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Editing Talents

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{{Language/Header}}
 
{{Language/Header}}
 
{{Article Form
 
{{Article Form
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|articlecontent=[[File:Talent.png|right|300px]]
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<translate><!--T:11-->
 
<translate><!--T:11-->
Characters have talents (default 'T') that represent the character's proficiency in a field. Currently, there are five talents. [[Arms]], [[Syle]], [[Gather]], [[Craft]], and [[Explore]]. By performing actions related to the talent your character will occasionally gain talent points. For example by crafting items or learning new recipes you may gain TP for your Craft talent or hitting a monster with magic may yield TP for the Magic talent.<br/><br/>
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Characters have talents that represent the character's proficiency in a field. Currently, there are five talents. [[Arms]], [[Syle]], [[Gather]], [[Craft]], and [[Explore]]. By performing actions related to the talent your character will occasionally gain [[Talent Points]]. For example by crafting items or learning new recipes you may gain TP for your Craft talent or hitting a monster with magic may yield TP for the Magic talent.
  
 
<!--T:12-->
 
<!--T:12-->
After accumulating enough TP your character's talent will level up. With enough TP you can spend it on purchasing and upgrading skills. Leveling up a talent grants access to new skills and skill upgrades. There will be a mixture of active and passive skills. Active skills are skills that can be added to the toolbar and used as an action such as a magic spell. Passive skills are always affecting the player such as "Defense Up".<br/><br/>
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After accumulating enough TP your character's talent will level up. With enough TP you can spend it on purchasing and upgrading skills. Leveling up a talent grants access to new skills and skill upgrades. There will be a mixture of active and passive skills. Active skills are skills that can be added to the toolbar and used as an action such as a magic spell. Passive skills are always affecting the player such as "Defense Up".</translate>
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<hr />
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==<translate><!--T:23-->
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[[Arms]]</translate>==
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<hr />
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==<translate><!--T:13-->
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[[Syle]]</translate>==
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<translate><!--T:14-->
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[[File:syle_menu.png|right|200px]]
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“Magic” or '''Syle''' is split it into 5 Aer (elements). Aegix (Fire), Lacies (Water), Aeolus (Air), Silvan (Earth), and Sano (Health). To use Syle, you much charge one of the Aer's and use a '''form'''.
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<br /><br />
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There are currently 5 forms. Base Form, Enchant Form, Enshroud Form, Pillar Form, and Support Form. Each form combined with an Aer will produce a new type of magic.</translate>
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<hr />
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==<translate><!--T:24-->
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[[Gather]]</translate>==
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<hr />
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==<translate><!--T:25-->
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[[Craft]]</translate>==
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<hr />
  
<!--T:13-->
 
Idols can be used to channel different elements for [[Talents#Syle | Syle]].
 
  
</translate>
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==<translate><!--T:26-->
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[[Explore]]</translate>==
 
<hr />
 
<hr />
<div class="row entity-section-title">
 
==[[Talents#Channel | Channel]]==
 
</div>
 
<div class="row">
 
{{Entity/Box |3=File:Aegnix Idol big.png |1=Aegnix Idol}}
 
{{Entity/Box |3=File:Aeolus Idol big.png |1=Aeolus Idol}}
 
{{Entity/Box |3=File:Lacies Idol big.png |1=Lacies Idol}}
 
{{Entity/Box |3=File:Silvan Idol big.png |1=Silvan Idol}}
 
</div>
 
<div class="row entity-section-title">
 
==[[Talents#Arms | Arms]]==
 
</div>
 
<div class="row">
 
{{#ask:[[Category:Skill]] [[Has image::+]] [[Has subpagename::!~*/* ]] [[Has talent::Arms]]
 
|?#
 
|?Has image
 
|format=template
 
|link=none
 
|headers=hide
 
|template=Entity/Box
 
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<div class="row entity-section-title">
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{{clear}}
==[[Talents#Craft | Craft]]==
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==<translate><!--T:17-->
</div>
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Modding</translate>==  
<div class="row">
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<translate><!--T:18-->
{{#ask:[[Category:Skill]] [[Has image::+]] [[Has subpagename::!~*/* ]] [[Has talent::Craft]]
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OUTDATED as of Beta 0.9. <br />
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As usual, nearly all aspects of talents can be modified ranging from modifying an existing skill to creating an entirely new talent. Talents are tied to body types ([[Character Customization]]) meaning different races can have different talents.
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As far as the actual modding goes, here is what the adding the talents to a character body looks like.</translate>
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<pre>
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body.talents = Talents()
|template=Entity/Box
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body.talents.talents.append(armsTalent)
}}</div>
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body.talents.talents.append(craftTalent)
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body.talents.talents.append(gatherTalent)
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body.talents.talents.append(magicTalent)
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</pre>
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<translate><!--T:19-->
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A Talent is simple and is only composed of a name, a "points to next level" list, and a list of skills.</translate>
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<pre>
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armsTalent = Talent("arms", [100] * 20)
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</pre>
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<translate><!--T:20-->
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Skills are a little bit more complex. First of all, skills can passive and/or active. A passive skill is always in effect while an active skill must be used. It is possible to have a skill with both elements. Passive skills need to provide two callback functions - "enable" and "disable". Active skills need to provide the callback function "use". All skills should provide a "description" callback function.</translate>
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<pre>
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def enableStatUp(stat, level, user):
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    user.stats.get(stat).adjust(5 * level)
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def disableStatUp(stat, level, user):
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    user.stats.get(stat).adjust(-5 * level)
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def descriptionStatUp(stat, level):
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    return "Increases a character's {} by {}.".format(stat, 5 * level)
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atkSkill = Skill(name="Attack Up", icon="mods/base/talent/arms/attack_up.png", costs=[100] * 5)
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atkSkill.enable = partial("ATK", enableStatUp)
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atkSkill.disable = partial("ATK", disableStatUp)
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atkSkill.description = partial(descriptionStatUp, "Attack")
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armsTalent.skills.append(atkSkill)
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defSkill = Skill(name="Defense Up", icon="mods/base/talent/arms/defense_up.png", costs=[100] * 5)
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defSkill.enable = partial("DEF", enableStatUp)
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defSkill.disable = partial("DEF", disableStatUp)
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defSkill.description = partial(descriptionStatUp, "Defense")
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armsTalent.skills.append(defSkill)
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</pre>
  
<div class="row entity-section-title">
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<translate><!--T:21-->
==[[Talents#Explore | Explore]]==
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The "enable" function is called when the skill is activated. This is when the player first get the skill or when the character is loaded. The sibling function, "disable" is used when the skill needs to be deactivated. This is typically when the character is being saved to disk but it also makes it possible to temporarily disable passive skills with monster abilities. The "description" function is called when we need to display the tooltip for the skill. Having it be a function makes it dynamic so it can be dependent on any variable - such as the level of the skill. The "use" function is not featured here but it is more or less the same as the previous functions. It is called when the skill is being used.
</div>
 
<div class="row">
 
{{#ask:[[Category:Skill]] [[Has image::+]] [[Has subpagename::!~*/* ]] [[Has talent::Explore]]
 
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|?Has image
 
|format=template
 
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|headers=hide
 
|template=Entity/Box
 
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<div class="row entity-section-title">
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<!--T:22-->
==[[Talents#Gather | Gather]]==
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Creating skills and entirely new Talents is definitely some more advanced modding. However, with the complexity comes some awesome power.</translate>
</div>
 
<div class="row">
 
{{#ask:[[Category:Skill]] [[Has image::+]] [[Has subpagename::!~*/* ]] [[Has talent::Gather]]
 
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|?Has image
 
|format=template
 
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|headers=hide
 
|template=Entity/Box
 
}}</div>
 
  
<div class="row entity-section-title">
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}}
==[[Talents#Syle | Syle]]==
 
</div>
 
<div class="row">
 
{{#ask:[[Category:Skill]] [[Has image::+]] [[Has subpagename::!~*/* ]] [[Has talent::Syle]]
 
|?#
 
|?Has image
 
|format=template
 
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|template=Entity/Box
 
}}</div>
 
}}{{Footer |type=mechanics}}
 

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