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Sacred 2 Balance.txt


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  • 4 months later...

Modifying your price factor to 0 will allow you to purchase anything for free.

PriceFactor = {0,0,0,0,0}

Thanks for the post/info Andrea, and ...wait for it...

 

Welcome to DarkMatters!

:)

 

gogo

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LifeRegenerationDelayTime = 500,

this is the delay time (in milisec) before life regen kicks in after your toon has gotten damaged

 

RangeClearFOW = 600,

range of the "Fog of War" that is cleared around your toon
"Fog of War" hides land, poi's, traders, questgivers, enemies ...
increasing this number to about 1500 gives you a clear view
aproximately the hight of your tab-map in max zoomed out setting
best regards
Stop pushing that button.!
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I don't have it installed at the moment so can't help you. Plus I don't even want to think how long it would take to upload something of that size, my internet is...not very fast to say the least! However, if you try the S2Reset tool linked in the first post here you might be able to use that to reset anything, provided of course you only changed files that the CM patch changes...

 

And always remember to backup before making any changes.

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Hi guys, did anyone of you find out how to mod "ChanceForAdditionalSlots" :) I want more stuff with slots and they are hard to find...

Below are the values in the balance file which address your query. I recently started toying with the integers myself, so adjust them at your own risk. You may try doubling the values with a base number greater than zero, to begin with.

 

ChanceForAdditionalSlots = 450,

ChanceForSlotToImprove = 200,

ChanceIncForSlotImprovePerRareLevel = 50,

ChanceToBecomeSlotItemForBlankItem = 0,

ChanceToBecomeSlotItemForMagicItem = 0,

ChanceToBecomeSlotItemForNormalItem = 250,

ChanceToBecomeSlotItemForUniqueItem = 0,

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oops I made a boo boo there !

 

 

LifeRegenerationDelayTime = 500,

this is the delay time (in milisec) before life regen kicks in after your toon has gotten damaged

 

that option ( LifeRegenerationDelayTime ) does, in some mysterious way, affect the increase of the survival bonus

so changing that one may stop you getting higher s.b. ratings, so be careful when using that one

 

 

I have 2 more option not mentioned in this thread yet

 

NpcFightDamageDownScaling = 500,

 

This seems to be a value of damage scaling for NPC's fighting amongst them.

It looks like 500 is a 50% damage reduction to the actual damage they would do on your toon

 

SkillGroupPoints = 5,

This is how many skill points are required to be spend on the left-side skills of a group
before unlocking (and making available to choose from) the right-side ones
if you set this = 1 then, once you select a left-side skill in that group, all the right-side ones unlock

best regards

 

Blame Canada.!

 

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I want to decrease the amount of potions dropped to increase the usefulness of the restoration spell.

 

Correct me if I wrong, I noticed that these values ​​alter the amount of falling objects, even potions:

 

NORMAL_STANDARD = 350,
NORMAL_RUNE = 15,
CHAMP_STANDARD = 700,
CHAMP_RUNE = 45,
BOSS_STANDARD = 1000,
BOSS_RUNE = 600, 

 

And these values alters the chance to drop:

 

ZRareExpectation15 = 2,
ZRareExpectation14 = 6,
ZRareExpectation13 = 14,
ZRareExpectation12 = 16,
ZRareExpectation11 = 24,
ZRareExpectation10 = 34,
ZRareExpectation09 = 46,
ZRareExpectation08 = 58,
ZRareExpectation07 = 72,
ZRareExpectation06 = 88,
ZRareExpectation05 = 106,
ZRareExpectation04 = 124,
ZRareExpectation03 = 144,
ZRareExpectation02 = 166,
ZRareExpectation01 = 456,
ZRareExpectation00 = 1000, 

 

 

 

I want to reduce only the potions chance & rate, but preserving the normal drop of the rest of the items... Would it be possible to discriminate in this way?

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I want to decrease the amount of potions dropped to increase the usefulness of the restoration spell.

 

Correct me if I wrong, I noticed that these values ​​alter the amount of falling objects, even potions:

 

NORMAL_STANDARD = 350,
NORMAL_RUNE = 15,
CHAMP_STANDARD = 700,
CHAMP_RUNE = 45,
BOSS_STANDARD = 1000,
BOSS_RUNE = 600, 

 

And these values alters the chance to drop:

 

ZRareExpectation15 = 2,
ZRareExpectation14 = 6,
ZRareExpectation13 = 14,
ZRareExpectation12 = 16,
ZRareExpectation11 = 24,
ZRareExpectation10 = 34,
ZRareExpectation09 = 46,
ZRareExpectation08 = 58,
ZRareExpectation07 = 72,
ZRareExpectation06 = 88,
ZRareExpectation05 = 106,
ZRareExpectation04 = 124,
ZRareExpectation03 = 144,
ZRareExpectation02 = 166,
ZRareExpectation01 = 456,
ZRareExpectation00 = 1000, 

 

 

 

I want to reduce only the potions chance & rate, but preserving the normal drop of the rest of the items... Would it be possible to discriminate in this way?

 

Probably, but probably not using balance.txt. You would more likely have to go into drop.txt and decrease the weighted probability of each potion type. I'm assuming potions are in drop.txt like all equipment.

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Valkyr, in general you are correct.
Only thing is that those sections you mention do alter all the items in a category,
potions and other drops included.
If you want to change something specific then ->

You would more likely have to go into drop.txt and decrease the weighted probability of each potion type. I'm assuming potions are in drop.txt like all equipment.


I agree with Flix, thats sounds the most reasonable thing.
You only have to dig a bit through the blueprint.txt to locate and note down the blueprint ID's for the potions,
then get into drop.txt and lower their weightedprob value, that should do it.


EDIT:

I see you are trying to make your game a bit more difficult / interesting

I just had a wicked idea, instead of altering their probability to drop
you could maybe make them way more rare, that would be done in blueprint by altering
   minconstraints = { xxx , yyy , zzz },

where:
   xxx is the min level for this item
   yyy is the rarity, values 0..15, higher value = higher rarity
   zzz is the min dificulty level ( <- this last one is an assumption, I have not confirmed yet)
                                  (0 = bronze , 1 = silver .... )

and since you will already be diving into blueprint.txt to get the ID's
maybe you'd like to try this one out instead



best regards

All the doors in Ancaria have been programmed to have a cheery disposition.

Edited by tom.morrow
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Changing the line in gold font to a value of 2000 will result in two unique items dropped in the completion of a quest where only one item would have been given.

 

local beValues = {
NORMAL_STANDARD = 350,
NORMAL_RUNE = 15,
CHAMP_STANDARD = 700,
CHAMP_RUNE = 45,
BOSS_STANDARD = 1000,
BOSS_RUNE = 600,
EXTRAGOLD = 0,
EXTRAPOTION = 0,
EXTRARUNE = 0,
Trader_Item = 2300,
Trader_Many = 10000,
Trader_SpecialOffer = 0,
Well_Potion = 1000,
QUEST_UNIQUE = 1000,
SUBFAMDROP_LOWCHANCE = 10,
SUBFAMDROP_HIGHCHANCE = 100,

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I just had the Sacred Tool scanned by an online service that uses multiple scanners...

Most returned a positive; a few didnt. Here are some of the descriptions...

Trojan.Generic.9363263

Win32:Downloader-TOU

PUA.Win32.Packer.Upx-53

Win32/Packed.Autoit.C.Gen

Worm.Win32.AutoIt

 

So...:)

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:nono:

 

what is the Sacred Tool again ?

 

 

 

EDIT:

.

    My bad, its that tool from that other thread you posted.
    this is not the other thread tho
    this thread is about modding a specific game-file

    Maybe a Mod would be so kind to delete my post and move yours to a better location
. Edited by tom.morrow
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Yes it seems I did put my comment about the Sacred Tool in the wrong place.

Not sure how I managed that. Maybe had a few threads open at the time.

There is so much info on this forum I do get lost in it.

Brilliant resource for Sacred.

 

Apologies :(

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  • 2 weeks later...

Hey guys! At first, thx for the explains. But I got a problem. When I mod my balance.txt, for example the droprate of legendaries, uniques, etc. all armors I drop are for the seraphim. I tried to change the values a few times, but the result is always the same. Seraphim armors all the time. Can somebody pls help me? My values are:

 

ZRareExpectation15 = 10000,
ZRareExpectation14 = 1,
ZRareExpectation13 = 1,
ZRareExpectation12 = 1,
ZRareExpectation11 = 1,
ZRareExpectation10 = 1,
ZRareExpectation09 = 1,
ZRareExpectation08 = 1,
ZRareExpectation07 = 1,
ZRareExpectation06 = 1,
ZRareExpectation05 = 1,
ZRareExpectation04 = 1,
ZRareExpectation03 = 1,
ZRareExpectation02 = 1,
ZRareExpectation01 = 1,
ZRareExpectation00 = 1,
ZRareBasepoints15 = 1350,
ZRareBasepoints14 = 1320,
ZRareBasepoints13 = 1290,
ZRareBasepoints12 = 1260,
ZRareBasepoints11 = 1230,
ZRareBasepoints10 = 1200,
ZRareBasepoints09 = 1175,
ZRareBasepoints08 = 1150,
ZRareBasepoints07 = 1125,
ZRareBasepoints06 = 1100,
ZRareBasepoints05 = 1080,
ZRareBasepoints04 = 1060,
ZRareBasepoints03 = 1040,
ZRareBasepoints02 = 1020,
ZRareBasepoints01 = 1000,
ZRareBasepoints00 = 750,
Are them the right lines?
Cheers
PS: I have version 2.65.2.0
Edited by RuSTeD
  • Like! 1
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hello rusted, welcome to DarkMatters


as Knuckles already mentioned, and is included in the 1st post of the topic:

     IsUsableByHero = 700,       		(1000= all items usable by character)

this parameter, if set to 1000, will make sure all drops are for your current class


best regards



Clicking the mouse will not make the game load faster!

  • Like! 1
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Hey guys! At first, thx for the explains. But I got a problem. When I mod my balance.txt, for example the droprate of legendaries, uniques, etc. all armors I drop are for the seraphim. I tried to change the values a few times, but the result is always the same. Seraphim armors all the time. Can somebody pls help me? My values are:

 

ZRareExpectation15 = 10000,
ZRareExpectation14 = 1,
ZRareExpectation13 = 1,
ZRareExpectation12 = 1,
ZRareExpectation11 = 1,
ZRareExpectation10 = 1,
ZRareExpectation09 = 1,
ZRareExpectation08 = 1,
ZRareExpectation07 = 1,
ZRareExpectation06 = 1,
ZRareExpectation05 = 1,
ZRareExpectation04 = 1,
ZRareExpectation03 = 1,
ZRareExpectation02 = 1,
ZRareExpectation01 = 1,
ZRareExpectation00 = 1,
ZRareBasepoints15 = 1350,
ZRareBasepoints14 = 1320,
ZRareBasepoints13 = 1290,
ZRareBasepoints12 = 1260,
ZRareBasepoints11 = 1230,
ZRareBasepoints10 = 1200,
ZRareBasepoints09 = 1175,
ZRareBasepoints08 = 1150,
ZRareBasepoints07 = 1125,
ZRareBasepoints06 = 1100,
ZRareBasepoints05 = 1080,
ZRareBasepoints04 = 1060,
ZRareBasepoints03 = 1040,
ZRareBasepoints02 = 1020,
ZRareBasepoints01 = 1000,
ZRareBasepoints00 = 750,
Are them the right lines?
Cheers
PS: I have version 2.65.2.0

I'm also here to give you a hearty Welcome to DarkMatters rusty!

 

:)

 

gogo

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Hmm...it may be the number you've used is causing some weird effects. Try using 1000 only (100% chance) as opposed to 10000 (1000%). Also, sets, uniques and legendaries are in the top 3 tiers (13-15) from memory, not just the top tier.

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uhm...

As I understood this, he said he was getting nice drops but armor for wrong class

 

... all armors I drop are for the seraphim ...

 


The suggested solution was

 

 

as Knuckles already mentioned, and is included in the 1st post of the topic:

     IsUsableByHero = 700,       		(1000= all items usable by character)
this parameter, if set to 1000, will make sure all drops are for your current class

 

Do you disagree?


regards

 

The game will start when it is ready and not before!

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It depends on if he's playing a seraphim or not I suppose. And whether or not the issue is due to that. It may be that he's has changed it such that the game can only pick from seraphim armour to drop. Ergo why I suggested he change the drop list weightings. In addition, the values he chose wont allow all sets/uniques to drop which was why I suggested he change them.

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  • 1 month later...

Hi, um ok I've been modding my balance txt. for Sacred 2 Gold Edition for a while now.
I've modded the rune exchange and some other minor things but I have a question regarding the Price Factor.
I modded the Price Factor to: PriceFactor = {0,0,-0,0,0}, to get items for free from the stores however now everything I sell regardless of what it is, is only sold for 1 gold.
Is there a way to change this and still get the free items from the store? Or is this just a side effect of changing the Price Factor?

Any help is greatly appreciated thank you!

Edited by AnneNavratil
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I would imagine that if that is the only change you made to prices then it likely effects both sale and purchase of items. Admittedly you don't make much money when selling as opposed to the purchase cost of an item.

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