Trying to make a custom charm

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Total Noob

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Feb 1, 2015, 2:32:41 AM2/1/15
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Trying to add in a fan-made charm, but I'm having trouble working out the specifics. I think I've got the labeling for the charm group wrong, but I've fiddled with different labels and nothing works. Or maybe it's something else.

Oh God I hope this image loads.

http://feb.imghost.us/Hp0E.png

Urs Reupke

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Feb 1, 2015, 3:12:29 AM2/1/15
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Hey,

thanks for your message; the image loads fine!
Looking at it, things look pretty good to me; maybe I could say more if you told me what is wrong.
One thing that looks odd to me is the essence cost, I don't think we support the notation as you used it.
If the Charm is not parsed at all, it could be this. In that case, try 

<essence cost="3" text="(up to 5 motes)"/> 

or something similar.

If you figured things out on your own this far, maybe our wiki has some pointers that help you along:

Good luck, and please let me know if I can help in some way
Urs

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pb...@hotmail.com

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Feb 1, 2015, 3:23:16 AM2/1/15
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Er, yeah, the actual problem is relevant...

It doesn't show up in the charm cascade at all. There's an odd separation in the charm cascade though, like it thinks a charm should be there but couldn't quite squeeze it in. When I disable the custom charm, the cascade closes the gap again.

http://feb.imghost.us/Hpo4.png

Your suggested change didn't affect anything, unfortunately :(


Urs Reupke

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Feb 1, 2015, 4:09:03 AM2/1/15
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Figures. 
I looked up the group name, it is just "PainReforged".
Please change your Charm's opening line to

<charm id="Infernal.CountlessCitiesClotting" exalt="Infernal" group="PainReforged">

Does this help?
Urs

pb...@hotmail.com

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Feb 1, 2015, 10:58:29 PM2/1/15
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Yes, that did it! The charm is there and everything shows up. Thank you very much.

Now, for the other Infernal categories... is there a list of group names for them somewhere? Since they're not labeled the same way as the cascade, it's down to guesswork to get the group name right.

Urs Reupke

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Feb 4, 2015, 4:09:18 PM2/4/15
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Unfortunately, no, there is no master list of Charm groups.

You can find the names in these files, though:

These are the data files for the MoEP Infernals and its Broken-Winged Crane supplement, which should cover almost all of the groups.

Hope that helps
Urs

On Mon Feb 02 2015 at 4:58:29 AM <pb...@hotmail.com> wrote:
Yes, that did it! The charm is there and everything shows up. Thank you very much.

Now, for the other Infernal categories... is there a list of group names for them somewhere? Since they're not labeled the same way as the cascade, it's down to guesswork to get the group name right.

pb...@hotmail.com

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Feb 8, 2015, 11:01:50 PM2/8/15
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Alright, so I've been having great fun putting in fanmade charms (and incidentally borking the cascade layout. It's a real mess) but I seem to have stumbled across an error. I'm attempting to insert charms with repurchases at later essence levels, following the layout on those sites you linked me to.

However, when I put in a repurchases block, Anathema suffers an error when I mouse over the charm in the cascade. It starts and compiles fine, but trying to read the charm in the system gives the following:

java.lang.ArrayIndexOutOfBoundsException: 1
at net.sf.anathema.character.generic.framework.magic.stringbuilder.SpecialCharmStringBuilder.printTieredLimit(SpecialCharmStringBuilder.java:53)
at net.sf.anathema.character.generic.framework.magic.stringbuilder.SpecialCharmStringBuilder.buildStringForMagic(SpecialCharmStringBuilder.java:43)
at net.sf.anathema.character.generic.framework.magic.stringbuilder.CharmInfoStringBuilder.getInfoString(CharmInfoStringBuilder.java:36)
at net.sf.anathema.charmtree.presenter.view.AbstractCharmTreeViewProperties.getToolTip(AbstractCharmTreeViewProperties.java:31)
at net.sf.anathema.platform.tree.view.interaction.SetToolTipWithDetails$TooltipSetter.toggled(SetToolTipWithDetails.java:31)
at sun.reflect.GeneratedMethodAccessor14.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at org.jmock.example.announcer.Announcer.announce(Announcer.java:43)
at org.jmock.example.announcer.Announcer.access$000(Announcer.java:11)
at org.jmock.example.announcer.Announcer$1.invoke(Announcer.java:22)
at com.sun.proxy.$Proxy25.toggled(Unknown Source)
at net.sf.anathema.platform.tree.view.container.DefaultContainerCascade$1.run(DefaultContainerCascade.java:25)
at sun.reflect.GeneratedMethodAccessor13.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at org.jmock.example.announcer.Announcer.announce(Announcer.java:43)
at org.jmock.example.announcer.Announcer.access$000(Announcer.java:11)
at org.jmock.example.announcer.Announcer$1.invoke(Announcer.java:22)
at com.sun.proxy.$Proxy26.run(Unknown Source)
at net.sf.anathema.platform.tree.view.draw.FilledPolygon.toggle(FilledPolygon.java:34)
at net.sf.anathema.platform.tree.view.interaction.SetToolTipWithDetails.execute(SetToolTipWithDetails.java:24)
at net.sf.anathema.platform.tree.view.interaction.ElementExecutor.perform(ElementExecutor.java:14)
at net.sf.anathema.platform.tree.view.interaction.ToolTipListener.mouseMoved(ToolTipListener.java:21)
at java.awt.AWTEventMulticaster.mouseMoved(Unknown Source)
at java.awt.AWTEventMulticaster.mouseMoved(Unknown Source)
at java.awt.Component.processMouseMotionEvent(Unknown Source)
at javax.swing.JComponent.processMouseMotionEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$200(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)


Here's the code:

<?xml version="1.0" encoding="utf-8"?>
<?xml-stylesheet type="text/xsl" href="../charmreview-xmlns.xsl"?>
<charmlist xmlns="http://anathema.sourceforge.net/charms">
<charm id="Infernal.MercilessRadiativeTherapy" exalt="Infernal" group="ColdFire">
<prerequisite>
<essence value ="3" />
<charmReference id ="Infernal.BlightInternalizationTranscendence" />
<charmReference id ="Infernal.ColdFireDesolationBrand" />
</prerequisite>
<cost>
<essence cost ="2" />
</cost>
<duration duration="Permanent" />
<charmtype type="Permanent" />
<repurchases>
<repurchase essence="5" />
</repurchases>
<source source="Earthscorpion" />
</charm>
</charmlist>


On a minor note, labeling the source as anything other than Custom makes it show up as "##ExaltedSourceBook.WhateverIputthere##" rather than just the name. Is there a certain format for it?

Urs Reupke

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Feb 9, 2015, 2:28:57 AM2/9/15
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Hey, great!
There are some flaws in the auto-layout, it gets really weird when the graphs get big, especially with wide layers. I recently acquired a new book on the subject of graph drawing, maybe it helps.

Regarding your problem, try mentioning the original essence requirement in the repurchases block as well, I think that's the trick.

As for the source, no, there isn't. "Custom" is a reserved word for us, so we show it. Anything else is expected to be a sourcebook.
You can put those strings (e.g. "ExaltedSourceBook.Earthscorpion" in the above example) into your custom.properties file in the custom folder and assign them a proper translation.

pb...@hotmail.com

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Feb 9, 2015, 3:58:54 PM2/9/15
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Putting in the original purchase cost worked, thank you very much. Charm displays perfectly.

Now for what's hopefully the last question I need help with: Is there a way to create new charm groups? Some of the custom charms I want to enter start their very own trees.

Sean Mattox

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Feb 9, 2015, 4:04:29 PM2/9/15
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Hi there,

As I recall, there's nothing special about the existing charm groups. You can enter anything you want in that box, you'll just need to define a property string to give it a proper label. All the charms with that same group will appear together.

-Sean

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pb...@hotmail.com

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Feb 10, 2015, 12:42:27 AM2/10/15
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I mean, I want to create a custom charm cascade. Like a new Kimbery tree that begins with a custom charm and is in its own separate window. How might I go about doing that? Just make a few charms with a new group name? Will it show up automatically?

Urs Reupke

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Feb 10, 2015, 4:11:03 PM2/10/15
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Did you actually try what Sean proposed?

As far as both of us remember, you can just type anything you want there. You'll see something like ##YourGroup## in the selection box, indicating that you have to put a String like YourGroup=Your new group
into your custom.properties.

On Tue Feb 10 2015 at 6:42:29 AM <pb...@hotmail.com> wrote:
I mean, I want to create a custom charm cascade. Like a new Kimbery tree that begins with a custom charm and is in its own separate window. How might I go about doing that? Just make a few charms with a new group name? Will it show up automatically?

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pb...@hotmail.com

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Feb 10, 2015, 8:22:27 PM2/10/15
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Yes, it worked! I didn't quite understand what Sean had meant until I saw your examples.

(It also helped to convert the .txt into a .xml. Derp.)

In any event, I think I've got this thing down pat. Now I can make all sorts of custom charms for 2.5e, just in time for 3e to release! Yay!

Thank you all very much for your help.

Urs Reupke

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Feb 11, 2015, 1:06:29 AM2/11/15
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Great! Did you have a look at our wiki? Its open for everyone, so maybe you could add some of your learnings there for the next guys benefit.

The main page on custom Charms is here: https://github.com/anathema/anathema/wiki/How-to-create-custom-charms-and-spells and others are linked to in the sidebar.

See you there!
Urs


pb...@hotmail.com

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Feb 13, 2015, 5:19:44 PM2/13/15
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I spoke too soon :(

Running into a new error:

Could not compile Charms:
Error on line 16 of document file:/E:/Games/Anathema/./repository/custom/Charms_Infernal_SecondEdition_ChartreuseCoronaryIgnition.xml : The element type "charmlist" must be terminated by the matching end-tag "</charmlist>".


With this code:

<?xml version="1.0" encoding="utf-8"?>
<?xml-stylesheet type="text/xsl" href="../charmreview-xmlns.xsl"?>
<charmlist xmlns="http://anathema.sourceforge.net/charms">
<charm id ="Infernal.ChartreuseCoronaryIgnition" exalt="Infernal" group="InsignificantEmbers" />
<prerequisite>
<essence value="4" />
<charmReference id="Infernal.SunHeartFurnaceSoul" />
<charmReference id="Infernal.1stExcellency.Malfeas" />
</prerequisite>
<cost>
<essence cost="1" text="per hour" />
</cost>
<duration duration="Permanent" />
<charmtype type="Permanent" />
<source source="Earthscorpion" />
</charm>
</charmlist>

---

I've been over it a dozen times and have compared it to working codes, so I don't know what is wrong. I've got a </charmlist> at the end, and there doesn't appear to be an open <charmlist> anywhere. Online XML validators tell me the same thing, but I'm not seeing the cause.

It's probably blatantly obvious and I'm just blind, help would be welcome.

Eric Astor

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Feb 13, 2015, 5:34:04 PM2/13/15
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Afraid it really is simple... check the <charm> line. You accidentally used a <charm/> tag instead, which is self-terminating... so when it gets to the </charm> line, the only tag left to close is the <charmlist>, and it gets (appropriately) confused! If you take off that terminating / in the <charm> tag, I think it should work fine.

- Eric

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pb...@hotmail.com

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Feb 13, 2015, 6:31:44 PM2/13/15
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Oh god, the shame! Too much copy+paste, not enough thinking. Thank you for the help. Works great now.

pb...@hotmail.com

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Feb 15, 2015, 10:13:59 PM2/15/15
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Something I ran across while making new things:

The online example you offer suggests using this line for "One Scene" durations.

<!-- duration amount="1" type="scene"/-->

However, that gives me an error. The charms you have in the github directories use this line instead.

<duration amount="1" unit="scene" />

Where "unit" is used instead of "type."

Is this something particular to Infernals, or is the example borked?

Urs Reupke

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Feb 16, 2015, 3:25:21 AM2/16/15
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The example is borked, thanks for bringing it up.
I'll fix it tomorrow if nobody beats me to it.


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Urs Reupke

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Feb 17, 2015, 12:33:13 PM2/17/15
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Done.

On Mon Feb 16 2015 at 9:25:23 AM Urs Reupke <ursr...@gmail.com> wrote:

The example is borked, thanks for bringing it up.
I'll fix it tomorrow if nobody beats me to it.


On Mon, Feb 16, 2015, 04:14 null <pb...@hotmail.com> wrote:
Something I ran across while making new things:

The online example you offer suggests using this line for "One Scene" durations.

<!-- duration amount="1" type="scene"/-->

However, that gives me an error. The charms you have in the github directories use this line instead.

<duration amount="1" unit="scene" />

Where "unit" is used instead of "type."

Is this something particular to Infernals, or is the example borked?

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pb...@hotmail.com

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Mar 12, 2015, 3:10:04 PM3/12/15
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Me again.

Entered in a new charm (Guile-Spun Shadow Flesh) from the Infernals bandaid. It's effect is to calculate soak using Manipulation instead of Stamina. Is it possible for me to get the program to do that, or is that not something that I have access to?

Urs Reupke

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Mar 12, 2015, 3:24:25 PM3/12/15
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That option is not available on a Charm level, only per character type. If at all, I don't remember off of my cuff.

On Thu, 12 Mar 2015 at 20:10 <pb...@hotmail.com> wrote:
Me again.

Entered in a new charm (Guile-Spun Shadow Flesh) from the Infernals bandaid. It's effect is to calculate soak using Manipulation instead of Stamina. Is it possible for me to get the program to do that, or is that not something that I have access to?

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pb...@hotmail.com

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Jun 29, 2015, 6:40:00 PM6/29/15
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Got another question for you guys (you're amazing at working with the fans btw. I love you guys).

I'm interested in inputting the Theion charmset from Shards of the Exalted Dream. I'm wondering if there's a quick and easy way to enter the general Primordial charms (First Excellency, Sorcerous Enlightenment, etc). Is there some kind of template I can just put Theion's name into and have it autogenerate? Or can I copy+paste an online script and change the names around? I've looked at some of the examples for the general charms and they're fairly complicated.

pb...@hotmail.com

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Jul 1, 2015, 12:03:21 PM7/1/15
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One more thing - I want to know if its possible to create the Sovereign caste Infernal.

I've found the caste files in the anathema library, but just creating a caste with traits doesn't work. I imagine there's several files I'd have to create to do this, including the images. Would this be possible, or is it buried too deep in the program for me to affect?

pb...@hotmail.com

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Jul 13, 2015, 4:39:09 PM7/13/15
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Dunno if you've seen my other questions, or if you're abandoning this build in favor of preparing for 3e, but I would like to know how to create custom Charm Attributes. We can create custom durations with the

Charm.Duration.Whatever=Whatever

Function, but it doesn't appear to work if I type

Charm.Attribute.Whatever=Whatever

Is there another way to do this?

Urs Reupke

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Jul 14, 2015, 2:11:30 PM7/14/15
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Hey,
seen, yes, answered, no. Let's do something about it.

Your first question was about dealing with Primordial Charms.
I take it that by "general" Charms you mean Charms that apply equally to all Abilities or Attributes. 
That said, what's special about the Primordial ones? I never studied Infernals in depth, so I need some help here.

Your second question is about a new(?) caste for Infernals.
I am not entirely sure, but I think that the current version of Anathema still requires coding to add a new Charm. I am not entirely sure, though. Is any of the other guys still following this thread? Could you help me along?

As for your two-and-a-halfth question, yes, we're abandoning this build, but that doesn't mean we won't help you out a bit.
I am not entirely sure what your third question aims at, is it just about seeing the correct string in the interface?
If so, you do it like this:
Keyword.Cooperative=Cooperative Keyword.Combo-Basic=Combo-Basic Keyword.Combo-OK=Combo-OK
Hope that helps a bit.

See you around
Urs


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pb...@hotmail.com

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Jul 14, 2015, 3:43:30 PM7/14/15
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Thank you very much for your reply. Let me try to explain what I mean. Wall of text incoming:

By "general primordial charms" I mean stuff like "First Malfeas Excellency" and all the charms in that tree. What I want to do is enter a new Primordial, Theion, so that the First Theion Excellency, Mythos Exultant and all those charms appear in a charm tree. Is there a file I can just make a few alterations to in order to accomplish this? I've looked through the files and found Infernal general charms and files defining the Yozis, so I'm wondering if I can just add "Theion" into a few of those files instead of writing each charm individually.

Basically, when you select a Patron Yozi, there is a large list of several Yozis who have only the general charmset defined. I would like to create another such Yozi since I have already created the rest of his charmset manually.

http://postimg.org/image/ttnpqrsv3/

I want "Theion" to appear on this list as a selectable option.

http://postimg.org/image/5nzapij7j/

And "Sovereign" to appear on this list, with a custom Caste Symbol.

I think what I want can be accomplished through a new character template, though I'm not too sure. I would like it to have its own caste mark artwork.

The new custom keyword works perfectly, so there's that at least. Thank you.

Aside from that, there is another issue that has been plaguing me. The repurchase option is displaying oddly: In the charm cascade, it will read "Repurchases: Essence 5/Essence 5 and Essence 6/Essence 6. The code seems to be correct:


<charm id="Infernal.UniverseEmp" exalt="Infernal" group="BurningGaze">
<prerequisite>
<essence value="5" />
<charmReference id="Infernal.EmpyrealInvincible" />
<charmReference id="Infernal.CosmicTyrant" />
<charmReference id="Infernal.Apocalgaze.Subeffect.Repurchase2" />
</prerequisite>
<cost>
<essence cost="15" />
<willpower cost="1" />
</cost>


<duration amount="1" unit="scene" />

<charmtype type="Simple" />
<charmAttribute attribute="Blasphemy" />
<charmAttribute attribute="Emotion" />
<charmAttribute attribute="Obvious" />
<charmAttribute attribute="Form-Type" />


<repurchases>
<repurchase essence="5" />

<repurchase essence="6" />
</repurchases>
<source source="Shards" />
</charm>

I've looked over the canon charms and can't figure out what the cause may be. I have noticed that I have never used a

<"Trait id="Yozi" value="0" />

string, but I don't think that's important.

pb...@hotmail.com

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Aug 24, 2015, 9:18:01 PM8/24/15
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Don't know if anyone checks this place anymore, but if you do, here's the fruits of my labors:

https://www.mediafire.com/folder/3ol6d767692wdxq,76030f8fpgw77b2,15a7n2ot45ttcj9,b18uuiahsgficm2,hf5mo5gra2htzkx,fhjg3qg17o1aunz,9rbwy808vl18udu,4ugvm6ghz9ht2q6/shared

Custom charms for the Ebon Dragon, Kimbery, Malfeas, Isidoros, Metagaos, Theion and a new Unwoven Coadjutor tree.

To use, put the files in your Anathema\repository\custom folder and they'll show up when you start the program.

pb...@hotmail.com

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Sep 19, 2015, 2:11:30 AM9/19/15
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So I dunno if you guys still check this place, but if you do I've got a quick question that I can't work out about repurchases. When I enter custom charms with repurchases, they display in Anathema as (Repurchases: Essence 3/Essence3) instead of the normal (Repurchases: Essence 3). I've examined the canon charms and can't see any difference with what I'm writing. Here's an example of my code:

<charm id="Infernal.Wearingthebeastsskin" exalt="Infernal" group="Mountainbeast">
<prerequisite>
<charmReference id="Infernal.Mountainbeastdominion" />
<essence value="2" />
</prerequisite>
<repurchases>
<repurchase essence="2" />
<repurchase essence="3" />
</repurchases>
<charmtype type="Permanent" />
<duration duration="Permanent" />
<source source="ReminiscentOasis" />
</charm>

Here's an example of canon code for comparison:

<charm id="Infernal.ScarWritSagaShield" exalt="Infernal" group="PainReforged">
<prerequisite>
<trait id="Malfeas" value="0" />
<essence value="2" />
<charmReference id="Infernal.ByPainReforged"/>
</prerequisite>
<cost/>


<duration duration="Permanent" />
<charmtype type="Permanent" />

<repurchases>
<repurchase essence="2"/>
<repurchase essence="3"/>
<repurchase essence="4"/>
</repurchases>
<source source="Infernals" />
<source source="ScrollErrata" />
</charm>

Urs Reupke

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Sep 19, 2015, 3:41:20 AM9/19/15
to pb...@hotmail.com, Anathema Development
Hey, your Charm looks alright to me. 
Sean, can you spot something?

Sean Mattox

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Sep 19, 2015, 12:15:59 PM9/19/15
to Urs Reupke, pb...@hotmail.com, Anathema Development
I'm pretty sure this is because it doesn't have a "trait" value, such as "Malfeas" for the canon charm (don't hate me Urs!). I believe it should still be functional, though.

pb...@hotmail.com

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Sep 19, 2015, 6:13:09 PM9/19/15
to Anathema Development, ursr...@gmail.com, pb...@hotmail.com
Thank you very much for your replies, I was worried I was stuck out on a limb :)

The trait value did the trick. Funnily enough, I couldn't find where to define an "Isidoros" trait, so I just stuck the "Malfeas" trait in there and it resolved the problem. It doesn't show in the charm tree, but it is kinda odd for an Isidoros charm to have Malfeas in it. How would I define the Isidoros trait?

In the meantime, I've noticed that charms belonging to non-core Yozis (any other than Malfeas, Adorjan, Cecelyne, Ebon Dragon and SWLiHN) do not benefit from Favored status. Even if I select Isidoros as a favored, his charms still cost 10 xp.

Urs Reupke

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Sep 20, 2015, 7:08:12 AM9/20/15
to pb...@hotmail.com, Anathema Development
Yeah, I missed that. Good catch!

From what I remember from the old version, you can't just add traits, so you're stuck to the Yozi we gave you. You can name the Charm trees and their groupings whatever you want, though - this would explain for the weird name of the trait required and the effect.
You could verify by favoring Malfeas and checking the cost again, I'd expect it to be 8xp. 

That's wild guesswork, though, maybe Sean remembers more.
And I'd never hate you, I know you crafted this with the best of intentions building on an unwieldy system, to say the least.

Regards
Urs

pb...@hotmail.com

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Sep 20, 2015, 4:31:58 PM9/20/15
to Anathema Development, pb...@hotmail.com
Confirmed, any charms with <trait="Yozi" value="0" /> of a favored or patron core yozi costs 8xp, even if the Yozi the charm belongs to is not favored. Makes things a little tricky to manage, since you could accidentally discount a Yozi's charms. I guess it'll be up to the user to keep that in mind when they build their character.

That said, since this is an old version and you'll be working towards a 3E release, would you be willing to let us crack open this old version to make more extreme edits? Like I said earlier I'd love to create new Yozis or even change caste art, but a lot of the files can't be read by the programs I have, so I don't know where to start. I understand if you want to keep your work whole, but doing all this coding has actually been fun for me. I've learned a little bit (started this not knowing the first thing about xml) and I'd like to experiment more with the code.

I suppose what I'd need to know is what kind of program I would need to read the files properly. Then I could explore and poke around at my leisure.

Urs Reupke

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Oct 26, 2015, 3:48:07 PM10/26/15
to pb...@hotmail.com, Anathema Development
Sure thing. The entire program is open source, so all you need is an IDE like IntelliJ IDEA Community Edition 
and lots of time. :-)
Anathema's sourcecode is at github.com/anathema/anathema

Bring on the questions!

pb...@hotmail.com

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Aug 11, 2017, 4:42:18 PM8/11/17
to Anathema Development, pb...@hotmail.com
So here's a blast from the past. I'm doing some more charm addition for 2.5e because 3e Infernals isn't going to come out for a long, long time yet. I'm looking to add a charm that can be purchased once for each dot of Occult, much like how Glorious Solar Saber may be purchsed once for each dot of Melee. How do I enter this function in? I've been looking for the Solar charmlists to copy the technique but I can't seem to find it anywhere.

pb...@hotmail.com

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Aug 12, 2017, 1:32:38 AM8/12/17
to Anathema Development, pb...@hotmail.com
On Friday, August 11, 2017 at 4:42:18 PM UTC-4, pb...@hotmail.com wrote:
> So here's a blast from the past. I'm doing some more charm addition for 2.5e because 3e Infernals isn't going to come out for a long, long time yet. I'm looking to add a charm that can be purchased once for each dot of Occult, much like how Glorious Solar Saber may be purchsed once for each dot of Melee. How do I enter this function in? I've been looking for the Solar charmlists to copy the technique but I can't seem to find it anywhere.


Got it figured out, actually.

<charmReference id="Infernal.GloriousMelodies.Subeffect.Repurchase2" />

Is the string. Just add "subeffect.repurchase#" to the end of the prerequisite.

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