Samurai190 0 Posted May 14, 2011 Share Posted May 14, 2011 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
Malachor 11 Posted May 15, 2011 Share Posted May 15, 2011 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
Llama8 8 Posted May 20, 2011 Share Posted May 20, 2011 The only problem with doubling up the tokens for the CA mods is that you generally can't go higher than 12 tokens (ie, 0-11). Link to comment
Malachor 11 Posted May 20, 2011 Share Posted May 20, 2011 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
Llama8 8 Posted May 20, 2011 Share Posted May 20, 2011 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
Malachor 11 Posted May 30, 2011 Share Posted May 30, 2011 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
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