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Llama8

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Everything posted by Llama8

  1. Well the XML files are all useless. They only do the windows/tooltips, all of the data that's displayed in them is hardcoded (either in the exe or one of the DLLs).
  2. Thanks mate, I'll have a poke around in the files when I get home (not that I have any clue about XML ).
  3. Correct, nothing boosts the amount of leech you get other than adding more leech. Leech isn't affected by any mods (such as +% damage), you either get it or you don't & it's always for the amount that it says it is (either +x or +x% of the single-player-max-HP-after-Weaken ). Any of the mods that are dependant on hitting a monster (eg, stun, knockback, leech, regen per hit) will proc on any weapon-based Area of Effect that you get as long as you "succeed" on both the % chance for Area of Effect (if your attack has a % chance for Area of Effect, if it's guaranteed, then you won't need to worry about this) & the % chance for the mod to proc (LL & RpH are 100% chance, stun & knockback usually have a % chance). Yup. Any time your weapon hits something, it procs leech (& RpH), regardless of how that hit came about (CA or normal left click, which includes chance to hit multiple opponents from skills or item mods).
  4. Those are all ranged weapons though. If you want staves firing projectiles (ala Titan Quest), you'll need to get the expansion Ice & Blood and then pick the Magic Staffs skill.
  5. Does anyone know how the GUI is put together? I know that some games have the UI elements specified in editable xml (& the like) files, but I've no idea about Sacred 2.
  6. Would someone mind uploading the various alchemy consumables so that I can test them in-game, I'm trying to pin some things down & I think some of them relate to the alchemy consumables.
  7. I did Physics with astrophysics at uni & my favourite course (in the first year at least) was PPC - Particle Physics & Cosmology, ie, this stuff (mostly). Also, TeV = Teraelectron volts...
  8. I've uploaded the file here for anyone that wants it. I've got a few other files that might be of use: Creatures & Blueprint (in a single file) and Animations (which is huge, so I've only taken the CA animation section & split it into tabs, one per character, this also makes searching for the relevant animation easier, the entire file is ~1.3m lines).
  9. File Name: Sacred 2 Spells.txt File Submitter: Llama8 File Submitted: 23 Apr 2011 File Updated: 27 Apr 2011 File Category: Fallen Angel Tools This Excel file has a download of the base Ice and Blood Spells.txt file, a list of all of the tokens (& explaination of most), a pivot table of the tokens to allow you to find what Combat Arts use a particular token & an explaination of the other parts of the Spells.txt file. This is a work in progress as there are still a few tokens that aren't understood, as well as the flags (the fourth number after each token). Click here to download this file
  10. Version v2

    898 downloads

    This Excel file has a download of the base Ice and Blood Spells.txt file, a list of all of the tokens (& explaination of most), a pivot table of the tokens to allow you to find what Combat Arts use a particular token & an explaination of the other parts of the Spells.txt file. This is a work in progress as there are still a few tokens that aren't understood, as well as the flags (the fourth number after each token).
  11. Yeah, the spellClass does seem to control a lot of the "physics"/behaviour" of the CAs. For example, I created an Area of Effect CA that sucked monsters into the centre (using the "range_pull" token, or something_pull anyway) & that kinda worked, but didn't pull all monsters, so I used the spellClass from Clustering Maelstrom & that pull all monsters in, but the damage was then dependant on how many monsters were pulled in (IIRC, 1-3 monsters & you get one lot of damage, 4-7 monsters & you get two lots of damage, 8+ & you get 3 lots of damage per monster, etc) which wasn't quite what I wanted. What I wanted was to pull all of the monsters in, root them & damage them, but if you put root into a CA, then that effect overrides the pull into the centre of the effect. I might have a look at the spellClass of the NPC CAs that use that sacrifice effect when I get home, see if I can get them to do what I want... Unfortunately the spellClasses are kept in some of the DLLs & the exe, so we can't modify/create new ones.
  12. Thanks, I'll send the latest version when I get home from my parents' tomorrow. One token that I've not been able to get "working" in player CAs is "et_sacrifice_health_rel". From the sound of it, it would remove x% of the player's HP, but I can't get it to work either on spells or weapon-based CAs. One of the NPC CAs that has it is the Mist boss' undead summon CA, and that proc's the HP reduction/anti-leech effect when you kill all of the summoned undead. I would have thought that you could just drop it in a Combat Arts list of token's & it would reduce the HP whenever a CA is cast, but apparently not (unless it needs specific values for the 4th number).
  13. Sure, if you PM me your email addresses I'll mail the excel file when I get home tomorrow. It's not complete, there's still stuff I don't understand, but I'm (slowly) getting there...
  14. No, DS is a spell (doesn't proc LL from items, inc set bonuses) in a weapon-based aspect, Archangel's Wrath is a weapon-based CA (does proc LL from items, inc set bonuses) in a spell aspect. Spells can only proc LL (both fixed & %) if they have the relevant token (can't remember the %% LL token off the top of my head) in Spells.txt.
  15. Yeah, Kid posted the same thing on the SIF, but with a bit more feeling...
  16. That token is bonus damage, with the first number being the level 0 bonus & the second number the per level increase, so it'll increase at 2.5 damage per level. That's attack & defence, not armour. It means that it's giving 0% bonus at level 0 & 10% at level 1, 20% at level 2, etc... Also, I've got a spreadsheet with a download of the Spells.txt & a list of the tokens (a few of which aren't on the wiki, like the % LL token) & what they do, as well as a breakdown of some of the other parts of Spells.txt (like spellcontroltype).
  17. Yup, Deathly Spears is causesSpellDamage = 1 in Spells.txt, so it's not weapon-based, but it will take it's damage bonus from Tactics Lore. Deathly Spears & Archangel's Wrath are two CAs that are in "opposing" aspects. DS is a non-weapon-based CA in a "weapon-based" aspect (Battle Extension & Dedicated Blow take their base damage from the equipped weapon & are causesSpellDamage = 0), AW is a weapon-based CA in a "spell" aspect (none of the other Rev Tech CAs use weapon damage for their damage & are causesSpellDamage = 1).
  18. If anything can reach the point where Sacred 2 runs out of numbers for damage, it'll probably be the BFG + AW on console...
  19. BFG might be a better base weapon to use Archangel's Wrath with, especially since both BFG & AW will benefit from the +skills if you've got Rev Tech lore (& pick the damage mods on BFG). You'd loose up to 6 sockets (3 on your weapon & 3 on your shield), but should make up for that in damage
  20. And if you're a TG you can use your arm-cannon to do the same thing.
  21. TQ also had an undo button on stat & skill point distribution (if you don't exit that screen first), which would let you see what effect your points have without making it binding. IMO, that would be a good balance between being able to undo a mistake (accidentally selecting Divine Devotion at level 65 *shudder*) & having to live with the consequences of your choices. Mind you, so would a sandbox mode that allows you to test a particular build/CA mod choice (I would envisage it as allowing you to select your character level, skills & so on, but not being able to save said character & giving you some monsters to test things out on). Or the ability to export your character & test a skill choice in SP.
  22. If you're getting your % leech from full Delthya's, then you won't need % leech on your weapons, though more is always nicer.
  23. Yes Gogo, any weapon-based attack will trigger life leech. As an addendum to that, it's based on the max HP after any total HP reduction mods have been applied. So if you proc Weaken on a monster subsequent % LL attacks will do less leech than if you hit them prior to Weaken (since Weaken reduces their Vitality which reduces their max HP). LL was removed from being able to be procced by spells during the beta, as it made Area of Effect spells (like Radiant Pillar & Firey Ember) too powerful.
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