have enough str for next level. Also I tried to disable 1 of skills and in that situation only ironflesh bugged. So does anyone knows how to escape this situation?
 
Man sorry for this but i just have to ask you...Are you stupid?
you dont want any horses in the game... ok.... but why the hell would you mess with such things?
I mean if you make a mod like that and tell people there are no horses... for sure Nobody is going to be stupid enough to put riding to 10 and horse archery... BTW i dont like the idea of removing horses... makes the game CHEESY :mrgreen:
 
Because there will be some stupids who will ignore the fact that the mod has no horse and waste the skill points on riding and horse archery. Then the same stupids will come here crying, cursing and ranting.

Please. I'm abit annoyed when people start calling others "stupid" in the first sentence. Besides, the OP has perfectly good point to disable the skills.

Edit: may be in some other modules (script, menu, presentation) where those two are displayed (similar to banners). There might be a counter that was effected. It's a bit late at night, so I can't take a closer look (I'm too sleepy to think clearly anyway).
 
Like SPD_Phoenix explained there WILL be some bunch of people who will ignore fact that there is no horses and so on.. Many times in real life some people surprised me in situation where I think no one would make some kind of mistake and they do it.

What goes for horses. On horseback, even when its set to hardest I can kill very large army by my own. On foot its not that easy and battle is more strategic.
 
I 'disabled' or renamed several skills in my mod by doing the following:

1) create an 'en' folder under the 'languages' folder in your mod
2) create a skills.csv and add text like the following.  By putting a blank space for power draw it doesn't appear in the list and I don't think you can give points into it.  However, there are a few pixels where if you mouse over or click on it perfectly you can see the description, so that is why I added that text.

skl_inventory_management|Cargo Management
skl_inventory_management_desc|Increases ship cargo capacity by +6 per skill level. (Leader skill)
skl_power_draw|
skl_power_draw_desc|Power Draw - this skill is not used


NOTE: Do not rename skill names using the module system.  When a character is exported it uses the skill name and not the skill id (in 0.960 at least), so this can cause problems trying to export/import characters between mods.  This is why I use a skills.csv file to rename/disable skills.
 
Although obviously someone might think that anyone with such a requirement must be stupid, I 100% understand what BeserK wanted. When there is a mod without horses, the associated skill should definitely be removed from the game. Not because there might be anyone training it, but because it simply doesn't fit there and ruins the atmosphere.

HokieBTs solution might work, but it is not exactly what I would call a perfect solution. There is a mechanism to inactivate skills, and obviously, it doesn't work perfectly. I tried setting Riding inactive and had exactly the same problems as described by BeserK.

So I would like to restart that discussion: is it possible to effectively inactivate skills? Setting a skill blank on the screen is not an accurate solution! There is a mechanism to inactivate skills, but it doesn't seem to work. Is there anything to be considered when using it?
 
Sorry for bringing such an old topic up, but it discusses my problem as well, I want to remove certain skills, but doing so results in the above posted problem.

Inserting a blank string like HokieBT does doesn't seem like a good solution, surely after half a year someone has found a solution to this?
If not I wonder why the hell there's a sf_inactive flag we're supposed to use when it causes nasty problems like this. Disabling a skill, should NOT mean disabling another skill! That's like telling someone to give you an apple and they give you a pear!
 
maybe sf_inactive didnt work for M&B original, but i just tested it in warband and i got it to appear to work perfectly:


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and heres the code for it:
("horse_archery","Horse Archery",sf_base_att_agi|sf_inactive,10,"Reduces damage and accuracy penalties for archery and throwing from horseback. (Personal skill)"),
  ("riding","Riding",sf_base_att_agi|sf_inactive,10,"Enables you to ride horses of higher difficulty levels and increases your riding speed and manuever. (Personal skill)"),

i lied, ironflesh and powerstrike appear to not work anymore
 
Maybe you could activate two of the 14-18th reserved skills like that as "cannon fodders", later disable riding and horse archery the normal way (Preferably make a background mesh covering the zeros of the activated skills):
  ("reserved_14","{!}Reserved Skill 14",sf_base_att_str,0,"."),
  ("reserved_15","{!}Reserved Skill 15",sf_base_att_str,0,"."),
 
  ("horse_archery",".",sf_base_att_agi,0,"."),
  ("riding",".",sf_base_att_agi,0,"."),
 
I It will count because you've made the skill null by replacing the 10 with a 0.  There is no other way, this is directly tied to the engine I believe.

<SNIP>

 
:oops:

Well, not until I did this:
627b99bc.jpg

So, I've proven myself in error when I was already correct...

*searches for medicine
 
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