Llama8 8 Posted March 31, 2010 Share Posted March 31, 2010 Im not sure what you mean. Could you try it out? I tried replacing Battle Stance with the following: mgr.defineSpell( "se_co_kampfhaltung", { eiStateName = "cSpellCast", fxTypeCast = "FX_SE_KAMPFHALTUNG_C", fxTypeSpell = "FX_SE_KAMPFHALTUNG", fxTypeCastSpecial = "FX_SE_CAST_M", duration = 10.000000, animType = "ANIM_TYPE_SM06", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_RIDESM06-SPECIAL", animTypeSpecial = "ANIM_TYPE_RIDESM06-SPECIAL", But it seems like they've coded it so that as soon as you mount a horse your buffs are cancelled (& you can't cast any buffs). Link to comment
Phredius 0 Posted March 31, 2010 Share Posted March 31, 2010 If fist weapons are two-handed and you will give them sword type, then you will have 1 and not 2 attacks. If you make them a shield the code handles it as weaponless combat. (see spidergirl Kungfu Dryads, or the shadow warrior with a shield and no weapon)But before we discuss any further they first have to be unlocked Perhaps they do unarmed animations already if they have no weapon type. How can a fist weapon be 2handed? Unless you mean 1 weapon slot is the equivalent of 2 weapons, like the gladiator glove weapons in Sacred 1 that looked like a pair of mittens. I wonder if dual wield would work as the weapon lore for them? Chattius have you tested dual wield on any of your kung fu builds to see if it does anything? Link to comment
chattius 2,512 Posted April 1, 2010 Share Posted April 1, 2010 The dryad and the shadow warrior do double attacks if you have no weapon. They do double attack eve nif you are weaponless but use a shield. So I think that they do same weaponless animations with double attacks as long you have no weapon which has a lore. But not sure, can't test without the fist weapons. So my idea was to make the two-handed variants acting as shields if all other fails. The inquisitor is doing a single karate punch, no double attack. I don't know which classes were planed for fist weapons. Obviously the Shadowwarrior and the Dryad, since they have the animations. I will test other classes when I have the time. I hadn't chosen dual-wield yet, because the hard hits were double attacks without the skill. Link to comment
czevak 57 Posted April 1, 2010 Author Share Posted April 1, 2010 (edited) The dryad and the shadow warrior do double attacks if you have no weapon. They do double attack eve nif you are weaponless but use a shield. So I think that they do same weaponless animations with double attacks as long you have no weapon which has a lore. But not sure, can't test without the fist weapons.So my idea was to make the two-handed variants acting as shields if all other fails. The inquisitor is doing a single karate punch, no double attack. I don't know which classes were planed for fist weapons. Obviously the Shadowwarrior and the Dryad, since they have the animations. I will test other classes when I have the time. I hadn't chosen dual-wield yet, because the hard hits were double attacks without the skill. As far as I know, all characters will execute double fistweapon attacks when using a fistweapon, except the Temple Guardian, because he can't equip them (he has the 2H problem with only one hand to wield them). I have checked it successfully with Shadow Warrior, SE, DM and Inquisitor so far. The Inquisitor is noticeably slower with his punches than the other chars. The DM makes karate-moves like the Shadow Warrior. But it seems like they've coded it so that as soon as you mount a horse your buffs are cancelled (& you can't cast any buffs). This also is what I found out when trying with different approaches. Edited April 1, 2010 by czevak Link to comment
chattius 2,512 Posted April 1, 2010 Share Posted April 1, 2010 Dryad and Shadow Warrior do double attacks when performing the 'hard hit' Combat Art's: ravaged impact, demonic blow. The inqui hard hit does a single strike when unarmed. For normal attacks it seems that except Temple Guardian boths fists are used at all classes. Link to comment
czevak 57 Posted April 1, 2010 Author Share Posted April 1, 2010 For normal attacks it seems that except Temple Guardian boths fists are used at all classes. ..equalling two hits dealing the same amount of damage, per single mouseklick on an opponent. Is this what you meant? Link to comment
czevak 57 Posted April 4, 2010 Author Share Posted April 4, 2010 (edited) Excuse the dp, but wanted the tread to appear with fresh posting: I tested the fistweapons with all chars now. Only chars unable to use them are Temple Guardian and....surprise the Dryad! Also the fight animation of the highelve is strange, the weapon detaches from the hand and floats along a different path than the HE's fist. Tried fidgeting with animation.txt but had no luck changing anything...seems this textfile is just for show. Even swapping whole sections does not change a bit. Bright ideas anyone? Edited April 4, 2010 by czevak Link to comment
Zatoichi 0 Posted April 5, 2010 Share Posted April 5, 2010 Have u guys tried getting the editor to work? R the actual files for it there or just the code to start it up? Link to comment
czevak 57 Posted April 5, 2010 Author Share Posted April 5, 2010 Have u guys tried getting the editor to work? R the actual files for it there or just the code to start it up? So far we haven't got the necessary setup to make the editor work again. I filed a request with DS for such things but it could take a while to get an answer from them. Link to comment
Zatoichi 0 Posted April 6, 2010 Share Posted April 6, 2010 How about some of the wrong names of set items? Like seraphim's Chestplate of Fury which is a helmet. R u gonna rename it Helmet of Fury or something like that? R u gonna be doing those kinda minor fixes, too? Link to comment
Llama8 8 Posted April 8, 2010 Share Posted April 8, 2010 Renaming things involves editing the encryptedlocalisation files Zatoichi, which we cant' do (though we've asked DS about it 'course). Link to comment
chattius 2,512 Posted April 11, 2010 Share Posted April 11, 2010 Tested a bit with the community patch, using a weird staff-dryad with alchemy, damage lore and riding. Found no special dryad gear so far. But we found a two-handed fist weapon with x% life leech. Our old pre-patch weaponless shadow warrior did double boxing hits with explosions while performing demonics blows. Scalable attack/defense wasn't unlocked because it was based on sword lore which the old character doesn't have. But at least you can do x% lifeleech fist hits now, given that the Shadow Warrior had no set with the modifier. Link to comment
Spunky 16 Posted April 11, 2010 Share Posted April 11, 2010 I believe the Denderan's complete set bonus for the Shadow Warrior was intented to have LL%, as it seems pretty useless to have only 29 LL with a char level 97 in Niob. Maybe that could be considered as a fix with the patch or is it impossible to change set completion bonuses? Link to comment
czevak 57 Posted April 12, 2010 Author Share Posted April 12, 2010 I believe the Denderan's complete set bonus for the Shadow Warrior was intented to have LL%, as it seems pretty useless to have only 29 LL with a char level 97 in Niob. Maybe that could be considered as a fix with the patch or is it impossible to change set completion bonuses? That's no problem. Will have a looksie. Link to comment
czevak 57 Posted April 18, 2010 Author Share Posted April 18, 2010 Some news: http://darkmatters.org/forums/index.php?showtopic=14740 Suggest Boni for Kankas Relics (Shadow Warrior)! Link to comment
Spunky 16 Posted April 22, 2010 Share Posted April 22, 2010 Just something I wondered about, have you found out what causes the false deaths in the Crystal Region? The one that hits you out of nowhere, and quite possible is caused by the Crystal Boars after my experience with it. Link to comment
czevak 57 Posted April 25, 2010 Author Share Posted April 25, 2010 (edited) Just something I wondered about, have you found out what causes the false deaths in the Crystal Region? The one that hits you out of nowhere, and quite possible is caused by the Crystal Boars after my experience with it. I have that Bug in the tracker and was looking there recently. I think it might be the Ursacins (Crystal Bear)...they fight a long time with a near nothing damage, but seem to have a hard-hit feature or sth. When triggered they make 2-3 hits in a very shorttimed row with high dmg. And the champions are quite worse. But I will re-check the boars again. Edited April 25, 2010 by czevak Link to comment
Dobster 39 Posted April 25, 2010 Share Posted April 25, 2010 Just something I wondered about, have you found out what causes the false deaths in the Crystal Region? The one that hits you out of nowhere, and quite possible is caused by the Crystal Boars after my experience with it. I have that Bug in the tracker and was looking there recently. I think it might be the Ursacins (Crystal Bear)...they fight a long time with a near nothing damage, but seem to have a hard-hit feature or sth. When triggered they make 2-3 hits in a very shorttimed row with high dmg. And the champions are quite worse. But I will re-check the boars again. I had this happen to my Shadow Warrior recently but thankfully as others have found he was alive after rejoining a server. The odd thing is that he is perma-shadow veiled, so when he was one shotted nothing was attacking him. It's must be crazy melee reflect from either the boars or crystal bears imo because this doesn't happen with spell casters. Link to comment
czevak 57 Posted May 9, 2010 Author Share Posted May 9, 2010 V0064 is Up. Changes: * Denderans Set (SW) added missing setboni. * Fistweapons: Fixed animation issues, made them 1H (Dual-Wield and useable for all toons!) * Throwdrinks added. * Recurvebow added. * DM Aspects were missing in the Random-Bonuslists. * New rare Mace models implemented. (One is even animated.) * TW Miniset XTM-2174: fixed the inventorysize of the chest. * SW Special-Mounts sorted color to proper aspects. * Fixed faulty animation of Seraphim on Specialmount when using Soul Hammer with equipped 2H Sword. * New SW Set: Kankas Relics added. * SW Set: Pandamoniums Glory: corrected some missing Boni. * Unique Pistol: Deserteagle: Added and created special Soundprofile for Shooting. * Unavailable Shrinkheads can now be obtained from some special enemies (Except: rare human-head and rare goblin-head, for which we need some suitable enemies, but we are working on them). Several questrelated fixes, too many to mention here. Have Fun! http://xmas.ancaria.net/cm-patch.zip Link to comment
Spunky 16 Posted May 9, 2010 Share Posted May 9, 2010 Great! Will have to try this one out in the nearest future. Link to comment
Munera 1 Posted May 9, 2010 Share Posted May 9, 2010 * Denderans Set (SW) added missing setboni. Cool! Now the life leech is %! When will the patch be official? Link to comment
Woody 24 Posted May 9, 2010 Share Posted May 9, 2010 (edited) Nice work czevak ! Thanks for giving us (good ^^) news Good luck for the next work. Edited May 9, 2010 by Woody Link to comment
cloudblade70 0 Posted May 9, 2010 Share Posted May 9, 2010 V0064 is Up. Changes: * Denderans Set (SW) added missing setboni. * Fistweapons: Fixed animation issues, made them 1H (Dual-Wield and useable for all toons!) * Throwdrinks added. * Recurvebow added. * DM Aspects were missing in the Random-Bonuslists. * New rare Mace models implemented. (One is even animated.) * TW Miniset XTM-2174: fixed the inventorysize of the chest. * SW Special-Mounts sorted color to proper aspects. * Fixed faulty animation of Seraphim on Specialmount when using Soul Hammer with equipped 2H Sword. * New SW Set: Kankas Relics added. * SW Set: Pandamoniums Glory: corrected some missing Boni. * Unique Pistol: Deserteagle: Added and created special Soundprofile for Shooting. * Unavailable Shrinkheads can now be obtained from some special enemies (Except: rare human-head and rare goblin-head, for which we need some suitable enemies, but we are working on them). Several questrelated fixes, too many to mention here. Have Fun! http://xmas.ancaria.net/cm-patch.zip Wow, this looks like amazing work, thank you! Would I be able to use this patch over 2.65.2? Is there anyway to revert back to 2.65.2 if I ever needed to do so in the future? Link to comment
Munera 1 Posted May 9, 2010 Share Posted May 9, 2010 (edited) V0064 is Up. Changes: * Denderans Set (SW) added missing setboni. * Fistweapons: Fixed animation issues, made them 1H (Dual-Wield and useable for all toons!) * Throwdrinks added. * Recurvebow added. * DM Aspects were missing in the Random-Bonuslists. * New rare Mace models implemented. (One is even animated.) * TW Miniset XTM-2174: fixed the inventorysize of the chest. * SW Special-Mounts sorted color to proper aspects. * Fixed faulty animation of Seraphim on Specialmount when using Soul Hammer with equipped 2H Sword. * New SW Set: Kankas Relics added. * SW Set: Pandamoniums Glory: corrected some missing Boni. * Unique Pistol: Deserteagle: Added and created special Soundprofile for Shooting. * Unavailable Shrinkheads can now be obtained from some special enemies (Except: rare human-head and rare goblin-head, for which we need some suitable enemies, but we are working on them). Several questrelated fixes, too many to mention here. Have Fun! http://xmas.ancaria.net/cm-patch.zip Wow, this looks like amazing work, thank you! Would I be able to use this patch over 2.65.2? Is there anyway to revert back to 2.65.2 if I ever needed to do so in the future? Yes There are 2 files within the .zip pack: cm-enable.exe and cm-disable.exe Edited May 9, 2010 by Munera Link to comment
cloudblade70 0 Posted May 9, 2010 Share Posted May 9, 2010 (edited) Thanks! I just installed the patch and did a test run with high drop rates to see if I could find any of the new items, and indeed some of the Kanka's started dropping, so I know the patch worked Also...what would happen to new items if I disabled the patch? Would they disappear? Edited May 9, 2010 by cloudblade70 Link to comment
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