Jump to content

Combat Art Modifications Restrictions


Recommended Posts

How to disable it so I can have like both bronze/silver/gold modifications expect for Inquisitor's doppelganger and Shadow Warriors shadow veil modifications?

 

Also how does maximum character level in Balance.txt work? (Same rate of skill points/combat art rune threshold level etc.)

Link to comment

How to disable it so I can have like both bronze/silver/gold modifications expect for Inquisitor's doppelganger and Shadow Warriors shadow veil modifications?

I'm not sure if it can be disabled, but you can create the same effect by modifying the combat arts.

Here's an example:

Original Seraphim combat art
mgr.defineSpell( "se_co_schlaghagel", {
eiStateName = "cSMSchlaghagel",
fxTypeCast = "",
fxTypeSpell = "",
duration = 0.000000,
animType = "ANIM_TYPE_SM02",
animTypeApproach = "ANIM_TYPE_INVALID",
animTypeRide = "ANIM_TYPE_INVALID",
animTypeSpecial = "ANIM_TYPE_RIDESM02-SPECIAL",
causesSpellDamage = 0,
tokens = {
	entry0 = {"et_duration_sec", 1500, 10, 0, 8 },
	entry1 = {"et_mult_weapondamage", 900, 3, 0, 9 },
	entry2 = {"et_baseAW", 200, 250, 0, 5 },
	entry3 = {"et_damage_any_rel", 320, 80, 0, 5 },
	entry4 = {"et_chance_doublehit", 200, 0, 1, 5 },
	entry5 = {"et_mult_weapondamage", 150, 1, 2, 9 },
	entry6 = {"et_cost_thisSpell", 250, 0, 3, 4 },
	entry7 = {"et_debuff_EVW", 1000, 10, 4, 42 },
	entry8 = {"et_chance_criticalhit", 99, 1, 5, 5 },
	entry9 = {"et_debuff_armor_phy", 500, 10, 6, 42 },
},
fightDistance = 45.000000,
aspect = "EA_SE_COMBAT",
cooldown = 0.000000,
soundProfile = 0,
cost_level = 250,
cost_base = 500,
focus_skill_name = "skill_SE_combat_focus",
lore_skill_name = "skill_tactics_lore",
spellClass = "cSpellSMove",
spellcontroltype = "eCAtype_a_weapon_attack",
magicType = "MAGIC_TYPE_ATTACK",
sorting_rank = 2,
})

Modified Seraphim combat art
mgr.defineSpell( "se_co_schlaghagel", {
eiStateName = "cSMSchlaghagel",
fxTypeCast = "",
fxTypeSpell = "",
duration = 0.000000,
animType = "ANIM_TYPE_SM02",
animTypeApproach = "ANIM_TYPE_INVALID",
animTypeRide = "ANIM_TYPE_INVALID",
animTypeSpecial = "ANIM_TYPE_RIDESM02-SPECIAL",
causesSpellDamage = 0,
tokens = {
	entry0 = {"et_duration_sec", 1500, 10, 0, 8 },
	entry1 = {"et_mult_weapondamage", 900, 3, 0, 9 },
	entry2 = {"et_baseAW", 200, 250, 0, 5 },
	entry3 = {"et_damage_any_rel", 320, 80, 0, 5 },
	entry4 = {"et_chance_doublehit", 200, 0, 1, 5 },
	entry5 = {"et_mult_weapondamage", 150, 1, 1, 9 },
	entry6 = {"et_chance_doublehit", 200, 0, 2, 5 },
	entry7 = {"et_mult_weapondamage", 150, 1, 2, 9 },
	entry8 = {"et_cost_thisSpell", 250, 0, 3, 4 },
	entry9 = {"et_debuff_EVW", 1000, 10, 3, 42 },
	entry10 = {"et_cost_thisSpell", 250, 0, 4, 4 },
	entry11 = {"et_debuff_EVW", 1000, 10, 4, 42 },
	entry12 = {"et_chance_criticalhit", 99, 1, 5, 5 },
	entry13 = {"et_debuff_armor_phy", 500, 10, 5, 42 },
	entry14 = {"et_chance_criticalhit", 99, 1, 6, 5 },
	entry15 = {"et_debuff_armor_phy", 500, 10, 6, 42 },
},
fightDistance = 45.000000,
aspect = "EA_SE_COMBAT",
cooldown = 0.000000,
soundProfile = 0,
cost_level = 25,
cost_base = 50,
focus_skill_name = "skill_SE_combat_focus",
lore_skill_name = "skill_tactics_lore",
spellClass = "cSpellSMove",
spellcontroltype = "eCAtype_a_weapon_attack",
magicType = "MAGIC_TYPE_ATTACK",
sorting_rank = 2,
})

If you compare the tokens, you'll see that there's 10 entries in the original, and 16 in the modified version. The second last value determines when you get the particular bonuses; 0 is as soon as you can use the combat art, 1 and 2 are the bronze mods, etc. So all I did was copy the token entries and change the second last value.

For example:

I copied

entry4 = {"et_chance_doublehit", 200, 0, 1, 5 },

entry5 = {"et_mult_weapondamage", 150, 1, 2, 9 },

 

So it looked like:

entry4 = {"et_chance_doublehit", 200, 0, 1, 5 },

entry5 = {"et_mult_weapondamage", 150, 1, 2, 9 },

entry4 = {"et_chance_doublehit", 200, 0, 1, 5 },

entry5 = {"et_mult_weapondamage", 150, 1, 2, 9 },

 

And then changed it to look like this

entry4 = {"et_chance_doublehit", 200, 0, 1, 5 },

entry5 = {"et_mult_weapondamage", 150, 1, 1, 9 },

entry6 = {"et_chance_doublehit", 200, 0, 2, 5 },

entry7 = {"et_mult_weapondamage", 150, 1, 2, 9 },

 

I don't know if it's possible to just change the second last values, without adding the extra entries, but I wasn't certain enough of the bonuses to try that, so that's why I did it this way. You'll notice that I changed the entry values as well.

Link to comment

Really? From the testing I've done it seems it works above 12.

As a short example, the high elf's fireball was modified to have tokens 0-16, #14 and #16 are et_target_seeker, which I assume means that it goes after targets itself. Which is what it does. If it couldn't handle above 12, then that wouldn't work.

I do realise that is only one example though, and I haven't played sacred 2 in a while, but I think I would have noticed. Well, I also admit that I haven't played through every class, and/or used every combat art either, so there may well be some exceptions, although that seems a bit strange.

Link to comment

Most, but not all, of the Combat Arts I've modded have fallen over if I've used more than 12 tokens & this is in Ice & Blood, it's possible that it was different in vanilla Sacred 2.

Link to comment
  • 2 weeks later...

So I've gone through and checked all of the combat arts of each class.

No problems for me using more than 12 tokens with any of the combat arts.

I'm on version 2.65.1 though, maybe 2.65.2 has changed it.

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...
Please Sign In or Sign Up