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Showing results for tags 'spells'.
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Sacred 2 Enhanced Edition by Flix Sacred 2 Enhanced Edition (S2EE) is the continuation of my work on older mods such as Enhanced Spells and the Community Patch, of which S2EE is meant to be the successor. S2EE contains hundreds of bugfixes, as well as numerous gameplay enhancements such as redesigned balance, quality-of-life improvements, and cosmetic changes. S2EE is designed for the player to install a single CORE module that contains the bulk of the changes. The player can then install some optional add-on modules: Alternate Spells - Swap out several vanilla combat art
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Version 3.0a
7,663 downloads
Sacred 2 Enhanced Edition by Flix Sacred 2 Enhanced Edition (S2EE) is the continuation of my work on older mods such as Enhanced Spells and the Community Patch, of which S2EE is meant to be the successor. S2EE contains hundreds of bugfixes, as well as numerous gameplay enhancements such as redesigned balance, quality-of-life improvements, and cosmetic changes. S2EE is designed for the player to install the CORE module, then they may install some optional add-on modules. See the "Sacred 2 EE 3.0 Manual.pdf" for full list of modules and features. Currently supported -
Looking at the new Area of Effect composal.. Would you like to tell me, how do you add Area of Effect to a Spell? I looked at an existing Area of Effect Spell entry1 = {"et_range_area", 200, 0, 0, 4 }, so I added an entry to a spell that I want to have Area of Effect on: entry8 = {"et_range_area", 200, 1, 0, 4 }, However that doesn't seem to work (the previous entry is 7) and it's a Debuff Spell. I tested vs normal sized mobs. What am I doing wrong?
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- sacred 2
- combat arts
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Friends ... I'm apprehending little by little. Today I ventured to change the magic "Eternal Fire". I made a mix of "Ancestral Fireball" (High Elf) with the original "Eternal Fire" ... I liked the result even though I'm still unbalanced ... Any suggestion P.S: I did this on EE2.1 "Eternal Fire" MODIFIED mgr.defineSpell( "dm_dm_ewigesfeuer", { eiStateName = "cSpellCastProjectile", fxTypeCast = "FX_HE_FEUERBALL_C", fxTypeSpell = "FX_HE_FEUERBALL", fxTypeCastSpecial = "FX_HE_CAST_K", duration = 1.000000, animType = "ANIM_TYPE_ATTACKA", animTypeA
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Sacred 2 Enhanced Edition View File Sacred 2 Enhanced Edition by Flix Sacred 2 Enhanced Edition (S2EE) is the continuation of my work on older mods such as Enhanced Spells and the Community Patch, of which S2EE is meant to be the successor. S2EE contains hundreds of bugfixes, as well as numerous gameplay enhancements such as redesigned balance, quality-of-life improvements, and cosmetic changes. S2EE is designed for the player to install the CORE module, then they may install some optional add-on modules. See the "Sacred 2 EE 3.0 Man
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Wardust's Serious Textures and Spells Update + Repack >>Download on Sacred 2 Nexus<< --updated for CM 1.60 July 2018 Introduction: Wardust made a great mod in 2011-2012 for CM Patch 1.30. You can find his old Serious Textures thread HERE and the blog he made for the mod HERE (these are outdated/abandoned). This new release allows Wardust's mod to be used with the latest CM Patch 1.60 and the Generic Mod Enabler. It is not my intention to take over and continue development of this mod; this is a faithful update of Wardust's great work, to ensu
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Version 1.0.1
61 downloads
works with CM Patch v0160 + S2EE I am editing and creating spells form time to time, just to make the game more enjoyable for me since I am not able to edit "global.res" I cant call this an official mod but if you are into this, you can check the changes in the spells.txt and just try out, what I am messing up there I edited auras of different chars, to have their cooldown and reuse time equal, to have a more fluent gameplay tokens, to increase time or reduce cooldown, where changed to other effects the dragonmage got his whole dragenmagic aspec -
42 spells View File works with CM Patch v0160 + S2EE I am editing and creating spells form time to time, just to make the game more enjoyable for me since I am not able to edit "global.res" I cant call this an official mod but if you are into this, you can check the changes in the spells.txt and just try out, what I am messing up there I edited auras of different chars, to have their cooldown and reuse time equal, to have a more fluent gameplay tokens, to increase time or reduce cooldown, where changed to other effects
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Well, being the guy I am I like poking through the game files to see what kinds of things are available for me to mess with. With Sacred 2, there's been no shortage of things. Lately, I've been deeply exploring spells.txt and I came across some cool stuff. I think it's been noted before that there are entries in spells.txt for more Combat Arts than are actually activated in the game. As it turns out, Ascaron must have originally planned for there to be 6, not 5, combat arts in each aspect. This would bring up the total number of combat arts for each character up from 15 to 18. Ah, if onl
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- 4
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- Mods
- Combat Arts
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