Jump to content

johnmedgla

Members
  • Posts

    14
  • Joined

  • Last visited

  • Days Won

    1

johnmedgla last won the day on October 5 2013

johnmedgla had the most liked content!

Previous Fields

  • Country
    A

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

johnmedgla's Achievements

Indium Shaman

Indium Shaman (4/20)

7

Reputation

  1. I haven't played through the CM patch content in a rather long time, can anyone who has let me know if there are any more portals that need to be added to this list?
  2. I've spent a non trivial amount of time fiddling around with this, but I'm more confused than when I started. Neither follows the et_x, base, increment... format, so the parameters seem to be doing something non-standard (like the summon token, where the second value is an id), but I can't figure out which. For missile_adapt, my best guess is that the first value increases the damage done by the spell in total, and the second indicates how many projectiles this is to be split between. For instance, entry4 = {"et_missile_adapt", 300, 10, 0, 9 }, entry5 = {"et_mult_weapondamage", 250, 1, 1, 9 }, entry6 = {"et_missile_adapt", 300, 10, 2, 9 }, in this spell, the damage will always receive a 30% boost, and initially be delivered in a single projectile. (adapt, 300, 10). Taking the bronze mod for an addition projectile will add another 30% boost, and a second projectile - since the tokens appear to be cumulative - in this case the spell with the bronze mod should be the same as {"et_missile_adapt", 600, 20, 0, 9 }, -- 60% damage bonus, total divided between 2 projectiles Can anyone who understands this better than I do shed any further light on it - and why a spell like fireball doesn't magically gain extra projectiles when levelling up but one like Meteor Shower does? There doesn't appear to be a provision for 'increase projectile count with CA level' anywhere in my understanding of these tokens, but that certainly happens somewhere. Is it hardcoded based on spell-class, or am I just misunderstanding how the token works? Missile_count confuses the hell out of me. It exists as a base property of some spells (like Concentrated Anger for the Dryad) and more obvious ones like Meteor Shower, but for some reason the value (per missile) seems to be 300, which is just confusing. Similarly, Meteor Shower gains projectiles with level, so the second parameter would appear to be an increment as usual, but to the best of my knowledge Concentrated Anger does NOT, so I'm at a loss to explain why it has a non-0 second parameter. Any light anyone can shed on either of these would be helpful, and I apologise most profusely since I know I haven't expressed this particularly clearly.
  3. This is slightly more difficult than you might expect. In scripts/server/balance.txt there's a line that reads: RangeClearFOW = 1000, you can try to increase that number, but as I recall it increases the range at which the map turns from grey to coloured without actually revealing things like shrines, portals, quest targets etc - it's worth testing this first, since it's been many years since I tried fiddling with it. If it works, super, if not - you can add the following token to one of the buffs you use in scripts/shared/spells.txt. entry(x) = {"et_RangeOfSight", 5000, 0, 0, 41 }, This will increase your character's sight range by 500% in the same way equipping items with +500% vision range would, and has the benefit of not potentially breaking the item generator so it starts spewing out jewellery with silly stats. For example, to add it to the Inquisitor's Purifying Chastisement, we would edit it as below: mgr.defineSpell( "in_in_kasteiung", { eiStateName = "cSpellCast", fxTypeCast = "FX_INQ_KASTEIUNG_C", fxTypeSpell = "FX_INQ_KASTEIUNG", fxTypeCastSpecial = "FX_INQ_CAST_L", duration = 10.000000, animType = "ANIM_TYPE_SM06", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM06-SPECIAL", causesSpellDamage = 0, tokens = { entry0 = {"et_wounded_thold", 250, 0, 0, 37 }, entry1 = {"et_wounded_rage", 1000, 50, 0, 37 }, entry2 = {"et_damage_fire_rel", 180, 20, 1, 9 }, entry3 = {"et_damage_magic_rel", 180, 20, 2, 9 }, entry4 = {"et_wounded_thold", 100, 0, 3, 37 }, entry5 = {"et_chance_criticalhit", 99, 1, 4, 5 }, entry6 = {"et_damping_any", 99, 1, 5, 41 }, entry7 = {"et_damage_any_rel", 180, 20, 6, 5 }, entry8 = {"et_RangeOfSight", 5000, 0, 0, 41 }, -- THIS IS WHAT WE ADDED }, fightDistance = 0.000000, aspect = "EA_IN_INQUISITION", cooldown = 0.000000, soundProfile = 0, cost_level = 300, cost_base = 300, focus_skill_name = "skill_IN_inquisition_focus", lore_skill_name = "skill_tactics_lore", spellClass = "cSpellInqKasteiung", spellcontroltype = "eCAtype_t_buff", sorting_rank = 5, }) Note that you MUST change the number after 'entry' to match whatever skill you're placing it into - in this case the spell has tokens 0-7 already, so you add the token as entry8. Hope this helps, and good luck. Edited since I initially chose a really stupid skill to demonstrate this with. The Seraphim buffs all behave very strangely in terms of static modifiers for a variety of reasons that aren't really relevant. If you need this on a seraphim, then please let me know, otherwise you should be good to go with modding a buff from any other class in the way I indicated.
  4. Apologies if this is a repost, but I remember the question being asked a while ago and since I couldn't find an answer online I thought I'd post in case anyone ever wanted to do this in future. This assumes the expansion is installed - if you DON'T have the expansion then it will try to open portals that don't exist, and dreadful things might happen. It works with the CM patch, but should also work just fine without. Navigate to Sacred 2 - Fallen Angel\scripts\questscripts.txt - and backup this file in case you make a terrible mistake. Search for the text onHeroJoined = function(args) on the VERY NEXT LINE, paste the following (note - please don't try to be neat and place it below the already existing unlock entries - there's a conditional halfway through and just pasting them under the existing entries won't work. If you can't get this to work, double check this part first): unlockPortal { heroRef = args.heroRef, portal = 1, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 2, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 3, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 4, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 5, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 6, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 7, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 8, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 9, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 10, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 11, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 12, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 13, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 14, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 15, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 16, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 17, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 18, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 19, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 20, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 21, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 22, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 23, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 24, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 25, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 26, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 27, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 28, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 29, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 30, type = "PORTALTYPE_WORLD", } unlockPortal { heroRef = args.heroRef, portal = 31, type = "PORTALTYPE_WORLD", } Below this, should be a few more unlockPortal entries setting up the starting ship routes, but if you save and start a game you should find all land portals opened. Good luck!
  5. Oh well, thanks for clearing that up in any event!
  6. At the bottom of spells.txt, where the tokens are linked to blueprints, I copied the % fire damage token used in a High Elf buff and modified it in an effort to create a similar effect for Poison damage. It doesn't crash, but neither does it work - I'm curious if there's something I'm overlooking, or if these effects are hard coded away somewhere in addition to linked in the Token list at the foot of spells.txt. What I've added: mgr.addTokenBonus( {"et_damage_poison_rel", 135 }) -- 135 = bb_bonusdamage_poi 135 in blueprint.txt is: newBonus = { -- name = "bb_bonusdamage_poi", rating = 0, basedonskill = "SKILL_INVALID", type = "BONUS_DAMAGE_ANY_REL", spez = "DMG_POISON", spez2 = "", usagebits = 65535, minconstraints = {0,0,0}, difficultyvaluerange0 = {0,0,0}, difficultyvaluerange1 = {1,0,0}, difficultyvaluerange2 = {2,0,0}, difficultyvaluerange3 = {3,0,0}, difficultyvaluerange4 = {4,0,0}, } mgr.createBonus(135, newBonus); And the CA in question: mgr.defineSpell( "dr_nm_wacherverstand", { eiStateName = "cSpellCast", fxTypeCast = "FX_DR_WACHERVERSTAND_C", fxTypeSpell = "FX_DR_WACHERVERSTAND", fxTypeCastSpecial = "FX_DR_CAST_K", duration = 10.000000, animType = "ANIM_TYPE_SM17", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM04-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_duration_sec", 1500, 5, 0, 8 }, entry1 = {"et_regAnyAspect", 300, 5, 0, 41 }, entry2 = {"et_addattr_intelligence", 200, 200, 0, 41 }, entry3 = {"et_damage_poison_rel", 195, 5, 0, 41 }, entry4 = {"et_regThisCool", 495, 5, 1, 8 }, entry5 = {"et_addattr_intelligence", 75, 75, 2, 41 }, entry6 = {"et_reduce_debuffs", 200, 5, 3, 41 }, entry7 = {"et_addattr_intelligence", 75, 75, 4, 41 }, entry8 = {"et_addAttackspeed", 200, 0, 5, 41 }, entry9 = {"et_regAnyAspect", 150, 5, 6, 41 }, }, fightDistance = 525.000000, aspect = "EA_DR_NATUREMAGIC", cooldown = 60.000000, soundProfile = 0, cost_level = 150, cost_base = 100, focus_skill_name = "skill_DR_naturemagic_focus", lore_skill_name = "skill_DR_naturemagic_lore", spellClass = "cSpellDrWacherVerstand", spellcontroltype = "eCAtype_b_boost_friendly", sorting_rank = 4, }) The skill isn't broken, it does everything else it's meant to, it just doesn't provide the boost to poison damage (on weapon, CA or sigma list) at all. At this point my suspicion is that the list of valid tokens are declared somewhere else (which is probably hidden away) and the list of definitions in spells.txt is only used to link them with blueprint effects. Any help would be appreciated.
  7. Oh, super, thanks for your help! It's quite embarrassing how long I've avoided Inqui because of bad memories of this problem, great to hear it was resolved, and now I feel silly to learn it was in fact solved ages ago, hah. Have a great day, and thanks again!
  8. Hey, thanks. I was under the impression it was in PC also, since I seem to recall they figured out it was responsible for the Ilgard's Serious Open Wound Self Kills in this thread. I'll start a softcore character and try it out I guess. Thanks for the response in any case!
  9. Hey all, I was about to start a new inquisitor, but before I do (and so pick a build) I was curious whether Paralyzing Dread still caused the Inquisitor's negative status affects to hit himself in the CM patch? I tried searching both here and in the general forums, but couldn't find anything at all. Thanks in advance, and also for all your work!
  10. Thanks for the help all. I've tried it with the line deleted entire, same effect, put it back with the comment to remind me, and facilitate a quick restore. Will try the different class when I get home this afternoon and report back - thanks for the tip!
  11. No, the buff 'deactivates' (goes from green with crosses to grey on the buffbar) and the bonus attributes are lost. All seems very odd tbh =(
  12. They all do, so far as I can tell that line affects the duration of the visual and sound effects on cast (in this case the red swirly thing).
  13. I've been trying to turn Frenetic Fervor into a permanent buff, largely since I want to see how it's done before I attempt anything more radical. I can have it selectable on the buff bar (though with no icon, which is expected anyway), and I can activate it from there. My problem is that it deactivates itself when the duration would expire anyway. Commented script below, and any suggestions welcome : mgr.defineSpell( "in_in_eifer", { eiStateName = "cSpellCast", fxTypeCast = "FX_INQ_EIFER_C", fxTypeSpell = "FX_INQ_EIFER", fxTypeCastSpecial = "FX_INQ_CAST_K", duration = 10.000000, animType = "ANIM_TYPE_SM05", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM04-SPECIAL", causesSpellDamage = 0, tokens = { -- entry0 = {"et_duration_sec", 14850, 15, 0, 8 }, -- commented out entry0 = {"et_addWeaponspeed", 995, 5, 0, 37 }, entry1 = {"et_attackspeed_limit", 300, 0, 0, 37 }, entry2 = {"et_addCastspeed", 495, 5, 1, 37 }, entry3 = {"et_addWeaponspeed", 148, 2, 2, 37 }, entry4 = {"et_chance_evade", 198, 2, 3, 41 }, entry5 = {"et_AWboost_rel", 400, 100, 4, 41 }, entry6 = {"et_chance_evade", 15, 5, 5, 41 }, -- changed from duration boost entry7 = {"et_addwalkspeed", 295, 5, 6, 41 }, }, fightDistance = 0.000000, aspect = "EA_IN_INQUISITION", cooldown = 0.000000, -- removed soundProfile = 0, cost_level = 5, cost_base = 10, focus_skill_name = "skill_IN_inquisition_focus", lore_skill_name = "skill_tactics_lore", spellClass = "cSpellInqEifer", spellcontroltype = "eCAtype_t_buff", -- changed sorting_rank = 4, })
  14. Hi all. I confess I sort of gave up on Sacred2 after Vista and one of the patches conspired to make we want to destroy something, but I've reinstalled recently, bought Ice and Blood, installed the community patch and am now having fun on a new W7 system. Can I ask some kind soul to send me these codes please - I'm several years in practise behind, and a boost to help me get back into the swing of things would be very welcome. Much love. Edit - Dear God, received within 3 minutes. Many thanks!
×
×
  • Create New...
Please Sign In or Sign Up