SkillInfoMod

Good Morning,

I've started work on the SkillInfoMod. A mod that tries to pretty up the description strings for skills, eventually items and citadel upgrades, basically all the descriptive text. Indepth information is currently being kept updated at the Demigod Community Mod site: http://trac.dgmod.com:8080/wiki/SkillInfoMod. At this point in time, the process is relatively straightforward, it is just going to take time to fix strings to make them suitable information. Here is a screen capture to demonstrate an example of what I've done.

Torch Bearer Fire Aura Fix

Ability descriptions are coming along fine, if slow. The current issue at hand is how to handle buff descriptions.Specifically if buff descriptions should contain variables or be hardcoded.

Variable string descriptions include variables that allow the string to be updated when the ability is changed. Looking at my example above you can compare it to the actual text which is:

"Torch Bearer channels the energy of the flame around him, increasing the Attack Speed and Movement Speed of he and his allies.\n\n Torch Bearer\'s and Allies\'s Attack Speed increases by [GetRateOfFire]%.\n\n Torch Bearer and Allies\'s Movement Speed increases by [GetMoveMult]%.\n\n Fire Aura only operates in Fire Form."

GetRateOfFire is a variable that I declared in the abilities file for the Torch Bearer. Now, there are two arguments as I can see it.

1. Buffs are so short in duration, so infrequently viewed, and so frequently generated both to refresh and to add new ones that the cost in system performance is big enough that hardcoding is acceptable in this case.

2. Buffs should contain variables so that later changes do not require changing the buff descriptions.

GPG took the route of hard coding all buff descriptions (but using variables on some ability descriptions, just not all). I'm not sure why. Furthermore the syntax used to create variable ability descriptions doesn't seem to work for buff descriptions. I'm currently looking into why not, but if anyone knows off hand that would be great to know. It may be impossible, which makes this choice easier.

So to the more knowledgeable and perhaps professional viewers out there, what do you think, which argument is best in this case, hard coded buff descriptions or variable buff descriptions.

Also, if anyone wants to help out, there is more information at the webpage.

6,941 views 20 replies
Reply #1 Top

"of he him and his allies"

Reply #2 Top

Oops. How about:

Torch Bearer channels the energy of the flame around him, increasing the Attack Speed and Movement Speed of he himself and his allies.

 

Reply #3 Top

They just didn't want to give specifics about certain skills.

Reply #4 Top

Torch Bearer channels the energy of the flame around him, increasing the Attack Speed and Movement Speed of his team within the range of 20 yards. Full info. ;)

Reply #5 Top

Ptarth, fkn nice mod, i love it.

Reply #6 Top

Nice work, Ptarch.  This will be a very useful mod, especially to people new to the game. 

Man, I am really impressed with how the modders are stepping up to the plate--even before GPG/Stardock provides any sort of official modding support!

Reply #7 Top

I´m sorry, but could you provide a picture before you mod the file and after?

Because I don´t see any difference ^.^

Reply #8 Top

Could you add additional information?

Like

'Venom Spit <description>'

'Warning can be completely removed with: Lord Erebus' Mist ability, Oak's Sheild ability, third form of Sedna's sheild, Orb of Defiance trinket (insert any Ive missed)'

Reply #9 Top

Quoting _Golgoth_, reply 8
Could you add additional information?

Like

'Venom Spit <description>'

'Warning can be completely removed with: Lord Erebus' Mist ability, Oak's Sheild ability, third form of Sedna's sheild, Orb of Defiance trinket (insert any Ive missed)'

IMO that would be a bit too much info.

Reply #10 Top

SkillInfoMod Update 1

Progress Report

Finished the first draft of edits to the Torch Bearer's abilities and the actual strings.

Selected hardcoded buff strings.

Drafted community to help proof read and check for personal tests.

 

Current Torch Bearer's Text Strings

Given the feedback above I thought I'd run the draft of the strings by the community for suggestions and changes. The [VariableName] will be replaced by the actual values in the ability files and will be updated automatically. The Buff strings are all hardcoded and will have to be updated manually with any patch changes.

Code: c++
  1. ABILITY_HEMA01_0000="Relive the Immolation"
  2. ABILITY_HEMA01_0001="The Torch Bearer relives his fiery death.\n\nMana Per Second increases by [GetManaRegen]% for [GetManaRegenDuration] seconds.\n\nFire abilities enabled.\nFrost abilities disabled."
  3. ABILITY_HEMA01_0002="Soul of Ice"
  4. ABILITY_HEMA01_0003="+50% Mana Per Second."
  5. ABILITY_HEMA01_0004="Frozen Heart"
  6. ABILITY_HEMA01_0005="The Torch Bearer ends his suffering and returns to his normal form. For [GetDamageRatingDuration] seconds, his Weapon Damage is increased by [GetDamageRating].\n\nIce abilities enabled.\nFire abilities disabled."
  7. ABILITY_HEMA01_0006="Heart of Fire"
  8. ABILITY_HEMA01_0007="+75 Weapon Damage."
  9. ABILITY_HEMA01_0008="Fire Aura I"
  10. ABILITY_HEMA01_0009="Fire Aura"
  11. ABILITY_HEMA01_0010="Attack Speed +[GetRateOfFire] and Movement Speed +[GetMoveMult]."
  12. ABILITY_HEMA01_0011="Fire Aura II"
  13. ABILITY_HEMA01_0012="Weapon Damage increases by [GetDamageRating]."
  14. ABILITY_HEMA01_0013="Fire Aura III"
  15. ABILITY_HEMA01_0014="Fireball I"
  16. ABILITY_HEMA01_0015="Hurls a fiery ball at a target dealing [GetDamageAmt] damage."
  17. ABILITY_HEMA01_0016="Fireball II"
  18. ABILITY_HEMA01_0018="Fireball III"
  19. ABILITY_HEMA01_0020="Fire Nova I"
  20. ABILITY_HEMA01_0021="A wave a fire radiates outward from the Torch Bearer, dealing [GetDamageAmt] damage and throwing smaller units into the air."
  21. ABILITY_HEMA01_0022="Fire Nova II"
  22. ABILITY_HEMA01_0023="A wave a fire radiates outward from the Torch Bearer, dealing [GetDamageAmt] damage and throwing smaller units into the air."
  23. ABILITY_HEMA01_0024="Circle of Fire I"
  24. ABILITY_HEMA01_0025="Torch Bearer conjures a circle of fire around him, burning anything that stands in it for [GetDamageAmt] damage over [GetDuration] seconds."
  25. ABILITY_HEMA01_0026="Circle of Fire II"
  26. ABILITY_HEMA01_0027="Torch Bearer conjures a circle of fire around him, burning anything that stands in it for [GetDamageAmt] damage over [GetDuration] seconds."
  27. ABILITY_HEMA01_0028="Circle of Fire III"
  28. ABILITY_HEMA01_0029="Torch Bearer conjures a circle of fire around him, burning anything that stands in it for [GetDamageAmt] damage over [GetDuration] seconds."
  29. ABILITY_HEMA01_0030="Permafrost I"
  30. ABILITY_HEMA01_0032="Permafrost"
  31. ABILITY_HEMA01_0033="-3%Attack Speed and -3% Movement Speed."
  32. ABILITY_HEMA01_00331="-10%Attack Speed and -5% Movement Speed."
  33. ABILITY_HEMA01_00332="-15% Attack Speed and -7% Movement Speed."
  34. ABILITY_HEMA01_0034="Permafrost II"
  35. ABILITY_HEMA01_0035=" +4.5 Mana Per Second."
  36. ABILITY_HEMA01_00351=" +9 Mana Per Second."
  37. ABILITY_HEMA01_0036="Permafrost III"
  38. ABILITY_HEMA01_0037="Deep Freeze I"
  39. ABILITY_HEMA01_0038="Torch Bearer blasts a target with intense cold. Deep Freeze interrupts abilities and increases target\'s cooldown times by [GetCooldownBuff]%. Deep Freeze lasts for [GetDuration] seconds.\n\nIf the target is affected by Frost Nova, Rain of Ice, or Biting Chill, Deep Freeze consumes each effect and deals [GetDamage] damage for each effect.\n\nDeep Freeze does no damage unless the target has one of these effects."
  40. ABILITY_HEMA01_0039="Deep Freeze"
  41. ABILITY_HEMA01_0040="Cooldowns increased 30%. Attack and Movement Speed reduced. Does it actually change attack and movement speed?"
  42. ABILITY_HEMA01_00401="Cooldowns increased 60%. Attack and Movement Speed reduced. Does it actually change attack and movement speed?"
  43. ABILITY_HEMA01_00402="Cooldowns increased 90%. Attack and Movement Speed reduced. Does it actually change attack and movement speed?"
  44. ABILITY_HEMA01_00403="Cooldowns increased 120%. Attack and Movement Speed reduced. Does it actually change attack and movement speed?"
  45. ABILITY_HEMA01_0041="Deep Freeze II"
  46. ABILITY_HEMA01_0043="Deep Freeze III"
  47. ABILITY_HEMA01_0045="Frost Nova I"
  48. ABILITY_HEMA01_0046="Releases a wave of frost, freezing all enemies within [GetAffectRadius] of the Torch Bearer, stunning them for [GetStun] seconds. Demigods are stunned for [GetDemigodStun] seconds.\n\nAll units have [GetMovementSlow]% Movement Speed for [GetDuration] seconds."
  49. ABILITY_HEMA01_0047="Frost Nova"
  50. ABILITY_HEMA01_0048="Frozen for 1 second."
  51. ABILITY_HEMA01_00482="Frozen for 2 seconds."
  52. ABILITY_HEMA01_00483="Frozen for 3 seconds."
  53. ABILITY_HEMA01_0049="Frost Nova II"
  54. ABILITY_HEMA01_0051="Rain of Ice I"
  55. ABILITY_HEMA01_0052="A maelstrom of hail and sleet pelts the target area dealing [GetDamageAmt] damage and slowing Attack Speed by [GetAttackSlow]% for [GetDuration] seconds."
  56. ABILITY_HEMA01_0053="Rain of Ice II"
  57. ABILITY_HEMA01_0055="Rain of Ice III"
  58. ABILITY_HEMA01_0057="Tomb of Ice"
  59. ABILITY_HEMA01_0058="-25% Movement Speed."
  60. ABILITY_HEMA01_0059="Torch Bearer channels the energy of the flame around him, strengthening the members of his team within [GetAffectRadius].\n\n Torch Bearer\'s and Allies\'s Attack Speed increases by [GetRateOfFire]%.\n\n Torch Bearer and Allies\'s Movement Speed increases by [GetMoveMult]%.\n\n Fire Aura only operates in Fire Form."
  61. ABILITY_HEMA01_0060="Torch Bearer channels the energy of the flame around him, strengthening the members of his team within [GetAffectRadius].\n\n Torch Bearer\'s and Allies\'s Attack Speed increases by [GetRateOfFire]%.\n\n Torch Bearer and Allies\'s Movement Speed increases by [GetMoveMult]%.\n\n Torch Bearer\'s Weapon Damage increasese by [GetDamageRating].\n\n Fire Aura only operates in Fire Form."
  62. ABILITY_HEMA01_0061="Torch Bearer channels the energy of the flame around him, strengthening the members of his team within [GetAffectRadius].\n\n Torch Bearer\'s and Allies\'s Attack Speed increases by [GetRateOfFire]%.\n\n Torch Bearer and Allies\'s Movement Speed increases by [GetMoveMult]%.\n\n Torch Bearer\'s Weapon Damage increasese by [GetDamageRating].\n\n Fire Aura only operates in Fire Form."
  63. ABILITY_HEMA01_0062="Torch Bearer exudes an aura of extreme cold, reducing Attack Speed and Movement Speed of enemies within [GetRange] yards.\n\nEnemy Attack Speed is reduced by [GetRateofFire]%.\n\n Enemy Movement Speed is reduced by [GetMoveMult]%.\n\n Frost Aura only operates in Frost Mode."
  64. ABILITY_HEMA01_0063="Torch Bearer exudes an aura of extreme cold, reducing Attack Speed and Movement Speed of enemies, while increasing the Mana Regeneration of his team within [GetRange] yards.\n\nEnemy Attack Speed is reduced by [GetRateofFire]%.\n\n Enemy Movement Speed is reduced by [GetMoveMult]%.\n\n Fire Bearer and allies increase Mana Regeneration by [GetEnergyRegen].\n\nFrost Aura only operates in Frost Mode."
  65. ABILITY_HEMA01_0066="Fire Nova III"
  66. ABILITY_HEMA01_0067="A wave a fire radiates outward from the Torch Bearer, dealing [GetDamageAmt] damage and throwing smaller units into the air."
  67. ABILITY_HEMA01_0068="Frost Nova III"
  68. ABILITY_HEMA01_0070="Fireball IV"
  69. ABILITY_HEMA01_0071="Circle of Fire IV"
  70. ABILITY_HEMA01_0072="Deep Freeze IV"
  71. ABILITY_HEMA01_0073="Rain of Ice IV"
  72. ABILITY_HEMA01_0074="Inspirational Flame"
  73. ABILITY_HEMA01_0075="Torch Bearer draws power from the flame, gaining [GetEnergy]% Mana and [GetEnergyRegen]% Mana Per Second.\n\n This ability functions in both Fire and Ice Form."
  74. ABILITY_HEMA01_0076="Inspirational Flame"
  75. ABILITY_HEMA01_0081="Fire and Ice"
  76. ABILITY_HEMA01_0082="Torch Bearer weaves his elemental powers into a cataclysmic force. Fireball's damage is increased by [GetFireballDamage]. Deep Freeze deals [GetFreezeDamage] additional damage for each effect consumed."
  77. ABILITY_HEMA01_0083="Biting Chill"
  78. ABILITY_HEMA01_0084="Torch Bearer's chill cuts to the bone. Enemies affected by Rain of Ice have their Health Per Second and Mana Per Second reduced by [GetReduction]% for [GetDuration] seconds.\n\nThis effect can be consumed by Deep Freeze for additional damage."
  79. ABILITY_HEMA01_0086="-75% Health Per Second and -75% Mana Per Second."
  80. ABILITY_HEMA01_0090="-10% Attack Speed."
  81. ABILITY_HEMA01_0091="-20% Attack Speed."
  82. ABILITY_HEMA01_0092="-30% Attack Speed."
  83. ABILITY_HEMA01_0093="-40% Attack Speed."
  84. ABILITY_HEMA01_0094="-10% Movement Speed."
  85. ABILITY_HEMA01_0095="-15% Movement Speed."
  86. ABILITY_HEMA01_0096="-20% Movement Speed."

 

Comments to previous Comments

Before & After Request

The picture seems excessive, would a text before and after suffice? If so:

Before:

Quoting Original,

The Torch Bearer relives his fiery death.

Mana Per Second briefly increased.

Fire abilities enabled.

Frost abilities disabled.

 

Quoting SkillInfoMod,

The Torch Bearer relives his fiery death.

Mana Per Second increases by [GetManaRegen]% for [GetManaRegenDuration] seconds.

Fire abilities enabled.

Frost abilities disabled.

Could you add additional information?

Like

'Venom Spit <description>'

'Warning can be completely removed with: Lord Erebus' Mist ability, Oak's Sheild ability, third form of Sedna's sheild, Orb of Defiance trinket (insert any Ive missed)'

I have to say that I agree with Esuzu. That's a bit too much. Of course if sufficient people want it could be added.

Requests

Check the strings to see if you are happy with them.

Can someone verify that Deep Freeze does Attack Speed and Movement slow down effects? The files said it does, but I didn't see it in the actual code.

Notes

GPG leaves a lot of vestige code. My personal favorite Lord Erebus's Coven ability. At one point Coven increased the health of night stalkers, however it was split off into Conversion Aura (conjecture on my part I admit). The thing is that all of the adjust health code for Coven was left all over the place. Amusingly, this also seems to be why Erebus doesn't suffer from the summoning minions with less than max health bug. 

The strings_db.lua file with the base text updates does not interfere with playing online (i.e., you can play with the mod, even now). However, if we update the abilities file to add in extra variable strings for extra information will conflict. So, our choice would be to have a mod that can be freely used, but purely hardcoded. Or a mod that references the ability files, but does require other players to have the mod. My hope is that GPG/SD adds a lot of these changes to the base code at some point and we can get rid of this mod. Until then...

 

Reply #11 Top

Finally got around to doing the next batch up of upgrades. Here are the changes, if anyone wants any changes, post them.

 

Code: c++
  1. ABILITY_HEPA01_0000="Inner Beast I"
  2. ABILITY_HEPA01_0001="Unclean Beast taps into its latent power, increasing Attack Speed by [GetAttackSpeedBuff]% and Movement Speed by [GetMoveSpeedBuff]%."
  3. ABILITY_HEPA01_0002="Inner Beast II"
  4. ABILITY_HEPA01_0004="Inner Beast III"
  5. ABILITY_HEPA01_0006="Venom Spit"
  6. ABILITY_HEPA01_0007="Taking 45 poison damage per second for 10 seconds."
  7. ABILITY_HEPA01_00072="Taking 80 poison damage per second for 10 seconds."
  8. ABILITY_HEPA01_00073="Taking 115 poison damage per second for 10 seconds."
  9. ABILITY_HEPA01_00074="Taking 150 poison damage per second for 10 seconds."
  10. ABILITY_HEPA01_0008="Venom Spit I"
  11. ABILITY_HEPA01_0009="Spews a corrosive venom at its target, dealing [GetInitialDamage] damage and an additional [GetDebuffDamage] damage over [GetDebuffDuration] seconds."
  12. ABILITY_HEPA01_0010="Venom Spit II"
  13. ABILITY_HEPA01_0012="Venom Spit III"
  14. ABILITY_HEPA01_0014="Ooze"
  15. ABILITY_HEPA01_0015="Oozes virulent bodily fluids. Enemies within 8 yards take damage per second and their Attack Speed is slowed.\n\nUnclean Beast loses Health while Ooze is active."
  16. ABILITY_HEPA01_0016="Stop Ooze"
  17. ABILITY_HEPA01_0017="Stop oozing bodily fluids."
  18. ABILITY_HEPA01_0018="Ooze is active. Taking poison damage."
  19. ABILITY_HEPA01_0019="Ooze I"
  20. ABILITY_HEPA01_0020="Taking 35 poison damage per second. -10% Attack Speed."
  21. ABILITY_HEPA01_00202="Taking 70 poison damage per second. -20% Attack Speed."
  22. ABILITY_HEPA01_00203="Taking 105 poison damage per second. -30% Attack Speed."
  23. ABILITY_HEPA01_00204="Taking 140 poison damage per second. -40% Attack Speed."
  24. ABILITY_HEPA01_0021="Ooze II"
  25. ABILITY_HEPA01_0022="Ooze III"
  26. ABILITY_HEPA01_0023="Bestial Wrath I"
  27. ABILITY_HEPA01_0024="Unclean Beast enters a frenzy for [GetDuration] seconds.\n\nWeapon Damage increased by [GetDamageBuff]%."
  28. ABILITY_HEPA01_0025="Weapon Damage increased."
  29. ABILITY_HEPA01_0026="Bestial Wrath II"
  30. ABILITY_HEPA01_0028="Bestial Wrath III"
  31. ABILITY_HEPA01_0030="Diseased Claws"
  32. ABILITY_HEPA01_0031="-5% Movement Speed for 4 seconds."
  33. ABILITY_HEPA01_00312="-7% Movement Speed for 4 seconds."
  34. ABILITY_HEPA01_00313="-10% Movement Speed for 4 seconds."
  35. ABILITY_HEPA01_0032="Diseased Claws I"
  36. ABILITY_HEPA01_0033="Unclean Beast's claws reduce the target's Movement Speed by [GetSplashMultBuff]%.\n\nLasts [GetDuration] seconds."
  37. ABILITY_HEPA01_0034="Diseased Claws II"
  38. ABILITY_HEPA01_0036="Diseased Claws III"
  39. ABILITY_HEPA01_0038="Post Mortem"
  40. ABILITY_HEPA01_0039="Will explode when killed."
  41. ABILITY_HEPA01_0040="When Unclean Beast attacks, enemies are afflicted with a disease. When they die, they will explode, dealing 150 damage and sending smaller units into the air."
  42. ABILITY_HEPA01_0041="Plague I"
  43. ABILITY_HEPA01_0042="Taking 10 poison damage per second for 30 seconds. Spreads to allies within 10 yards."
  44. ABILITY_HEPA01_00422="Taking 15 poison damage per second for 30 seconds. Spreads to allies within 10 yards."
  45. ABILITY_HEPA01_0043="Foul Grasp"
  46. ABILITY_HEPA01_0044="Stunned for 2 seconds."
  47. ABILITY_HEPA01_0045="Foul Grasp I"
  48. ABILITY_HEPA01_0046="Unclean Beast clutches a target in its claws, stunning them and draining [GetDamageAmt] life over [GetDuration] seconds."
  49. ABILITY_HEPA01_0047="Foul Grasp II"
  50. ABILITY_HEPA01_0049="Unclean Beast oozes virulent bodily fluids. While active, enemies within [GetAffectRadius] yards take [GetDebuffDamage] damage per second and their Attack Speed is slowed by [GetDebuffSlow]%.\n\nUnclean Beast loses [GetDebuffSelfDamage] Health per second."
  51. ABILITY_HEPA01_0052="When Unclean Beast deals damage, it has a [GetTriggerChance] to start a plague, dealing [GetDamageAmt] damage over [GetDuration] seconds and spreading to enemy units within 10 yards.\n\nAnything that survives the plague becomes immune to it for [GetImmuneDuration] seconds."
  52. ABILITY_HEPA01_0053="Plague Immune"
  53. ABILITY_HEPA01_0054="You are immune to the Unclean Beasts's plague for 180 seconds."
  54. ABILITY_HEPA01_0056="+3% Attack Speed and +3% Movement Speed."
  55. ABILITY_HEPA01_00562="+7% Attack Speed and +7% Movement Speed."
  56. ABILITY_HEPA01_00563="+10% Attack Speed and +10% Movement Speed."
  57. ABILITY_HEPA01_0060="Unclean Beast's claws reduce the target's Movement Speed by 5% for 4 seconds."
  58. ABILITY_HEPA01_00602="Unclean Beast's claws reduce the target's Movement Speed by 7% for 4 seconds."
  59. ABILITY_HEPA01_00603="Unclean Beast's claws reduce the target's Movement Speed by 10% for 4 seconds."
  60. ABILITY_HEPA01_0061="Plague"
  61. ABILITY_HEPA01_0062="Plague I"
  62. ABILITY_HEPA01_0063="Plague II"
  63. ABILITY_HEPA01_0064="Foul Grasp III"
  64. ABILITY_HEPA01_0065="Venom Spit IV"
  65. ABILITY_HEPA01_0066="Ooze IV"
  66. ABILITY_HEPA01_0067="Bestial Wrath IV"
  67. ABILITY_HEPA01_0068="Acclimation"
  68. ABILITY_HEPA01_0069="Unclean Beast becomes more resistant to heavy blows. When an enemy deals [GetDamage] or more damage to Unclean Beast, it takes [GetReductionPercent]% less damage for [GetDuration] seconds."
  69. ABILITY_HEPA01_0070="Acclimation"
  70. ABILITY_HEPA01_0071="Reduce damage taken by 40%."
  71. ABILITY_HEPA01_0072="Putrid Flow"
  72. ABILITY_HEPA01_0073="When Venom Spit lands, it leaves a toxic pool around the victim, dealing [GetDamage] over [GetDuration] seconds."
  73. ABILITY_HEPA01_0074="Unrelenting Wrath"
  74. ABILITY_HEPA01_0075="Unclean Beast enters a frenzy for [GetDuration] seconds.\n\nWeapon Damage increased by [GetDamageBuff]%. His movement speed cannot be reduced in this state."
  75. ABILITY_HEPA01_0076="Unrelenting Wrath"
  76. ABILITY_HEPA01_0077="Weapon Damage increased. Unaffected by slows."

 

 

Reply #12 Top

Regulus is done.

 

Code: c++
  1. ABILITY_HGSA01_000="Regulus' bolts are rigged with tracking devices that allow him and his allies to see the enemies he struck for [GetDuration] seconds. Snipe will also implant a tracking device."
  2. ABILITY_HGSA01_0000="Sniper's Scope I"
  3. ABILITY_HGSA01_0001="Sniper's Scope II"
  4. ABILITY_HGSA01_0002="Sniper's Scope III"
  5. ABILITY_HGSA01_0003="Deadeye"
  6. ABILITY_HGSA01_0004="Regulus has a [GetChance]% chance of stopping his enemies dead in their tracks, stunning them for [GetDuration] seconds."
  7. ABILITY_HGSA01_0005="Stunned."
  8. ABILITY_HGSA01_0006="Snipe I"
  9. ABILITY_HGSA01_0007="Regulus takes time to set up a devastating shot, piercing a target for [GetInitialDamage] damage plus additional damage as it travels."
  10. ABILITY_HGSA01_0008="Snipe II"
  11. ABILITY_HGSA01_0010="Snipe III"
  12. ABILITY_HGSA01_0012="Maim"
  13. ABILITY_HGSA01_0013="Regulus aims for the legs of his enemies, decreasing their Movement Speed by [GetSlowBuff]% when hit.\n\nLasts [GetDuration] seconds."
  14. ABILITY_HGSA01_0014="-5% Movement Speed for 3 seconds."
  15. ABILITY_HGSA01_00142="-7% Movement Speed for 3 seconds."
  16. ABILITY_HGSA01_00143="-10% Movement Speed for 3 seconds."
  17. ABILITY_HGSA01_0017="Impedance Bolt"
  18. ABILITY_HGSA01_0018="Regulus' bolts have a [GetChance]% chance to cripple the flow of Mana, doubling the cost of abilities for [GetDuration] seconds."
  19. ABILITY_HGSA01_0019="Ability Mana cost increased by 100% for 10 seconds."
  20. ABILITY_HGSA01_0020="Mark of the Betrayer I"
  21. ABILITY_HGSA01_0021="Regulus fires at a Demigod, marking them with a rune. When they perform an ability, they and their nearby allies take [GetDamageAmt] damage. Also, the Demigod's Movement Speed is reduced by [GetSlowBuff]% for [GetDuration] seconds."
  22. ABILITY_HGSA01_0022="Mark of the Betrayer"
  23. ABILITY_HGSA01_0023="On next ability use, you and ally allies in 8 yards will take 400 damage and be slowed 20% for 5 seconds."
  24. ABILITY_HGSA01_00232="On next ability use, you and ally allies in 10 yards will take 600 damage and be slowed 40% for 5 seconds."
  25. ABILITY_HGSA01_00233="On next ability use, you and ally allies in 12 yards will take 800 damage and be slowed 60% for 5 seconds."
  26. ABILITY_HGSA01_0024="-20% Movement Speed for 5 seconds."
  27. ABILITY_HGSA01_00242="-40% Movement Speed for 5 seconds."
  28. ABILITY_HGSA01_00243="-60% Movement Speed for 5 seconds."
  29. ABILITY_HGSA01_0025="Mark of the Betrayer II"
  30. ABILITY_HGSA01_0027="Explosive Mine I"
  31. ABILITY_HGSA01_0028="Regulus sets an explosive proximity mine. Each mine deals [GetDamage] damage when it explodes.\n\nUp to [GetMineMax] mines may be active at a time.\n\nRegulus does not recieve experience and gold for mine kills unless he is nearby."
  32. ABILITY_HGSA01_0029="Explosive Mine II"
  33. ABILITY_HGSA01_0031="Explosive Mine III"
  34. ABILITY_HGSA01_0033="Shrapnel Mine"
  35. ABILITY_HGSA01_0034="Regulus sets three explosive proximity mines. Each mine deals [GetDamage] damage and slows enemies by 30% when it explodes.\n\nUp to [GetMineMax] mines may be active at a time."
  36. ABILITY_HGSA01_0035="Tracking Device"
  37. ABILITY_HGSA01_0036="Your position is being tracked by Regulus."
  38. ABILITY_HGSA01_0037="Angelic Fury"
  39. ABILITY_HGSA01_0038="Regulus enters a divine rage. His bolts deal increased damage and explode on contact. Each shot costs Mana."
  40. ABILITY_HGSA01_0039="Angelic Fury Off"
  41. ABILITY_HGSA01_0040="Regulus ceases his fury, losing his wings and extra power."
  42. ABILITY_HGSA01_0041="Angelic Fury I"
  43. ABILITY_HGSA01_0042="+25 Weapon Damage.\nEach shot has area of 2 and costs 40 Mana."
  44. ABILITY_HGSA01_00422="+50 Weapon Damage.\nEach shot has area of 2 and costs 40 Mana."
  45. ABILITY_HGSA01_00423="+75 Weapon Damage.\nEach shot has area of 2 and costs 40 Mana."
  46. ABILITY_HGSA01_00424="+100 Weapon Damage.\nEach shot has area of 2 and costs 40 Mana."
  47. ABILITY_HGSA01_0043="Angelic Fury II"
  48. ABILITY_HGSA01_0044="Angelic Fury III"
  49. ABILITY_HGSA01_0045="Pure Vision"
  50. ABILITY_HGSA01_0046="+20% Attack Speed for 6 seconds."
  51. ABILITY_HGSA01_0047="Maim I"
  52. ABILITY_HGSA01_0048="Maim II"
  53. ABILITY_HGSA01_0049="Maim III"
  54. ABILITY_HGSA01_0050="Regulus tunes his crossbow, increasing its range by [GetRangeBuff].  Regulus outranges towers."
  55. ABILITY_HGSA01_0053="Regulus enters a divine rage. His bolts deal [GetDamage] extra damage and explode on contact effecting an area of 2 yards. Costs [GetCostPerShot] Mana per shot."
  56. ABILITY_HGSA01_0056="When Regulus uses Angelic Fury, he unleashes a nova of holy power around him, dealing [GetDamage] damage to all enemies within 10 yards and sending smaller enemies flying."
  57. ABILITY_HGSA01_0057="Vengeance"
  58. ABILITY_HGSA01_0058="Mark of the Betrayer"
  59. ABILITY_HGSA01_0060="Mark of the Betrayer III"
  60. ABILITY_HGSA01_0061="Movement Speed reduced."
  61. ABILITY_HGSA01_0062="Can't be tracked."
  62. ABILITY_HGSA01_0063="Angelic Fury II"
  63. ABILITY_HGSA01_0064="Angelic Fury III"
  64. ABILITY_HGSA01_0065="Set to Auto Fire"
  65. ABILITY_HGSA01_0066="Set to Manual Fire"
  66. ABILITY_HGSA01_0067="Detonate Mine"
  67. ABILITY_HGSA01_0068="Shrapnel Mine"
  68. ABILITY_HGSA01_0069="-30% Movement Speed for 5 seconds."
  69. ABILITY_HGSA01_0070="Sniper's Scope I"
  70. ABILITY_HGSA01_0071="Sniper's Scope II"
  71. ABILITY_HGSA01_0072="Sniper's Scope III"
  72. ABILITY_HGSA01_0073="Deadeye"
  73. ABILITY_HGSA01_0074="Impedance Bolt"
  74. ABILITY_HGSA01_0076="Mark of the Betrayer"
  75. ABILITY_HGSA01_0078="Angelic Fury I"
  76. ABILITY_HGSA01_0079="Invulnerable"
  77. ABILITY_HGSA01_0080="Mark of the Betrayer III"
  78. ABILITY_HGSA01_0081="Snipe IV"
  79. ABILITY_HGSA01_0082="Angelic Fury IV"
  80. ABILITY_HGSA01_0083="Regulus sets two explosive proximity mines. Each mine deals [GetDamage] damage when it explodes.\n\nUp to [GetMineMax] mines may be active at a time.\n\nRegulus does not receive experience and gold for mine kills unless he is nearby."
  81. ABILITY_HGSA01_0084="Regulus sets three explosive proximity mines. Each mine deals [GetDamage] damage when it explodes.\n\nUp to [GetMineMax] mines may be active at a time.\n\nRegulus does not receive experience and gold for mine kills unless he is nearby."

Reply #13 Top
hi, this is great work, it should be possible with a small bit of work to precache these values so that they dont generate any real performance hit.
Reply #14 Top

So, I'm working on the Oak and I have a preference question for folks.

 

His Soul Power Ability is currently:

"Oak's determination to his cause grows, increasing Weapon Damage by 20. Also, Oak gains additional Weapon Damage based on the number of spirits he has."

This is obviously insufficient. The question is, what should I change it to. I have a couple of possible solutions. First, here is a table of the result of the buffs.

 

Spirits No Soul Power Soul Power 1 Soul Power 2 Soul Power 3
0 0 0 0 0
1 0 20 40 60
3 0 40 60 80
6 0 60 80 100
9 0 80 100 120

 

Next, the choices.

  1. "Oak's determination to his cause grows, increasing Weapon Damage by 20. Also, Oak gains an additional +20 Weapon Damage for every 3 spirits he has, with a maximum of 80 with 9 spirits."
  2. "Oak's dedication to his cause is bolstered by the number of his followers. The Oak gains an 20/40/60/80/100 Weapon Damage for having 0/1/3/6/9 spirits."
  3. "Oak's dedication to his cause grows and is further bolstered by the number of his followers. The Oak gains 20/40/60/80/100 Weapon Damage for having 0/1/3/6/9 spirits."
  4. "Oak's dedication to his cause grows and is further bolstered by the number of his followers. The Oak gains 20 Weapon Damage. Also, the Oak gains an additional 20/40/60/80 Weapon Damage for having 1/3/6/9 spirits."

Now, before you commit to your preference, consider what the same wording using Soul Power 2 would look like:

  1. "Oak's determination to his cause grows, increasing Weapon Damage by 40. Also, Oak gains +40 Weapon Damage for having 1 spirit, and an additional +20 Weapon Damage for every 3 spirits he has, with a maximum of 80 with 9 spirits."
  2. "Oak's dedication to his cause is bolstered by the number of his followers. The Oak gains an 40/80/100/120/140 Weapon Damage for having 0/1/3/6/9 spirits."
  3. "Oak's dedication to his cause grows and is further bolstered by the number of his followers. The Oak gains 40/80/100/120/140 Weapon Damage for having 0/1/3/6/9 spirits."
  4. "Oak's dedication to his cause grows and is further bolstered by the number of his followers. The Oak gains 40 Weapon Damage. Also, the Oak gains an additional 40/60/80/100 Weapon Damage for having 1/3/6/9 spirits."

 

Thoughts on this anyone? I'm going to do the same thing with QoT's Compost ability, so this isn't a singular episode.

Another question I've been having is how to handle buff names. Currently the majority of Buff names (if you move your mouse over the circular bufficon above your  life bar), use a generic buffname. For example if you have Fire Aura affecting you, it is labelled as "Fire Aura" regardless of the level of the Fire Aura. I personally think that it should change to "Fire Aura 1", "Fire Aura 2", or etc. based upon the rank of the power. Opinions on this as well?

Lastly, if anyone wants to help out, I'd love the assistance this isn't that hard to do it is just a bit time consuming having to jump back and forth between the different files. I also need some testers at some point to make sure that I didn't glitch things. It doesn't take much to help out, so even if it is a trivial amount of time, I'd love it the help. At the current rate I should be done in a couple of weeks, even a little bit of help would make things much faster.

Lastly, to Frogboy, Kryo, Sorian, or anyone else with power. Is this the sort of text upgrades you were asking for? If so, how can I help get these added or at least considered? Once we get done I should have a full set of demigod ability .bp files as well as the updated strings_db.lua. The ability files are updated to be current with the strings_db.lua file, so if you use the files to run through your inhouse translator it should also work fine.

And Last but not least, lastly, lastly, I love addendums.

 

 

Reply #15 Top

Oak Tooltip:

I prefer 1. in all cases. It is much more clean that way and you still get the same amount of information out. The "/"(slashes) looks a bit un-Demigod-ish.

However this part might need a change (marked in bold): "Oak's determination to his cause grows, increasing Weapon Damage by 40. Also, Oak gains +40 Weapon Damage for having 1 spirit, and an additional +20 Weapon Damage for every 3 spirits he has, with a maximum of 80 with 9 spirits."

Maybe something should be added so you understand that it is maximum additional damage. Maybe something like:

"Oak's determination to his cause grows, increasing Weapon Damage by 40. Also, Oak gains +40 Weapon Damage for having 1 spirit, and an additional +20 Weapon Damage for every 3 spirits he has, with a maximum of 80 additional damage with 9 spirits."

Buff Names:

I prefer to have Fire Aura I, Fire Aura II etc as you mention. Might be good for an ally/enemy to know how strong the buff is that are affecting them.

Helping:

I don't know much about modding but if you explain how I can help I will do my best. Im also up for testing if needed :)

 

 

 

Reply #16 Top

Finished updating Oak's text. I got an entire 2 opinions on the Soul Power Buff, so I'll defer to them for the moment and use version #1. I really don't like the text, it seems rather long and hard to figure out. I preferred version #3. There is a minor issue with the Soul Power Buff, on how the buff name is updated.

Rank 1 Soul Power gives access to the following Buffs

  1. Soul Power 1 +20 Weapon Damage
  2. Soul Power 2 +40 Weapon Damage
  3. Soul Power 3 +60 Weapon Damage
  4. Soul Power 4 +80 Weapon Damage

Rank 2 Soul Power gives access to the following Buffs

  1. Soul Power 2 +40 Weapon Damage
  2. Soul Power 3 +60 Weapon Damage
  3. Soul Power 4 +80 Weapon Damage
  4. Soul Power 5 +100 Weapon Damage

Rank 3 Soul Power gives access to the following Buffs

  1. Soul Power 3 +60 Weapon Damage
  2. Soul Power 4 +80 Weapon Damage
  3. Soul Power 5 +100 Weapon Damage
  4. Soul Power 6 +120 Weapon Damage

The problem is, what do I name the Buffs. If I name Soul Power 4: "Soul Power IV", then you will get it at the highest level of Soul Power 1 (kinda makes sense), but at level 3 for Soul Power 2 (not so much sense). More significantly, with Soul Power 3, you start out with Soul Power 3 and go up to Soul Power 6? Really doesn't make a lot of sense that way. What I did was to leave the names of the Buffs at just "Soul Power" and then added the actual weapon damage to the Buff text. The other alternative that came to mind was to name the Buffs after the amount of weapon damage. So "Soul Power 2" would become "Soul Power +40" or something similar. I wasn't too please by this, so I left it the first way. If anyone has a suggestion feel free to comment.

re: helping

If anyone wants to help, I have been stealing the dgmodding site to use as a base. It should provide all the information necessary to help out. If it isn't very clear, ask me about it and I'll try to fix it.

re: testing

If anyone wants to help test out the text strings, I would really appreciate it. The downside is that you'll have to setup modding by yourself, it isn't a hard task, but it is a bit annoying (you have to extract the dgdata.zip file into directories, copy in a few files and then move around the directory when you want to play). The downside is that the mod can't be used in online play because of the changes to the ability files. Demigods will cause a illegal operation when it compares your files versus anyone elses. I'm not sure if you can use the same setup and play someone else or not. That being said the only real way to test the text changes would be in single player. This should change once modding support is fully implimented, or perhaps better yet, these changes are implimented into the base code. Frogboy mentioned that they would consider any text suggestions, so hopefully they'll use these.

And now for the updated Oak text.

Code: c++
  1. ABILITY_HOAK_0000="Purity"
  2. ABILITY_HOAK_0001="When Oak uses Shield on an ally, all of his negative effects are removed, and he is immune to all negative effects for [GetDuration] seconds."
  3. ABILITY_HOAK_0002="Purity"
  4. ABILITY_HOAK_0003="Immune to all negative effects for 6 seconds."
  5. ABILITY_HOAK_0004="Rally"
  6. ABILITY_HOAK_0005="When Oak kills a Demigod, he and his allies receive +[GetArmor] Armor and heal [GetAmount] Health over [GetDuration] seconds."
  7. ABILITY_HOAK_0006="Rally"
  8. ABILITY_HOAK_0007="+500 Armor for 5 seconds\n\n. Healing 1000 Health over 5 seconds."
  9. ABILITY_HOak_0000="Shield I"
  10. ABILITY_HOak_0001="Oak grants a shield to a target, making them immune to damage for [GetBuffDuration] seconds. This more powerful variant of Shield also removes debuffs."
  11. ABILITY_HOak_0002="Shield"
  12. ABILITY_HOak_0003="Invincible for 3 seconds."
  13. ABILITY_HOak_00032="Invincible for 4 seconds."
  14. ABILITY_HOak_00033="Invincible for 6 seconds.\n\nImmune to debuffs."
  15. ABILITY_HOak_00034="Invincible for 6 seconds.\n\nImmune to debuffs.."
  16. ABILITY_HOak_0004="Shield II"
  17. ABILITY_HOak_0006="Shield III"
  18. ABILITY_HOak_0008="Penitence I"
  19. ABILITY_HOak_0009="Oak fills a target with holy remorse, interrupting them, dealing [GetDamage] damage, reducing their Movement Speed by [GetMoveSpeedPercent]%, and increasing all damage taken by [GetDamageIncPercent]% for [GetBuffDuration] seconds."
  20. ABILITY_HOak_0010="Penitence"
  21. ABILITY_HOak_0011="-7% Movement Speed. All damage taken increased by 7%."
  22. ABILITY_HOak_00112="-10% Movement Speed and all damage taken increased by 10% for 6 seconds."
  23. ABILITY_HOak_00113="-13% Movement Speed and all damage taken increased by 13% for 7 seconds."
  24. ABILITY_HOak_00114="-16% Movement Speed and all damage taken increased by 16% for 6 seconds."
  25. ABILITY_HOak_0012="Penitence II"
  26. ABILITY_HOak_0014="Penitence III"
  27. ABILITY_HOak_0016="Surge of Faith I"
  28. ABILITY_HOak_0017="Oak releases a wave of holy power effecting all within [GetAffectRadius] yards. Enemies receive [GetDamageAmt] damage. Allies gain [GetAttackBuff]% Attack Speed and [GetMovementBuff]% Movement Speed for [GetBuffDuration] seconds."
  29. ABILITY_HOak_0018="Surge of Faith"
  30. ABILITY_HOak_0019="+10% Attack Speed and +10% Movement Speed for 7 seconds."
  31. ABILITY_HOak_00192="+15% Attack Speed and +15% Movement Speed for 7 seconds."
  32. ABILITY_HOak_00193="+20% Attack Speed and +20% Movement Speed for 7 seconds."
  33. ABILITY_HOak_0020="Surge of Faith II"
  34. ABILITY_HOak_0022="Surge of Faith III"
  35. ABILITY_HOak_0024="Raise Dead Ward I"
  36. ABILITY_HOak_0025="Oak places a ward that attracts the souls of the fallen. Units that are slain within [GetAffectRadius] yards of the ward have a [GetSpiritChance]% chance to be converted to a spirit under Oak's control.\n\nOak can have [GetMaxSpirits] spirits active.\n\nOak can maintain [GetMaxWards] wards.\n\nSpirits have +[GetMinionDamage] Weapon Damage and +[GetMinionHealth] Health."
  37. ABILITY_HOak_00252="Oak places a ward that attracts the souls of the fallen. Units that are slain within [GetAffectRadius] yards of the ward have a [GetSpiritChance]% chance to be converted to a spirit under Oak's control.\n\nOak can have [GetMaxSpirits] spirits active.\n\nOak can maintain [GetMaxWards] wards.\n\nSpirits have +[GetMinionDamage] Weapon Damage and +[GetMinionHealth] Health.\n\nAllies within [GetAffectRadius] yards of the ward gain [GetArmorBuff] Armor."
  38. ABILITY_HOak_0026="Raise Dead Ward II"
  39. ABILITY_HOak_0028="Raise Dead Ward III"
  40. ABILITY_HOak_0033="Last Stand"
  41. ABILITY_HOak_0034="Invincible, +30% Damage, +30% Movement Speed and +30% Attack Speed for 10 seconds."
  42. ABILITY_HOak_00342="Invincible, +50% Damage, +50% Movement Speed and +50% Attack Speed for 10 seconds."
  43. ABILITY_HOak_0035="Last Stand I"
  44. ABILITY_HOak_0036="The spirit of Oak refuses to leave a battle unfinished. Should he fall, he will rise again to enter an invincible berserker fury, increasing his damage, move speed and Attack Speed by [GetBerserkPercent]% for [GetDuration] seconds before finally dying."
  45. ABILITY_HOak_0037="Last Stand II"
  46. ABILITY_HOak_0039="Divine Justice I"
  47. ABILITY_HOak_0042="Divine Justice II"
  48. ABILITY_HOak_0044="When Oak kills a target, he and his allies within [GetAffectRadius] yards receive Health and Mana equal to [GetRegenPercent]% of the unit's maximum Health."
  49. ABILITY_HOak_0045="Divine Justice III"
  50. ABILITY_HOak_0048="Soul Power"
  51. ABILITY_HOak_0049="+20 Weapon Damage from spirits."
  52. ABILITY_HOak_00492="+40 Weapon Damage from spirits."
  53. ABILITY_HOak_00493="+60 Weapon Damage from spirits."
  54. ABILITY_HOak_00494="+80 Weapon Damage from spirits."
  55. ABILITY_HOak_00495="+100 Weapon Damage from spirits."
  56. ABILITY_HOak_00496="+120 Weapon Damage from spirits."
  57. ABILITY_HOak_0050="Oak's determination to his cause grows, increasing Weapon Damage by [GetDamageBoost]. His strength is further bolstered by the number of his followers. Oak gains +[GeDamageBoost] Weapon Damage for having 1 spirit, and an additional +20 Weapon Damage for every 3 spirits he has, up to a maximum additional Weapon Damage of +60 for 9 spirits."
  58. ABILITY_HOak_0051="Soul Power I"
  59. ABILITY_HOak_0053="Soul Power II"
  60. ABILITY_HOak_0055="Soul Power III"
  61. ABILITY_HOak_0056="Penitence I"
  62. ABILITY_HOak_0057="Interrupted"
  63. ABILITY_HOak_0058="Penitence II"
  64. ABILITY_HOak_0059="Interrupted"
  65. ABILITY_HOak_0060="Penitence III"
  66. ABILITY_HOak_0061="Interrupted"
  67. ABILITY_HOak_0062="Oak grants a shield to a target, making them immune to damage for [GetBuffDuration] seconds."
  68. ABILITY_HOak_0063="Oak grants a shield to a target, making them immune to damage [GetBuffDuration] seconds. Also, this powerful version of Shield removes debuffs and heals for [GetHealAmount]."
  69. ABILITY_HOak_0064="Oak grants a shield to a target, making them immune to damage [GetBuffDuration] seconds."
  70. ABILITY_HOak_0066="Shield IV"
  71. ABILITY_HOak_0067="Penitence IV"
  72. ABILITY_HOak_0068="Raise Dead Ward IV"
  73. ABILITY_HOak_0071="Guardian Aura I"
  74. ABILITY_HOak_0072="+200 Armor"
  75. ABILITY_HOak_0073="Guardian Aura II"
  76. ABILITY_HOak_0074="+400 Armor"
  77. ABILITY_HOak_0076="Soul Frenzy"
  78. ABILITY_HOak_0077="Oak has a [GetChance]% chance of inciting his Spirits into a berserker rage, increasing their attack speed by [GetAttackSpeedBuff]% and letting their attacks throw smaller units into the air. This effect lasts for [GetDuration] seconds."
  79. ABILITY_HOak_0078="Soul Frenzy"
  80. ABILITY_HOak_0079="+25% Attack Speed and attacks will knock away smaller units for 10 seconds."
  81. ABILITY_HOak_0080="Soul Frenzy"
  82. ABILITY_HOak_0081="25% Attack Speed and attacks will knock away smaller units for 10 seconds."
  83. ABILITY_HOak_0082="Oak places a ward that attracts the souls of the fallen. Units that are slain within [GetAffectRadius] yards of the ward have a [GetSpiritChance]% chance to be converted to a spirit under Oak\'s control.\n\nOak can have [GetMaxSpirits] spirits active.\n\nOak can maintain [GetMaxWards] ward."
  84. ABILITY_HOak_0083="Oak places a ward that attracts the souls of the fallen. Units that are slain within [GetAffectRadius] yards of the ward have a [GetSpiritChance]% chance to be converted to a spirit under Oak\'s control.\n\nOak can have [GetMaxSpirits] spirits active.\n\nOak can maintain [GetMaxWards] ward."

Reply #17 Top

awesome

Reply #18 Top

How is it going with this mod?

Reply #19 Top

Well, honestly there isn't much hope. I pretty much stopped working on it where you see.

The problem is that the way I implimented the mod was to change the character blueprints and the localized language file. I changed the blueprints because not all of the stats were referenced correctly and some of them referenced the wrong thing. If I ported it over into the modding system now, it would be a non-ui mod, because it changes the blueprints. It would never be used because players don't use mods, and as a non-ui mod it would require everyone have it. For reference, my +Minion hp fix has been downloaded 32 times. Even though it doesn't actually change game play, because not everyone has it, it would be mostly useless.

Attempts to get StarDock/GPG to recognize the usefulness of better tooltips or even consider allowing us to clean up the blueprint files has been ignored.

The alternative is to create a set of localized language files that do not rely upon the blueprints, in other words to hardcode every portion of the display string. This would be mod independent, however it would also have to be updated for any changes. It actually would work out (for the most part, some strings are referenced incorrectly).

I lost all the documentation on it when the dgmodding site went down, but I still have all the modified files. The kicker is that all the changes I made will not really transfer over to a localization only change. It would pretty much have to be started over from scratch. If anyone wants my files, ask and I'll send them.

Reply #20 Top

That is a shame, such a promising mod :/