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Featured Replies

The goal: Remove all spells with keyword "Elemental" from the Shifter subclass.

 

How can i do this most efficiently and which tables have to be reworked?

 

Thanks for your help! ;)

Edited by Harpagornis

Taking a look at the ClassProgressionTableGameData PT_Wizard, this was done by adding an AvailabilityConditional to each entry in the table that checks that the acquiring character is not one of the prohibited subclasses (ProgressionTableIsSubclass).  This isn't the nicest way to have to do this, but I think that's how it has to be done.

  • Author

Holy cow, i played around in the original PT but then my PC crashed. The backup for whatever reason is not readable anymore so i am stuck with a crippled PT.

 

Can anyone upload the complete PT for 2.1? Thanks! :yes:

  • Author

Its not working - but why?

 

"Prerequisites": {
                                "Conditional": {
                                    "Components": [

{"$type":"OEIFormats.FlowCharts.ConditionalCall, OEIFormats","Data":{"FullName":"Boolean ProgressionTableIsSubclass(Guid)","Parameters":["f4ce16ff-8243-4a75-b3d8-ae1487198aa5"],"Flags":"","UnrealCall":"","FunctionHash":1231916529,"ParameterHash":1092581445},"Not":true,"Operator":0},{"$type":"OEIFormats.FlowCharts.ConditionalCall, OEIFormats","Data":{"FullName":"Boolean ProgressionTableIsSubclass(Guid)","Parameters":["88811ed8-adef-4ca3-af2f-871af1682dd6"],"Flags":"","UnrealCall":"","FunctionHash":1231916529,"ParameterHash":-924966531},"Not":true,"Operator":0}]

 

Must it really be an AvailabilityConditional? VisibilityConditional is also doing nothing - the spells are still available and visible... i hate this PT... :devil:

Edited by Harpagornis

Its not working - but why?

 

"Prerequisites": {

                                "Conditional": {

                                    "Components": [

{"$type":"OEIFormats.FlowCharts.ConditionalCall, OEIFormats","Data":{"FullName":"Boolean ProgressionTableIsSubclass(Guid)","Parameters":["f4ce16ff-8243-4a75-b3d8-ae1487198aa5"],"Flags":"","UnrealCall":"","FunctionHash":1231916529,"ParameterHash":1092581445},"Not":true,"Operator":0},{"$type":"OEIFormats.FlowCharts.ConditionalCall, OEIFormats","Data":{"FullName":"Boolean ProgressionTableIsSubclass(Guid)","Parameters":["88811ed8-adef-4ca3-af2f-871af1682dd6"],"Flags":"","UnrealCall":"","FunctionHash":1231916529,"ParameterHash":-924966531},"Not":true,"Operator":0}]

 

Must it really be an AvailabilityConditional? VisibilityConditional is also doing nothing - the spells are still available and visible... i hate this PT... :devil:

This conditional says: "this ability can be chosen if you are NOT a Watershaper AND you are NOT an Animist"

 

I think you have your conditionals reversed. Keep one of the entries you have and replace the ID with the Shifter. It should then say "if you are NOT a Shifter then this ability can be chosen"

  • Author

Oh, then i completly misunderstood the Conditional... now everything makes sense. Thanks @Armakoir! ;)

  • Author

Okay, i reworked the table like you said @Armakoir but things are still not working:

 

"ActivationObject": "Self",
                            "AddAbilityID": "02f2e79e-d4da-4511-b602-8240023688ac",
                            "Category": "General",
                            "Note": "PL 1 Unlock - Winter Wind",
                            "Prerequisites": {
                                "Conditional": {
                                    "Components": [{
                                            "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats",
                                            "Data": {
                                                "Flags": "",
                                                "FullName": "Boolean ProgressionTableIsSubclass(Guid)",
                                                "FunctionHash": 1231916529,
                                                "ParameterHash": -121159574,
                                                "Parameters": ["65eddbbd-8489-46ff-a2b7-56c954c61198"],
                                                "UnrealCall": ""
                                            },
                                            "Not": true,
                                            "Operator": 0
                                        }
                                    ],
                                    "Operator": 0
                                },
                                "IsMutuallyExclusiveUpgrade": "true",
                                "MinimumCharacterLevel": 1,
                                "PowerLevelRequirement": {
                                    "ClassID": "568f1c26-1398-4e67-8b81-0f6a60e6cdde",
                                    "MinimumPowerLevel": 1
                                },
                                "RequiresAbilityID": "00000000-0000-0000-0000-000000000000",
                                "VisibilityConditional": {
                                    "Components": [{
                                            "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats",
                                            "Data": {
                                                "Flags": "",
                                                "FullName": "Boolean ProgressionTableIsSubclass(Guid)",
                                                "FunctionHash": 1231916529,
                                                "ParameterHash": -121159574,
                                                "Parameters": ["65eddbbd-8489-46ff-a2b7-56c954c61198"],
                                                "UnrealCall": ""
                                            },
                                            "Not": true,
                                            "Operator": 0
                                        }
                                    ],
                                    "Operator": 0
                                }
                            },
                            "RemoveAbilityID": "00000000-0000-0000-0000-000000000000",
                            "UnlockStyle": "Unlock"

 

Everything looks right... no? :facepalm:

Edited by Harpagornis

  • Author

I resetted the whole PT and now things are working like intended - good. The rest should be just changing a lot of entries... :yes:

  • Author

Âfter another reload the spells are now back again even though the new PT is still in the same place.... how can this be???

  • Author

The changes only work if i put the PT into the original folder. When in Override folder every change gets ignored. Is there some logic in this madness?

The changes only work if i put the PT into the original folder. When in Override folder every change gets ignored. Is there some logic in this madness?

This is because when the PT is in the override, it isn't being loaded and it reverts back to the vanilla PT.

 

So, there's an issue in your PT somewhere.

  • Author

Modded PT is in original gamedata folder: It works!

Modded PT is in Override Mod folder: Nothing...

 

If there would be an issue it should not work at all... no? :facepalm:

 

Its even more strange cause i copy the complete (!) PT with only some minor changes (Conditionals for Elemental Spells)

Edited by Harpagornis

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