Skip to content

docs: add a progression guide - #18

Merged
Kheartz merged 1 commit into
mainfrom
progression
Oct 18, 2026
Merged

Kheartz merged 1 commit into
mainfrom
progression

Conversation

@Kheartz

@Kheartz Kheartz commented Oct 18, 2026

Copy link
Copy Markdown
Member

Adds a Progression guide to the Players section: levels and experience, which spells a player can cast, and talents, ending with a list of every talent in the game.

New: Progression (guides/Players/progression.md)

  • Where progression lives: in the player's own game, applied by a client script and decided by the server. Re-apply it on every worldReady, and use Foundations' hmp-progression to keep it per character.
  • Levels and experience: Progression.addExperience, setPoints and getLevelBounds. setLevel has no effect in this game build, so the sample sets a level as the points at its start. Kill experience lands only in the player's game.
  • Spells: Spells.setPolicy (open locks, extra spell sets, relocks, Spell_Stupefy as Basic Cast), the player-visible names of the spell locks (Bombarda is Spell_Expulso, Imperio is Spell_Imperius, ...), slots, and spell lessons.
  • Talents: buy vs grant, upgrades, removing and refunding, reading state and Talents.list() fields, granting on join, and buying with a report back to the server.
  • Requirements: Level and Needs come from the game data, and the guide says which call opens each kind of lock. A spell policy with bonusLoadouts owns Spell Knowledge I–III.
  • "When a talent seems to do nothing": the IDs mislead. INF_Swift is Human Demiguise (sprint while Disillusioned); the hold-Dodge vanish called Swift is Talent_Core_DodgeFast, and it does nothing inside Hogwarts castle. A tester hit exactly this mix-up.
  • Every talent: all 56 perk rows, grouped into the five menu trees (Core, Spells, Dark Arts, Stealth, Room of Requirement) plus the eight that belong to no tree. Each row has the ID, the in-game name, a short summary of the effect, the level and the lock it needs.

Also lists the guide in the overview.

Sources. IDs, levels and locks come from PerkDefinition in the game DB. Names come from the game's English localization table (MAIN-enUS.bin). The effect column paraphrases the in-game descriptions. The Swift and Human Demiguise behavior was read from the game itself: the native ability-tag handlers, and the ShadowBlink2 / StartSprint Blueprint logic.

Tested locally:

  • docs:check: 177 samples in 48 guides type-check against the 1.9.2 contract;
  • docs:links: every link and anchor on 49 pages resolves;
  • the page renders at desktop and 375 px widths with no horizontal page scroll (wide talent tables scroll within themselves).

@Kheartz
Kheartz merged commit c8e108a into main Oct 18, 2026
1 check passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant