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Showing content with the highest reputation on 12/20/2020 in all areas

  1. Binaries are going to have to remain as is, for now, unless I can learn to make sense of the morass I see when I look at the decoded files in OllyDBG. It pains me to keep even a single known bug in the mod, but I have to weigh the cost/benefit of importing the files lock & stock from Addendum. If (after 6 years) editing the LUA scripts is like reading "Baby's first pop-up book", trying to decipher the game code is like reading Anna Karenina, in the original Russian. ==================== I'm leaving the floor open for any suggestions for areas that might benefit from having unique music all their own. As far as I can tell, there are something like 50 unused region entries in region.txt that can be assigned to specific sectors in S2se. From there they can be given unique music profiles. I've already taken advantage of this for the following: Outer area surrounding the Scorpion Temple now has unique music. Marigold Fields now have unique music. Grunwald Forest has ominous music like the Whisperwood. Nagash's Nest now has swamp music and background ambiance. T-Energy Bog now has menacing music.
    1 point
  2. newItemType = { -- standard info renderfamily = "RENDERFAM_ITEM", family = "FAMILY_ITEM", subfamily = "SUBFAM_JOB_LH", classification = "CLF_JI_BARREL02", - should probably be classification = "CLF_JOB_LH", flags = "FLAG_HASPREVIEWIMAGE", weargroup = "WEARGROUP_INVALID", -- 3d model + animation info model0Data = { name = "models/objects/jobitems/t_job-barmaid-fan.GR2", user = "WEARGROUP_DEFAULT", }, -- logic bounding box logicBox = { minx=-9.273, miny=-1.672, minz=-0.052, maxx=9.273, maxy=13.693, maxz=0.052, }, dangerclass = 0, } mgr.typeCreate(4917, newItemType);
    1 point
  3. It's: (500 + Surehit_bonus) * (ChancetoDenyEvasion_bonus + 1000) * 3 / ((ChancetoEvade_bonus + 1000) + 3000 + AttackerLevel - DefenderLevel) It's: (AV * 1000/(AV+DV) + Surehit_bonus) * (ChancetoDenyEvasion_bonus + 1000) * 3 / ((ChancetoEvade_bonus + 1000) + 3000 + AttackerLevel - DefenderLevel) Missing due to the original coder error. He'd typed '+' instead of '=', so that part became always equal to 500. It's DR(Diablo ii lingo) DR = DV. Correct. S2EE utilizes the original formula. It's 200, just like in blueprint.txt and spells.txt.
    1 point
  4. southern-fried chicken -> limited I have never had REAL Southern-fried chicken... but I can imagine my skin breaking out if I where to ever have just a small bite, so if I ever do have the chance, I will limit myself to just a teeeeeennnny tiny huge piece!!!!!!!!
    1 point
  5. No such thing, since how flags are interpreted depends on specific spellClass function sets(which sometimes overlap). 37 - affects caster only. 41- affects caster and friendly units, generally. 42 - affects hostile units, sometimes buggy. 133 - affects hostile units, sometimes should be used instead of 42 to prevent spectacular glitches. 8 - affects caster once, spellclass-dependent. 9 - affects hostile once, spellclass-dependent. Some tokens are spellclass specific, some are not tied to bonus types. It was to be a suicide, accompanied by a little trolling speech, but they've refrained from implementing it.
    1 point
  6. Ok so lets start off with the Astute Supremacy Aspect. I want this aspect to have two main groups of spells, force spells and lightning spells. New Combat Art: Lightning Shield (replacing Reverse Polarity) As promised, he gets a protective buff that is not all-or-nothing. I don't want the reflecting projectiles thing to be gone completely, Frenetic Fervor is now getting this as a bonus and modifying option, but it's only projectiles. Initially I thought of it as a shield that never regenerates and needs to be charged manually with Levin Array. Unfortunately the shield regeneration is globally hardcoded for all shields, just the base regeneration time can be adjusted in balance.txt but that's for all shields. So instead I let the shield regenerate out of combat. It's just a very weak shield and I don't give the inquisitor access to shield lore, the main purpose is that it gives magic armor. It also damages close enemies a little bit. Can be modded to give physical armor, more damage, increase all magic damage or magic damage mitigation, more magic armor, increase range. Maybe I'll replace one of these modifiers with spell intensity. Since the Astute Supremacy Aspect is not thought of as a Hybrid Aspect, I want it so it wouldn't make lots of sense to use this buff in a Weapon damage build, so if I replace something, then it's probably going to be the increase all magic damage modifier. If you want to take the shield to full usage, then you have to mod Levin Array Correctly. Speaking of Which: Levin Array: Gold mod Dynamic now gives in-Combat shield Regeneration. Yep. That's all. I find Levin Array to be one of the best balanced Vanilla spell-CAs. If I doch decide do something here, then I'll decrease the direct damage and increase the built-in dot damage and give it a duration mod to make it more of a stacking CA. The duration would then replace one of the Silver mods. New Combat Art: (doesn't have a name yet) (replacing Zealous Doppelganger) This is the promised Hard Hit CA for the Inquisitor. Let's first talk about the Seraphim here: Lore-Wise the Seraphim, which is a cloned Warrior designed by a race of Aliens which the Seraphim refer to as the one true god, which were fighting the dimension travelling Worgarians (the demons of Sacred), fires it's lightning bolts from geo-stationary satellites. Therefore it doesn't make sense if the Seraphims Celestial magic bolt comes from her hands, instead I gave this CA a true lightning bolt look: Now since the inquisitor is the demon-worshipping counterpart of the Seraphim he can fire his own demonic version of this spell: Now unfortunately and as you might have noticed, this brakes with Flix's Idea of a consistent color scheme for each Aspect. But I find this better than giving the Seraphim the red one and the Inquisitor the blue. I also don't want to move it to Gruesome Inquisition because Lightning should be AS exclusive. The best I could come up with is recoloring all the other AS spells red. As you might have noticed, the new buff got his visuals from the Temple Guardians Jolting Touch, so that would mean that I would make the Lost Fusion Aspect red as well. I might do that just to see how it looks, but not today. When I've decided on everything I want to do with the Temple Guardian, then I'll come back to this idea. Oh and the spell will probably do half magic, half fire damage, but I've not finally decided yet because I don't want it to synergize with the new Gruesome Inquisition buff which will probably increase fire damage. That's it with the three Lightning CAs. Now to the Force CAs, Clustering Maelstrom and Raving Thrust: Well I significantly decreased initial damage and significantly increased level scaling, especially for Raving Thrust. The unfortunate thing is that level scaling is always linear while exponential scaling would be way more fitting here. Raving Thrust became super weak on high levels. Additionally, Raving Thrust now no longer knocks back, instead it has an on-kill knockout like many of the CAs got in S2EE, e.g. TG's Archimedes Beam. This way Raving thrust can now become way better at synergizing with clustering Maelstrom. Other than that, there is no more changes to these spells. Now that's it with the Astute Supremacy Aspect, next will come Gruesome Inquisition
    1 point
  7. Sometimes simple is truly better. We're used to the occasional pizza down the street piled sky-high with a long list of ingredients...but across the street on the other side directly opposite is another pizza player... and with a thin crust instead of that deep-fried crust with only pepperoni and ..surprise surprise, best ingredient of the year... red onions... this one won our food night They interestingly enough placed the pepperoni on TOP of the cheese...this rendered out some fast, made that pepperoni extra crispy and such a joy to crunch upon. gogo
    1 point
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