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Cascading Shroud As A Permanent Buff


Hooyaah

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After using this to repeatedly have a "chance" in HC to take down Guardians sweatlessly, the value of the CA could not over stated. Course, it just seemed to run out on the toughest Guardian with the most HP... still this is great, makes her eminence miss uber squishy a more wonderful creature to play in Ancaria

 

:)

 

gogo

  • Like! 1
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  • 3 weeks later...

You are certainly welcome Flix and thanks again for providing for us all the specific changes for the spells notepad to make the permanent buff work. I used Cascading Shroud and Grand Invigoration as my two primary buffs until my test High Elf mastered Concentration and then I added Crystal Skin for safe measure. My High Elf achieved Niob difficulty at only level 62 with no real difficulty. I have had great success also with increasing the Combat Art Range using the recommendations made by Chattius in this thread: http://darkmatters.org/forums/index.php?/topic/19514-underestimated-item-modifiers/?hl=%2Bcombat+%2Bart+%2Brange..

 

ZFNy7sE.png

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  • 1 year later...
  • 1 year later...

This works great! I'm having 2 problems and not sure they're related to this edit, but I noticed them at the same time. I'm no longer able to exchange runes or choose modifications to the combat arts. Any ideas?

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In the CM Patch there was a change to stack runes and potions. Try pressing the Shift key to select a single rune for exchange. If you inadvertently deleted a character when editing spells.txt that may be your problem. Only the lines below should appear and the changes are very minor.

entry0 = {"et_self_prone_fir", 500, 0, 0, 37 },
        entry1 = {"et_chance_evade", 60, 3, 0, 41 },
        entry2 = {"et_damping_phy", 300, 2, 0, 41 },
        entry3 = {"et_chance_evade", 40, 2, 1, 41 },
        entry4 = {"et_damping_phy", 200, 2, 2, 41 },
        entry5 = {"et_chance_block_root", 495, 5, 3, 37 },
        entry6 = {"et_invisible", 10, 5, 4, 41 },
        entry7 = {"et_damping_fir", 100, 4, 5, 41 },
        entry8 = {"et_addwalkspeed", 200, 2, 6, 41 },
        entry9 = {"et_invisible", 25, 10, 0, 41 },
   
    },

fightDistance = 525.000000,
aspect = "EA_HE_STORM",
cooldown = 0.000000,
soundProfile = 0,
cost_level = 350,
cost_base = 350,
focus_skill_name = "skill_HE_storm_focus",
lore_skill_name = "skill_HE_storm_lore",
spellClass = "cSpellHeRegenerationskraft",
spellcontroltype = "eCAtype_t_buff",
sorting_rank = 4,

})

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That did it, thanks much. I forgot all about the runes stacking. As for the other thing, I used my backup Spells.txt and recopied and pasted and put it into the folder.  Didn't really think it would work, but it did.   Thanks, Hooyaah!

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  • 2 weeks later...

lol I remember using this in the old days in the public servers HC...if you died that was it... those ridiculous guardians at the time made us so nervous... and that last guardian the poison guy with a HUGE number of extra hp vers the othes...he had taken out a lot of my dudes till we figgered that the shroud would automatically stop him... and this wasnt even a perfect solution...lol you only had a few seconds before that huge guardian would break free and start slapping you ...hard!

 

:oooo:

 

gogo

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  • 1 year later...
  • 8 months later...
On 7/28/2021 at 12:07 AM, dark471 said:

I'm still messing around with Rotating Blades of Light. I 'd like to make them permanent also.    Can't quite get it to work. Any ideas:)

 I remember when the game was released that one of the epic projects that the community was trying to get active in closed servers (I know eh! :O ) was a permanent RBOL!  I'm not even sure if I even met a player who was able to keep it going...but found that a combo with RBOL, Dahing Alacrity and cleansing Buff at same time imbued extraordinary results, was delightful to see being cast, and was able to be cast upon other players in the same game.. great for team play :knight:

Hoping that someone can come up with an idea to help your project get liftoff

:neo:

gogo

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I think I have it.                  Seems to be working and so far I haven't noticed any bad side effects, except for no buff icon for it.

 


mgr.defineSpell( "se_cm_bekehrung", {
    eiStateName = "cSpellCast",
    fxTypeCast = "FX_HE_FEUERHAUT_C",
    fxTypeSpell = "FX_INQ_EIFER",
    fxTypeCastSpecial = "FX_SE_CAST_K",
    duration = 10.000000,
    animType = "ANIM_TYPE_SM08",
    animTypeApproach = "ANIM_TYPE_INVALID",
    animTypeRide = "ANIM_TYPE_INVALID",
    animTypeSpecial = "ANIM_TYPE_RIDESM05-SPECIAL",
    causesSpellDamage = 1,
    tokens = {
        entry0 = {"et_duration_sec", 6000, 0, 0, 8 },
        entry1 = {"et_range_area", 200, 0, 0, 4 },
        entry2 = {"et_spelldamage_magic", 120, 60, 0, 133 },
        entry3 = {"et_spelldamage_physical", 120, 60, 0, 133 },
        entry4 = {"et_hits_persec", 800, 0, 0, 4 },
        entry5 = {"et_chance_stun", 198, 2, 1, 133 },
        entry6 = {"et_hits_persec", 400, 0, 2, 4 },
        entry7 = {"et_life_leech", 20, 10, 3, 9 },
        entry8 = {"et_energy_leech_once", 20, 10, 4, 9 },
        entry9 = {"et_chance_criticalhit", 298, 2, 5, 5 },
        entry10 = {"et_deathblow", 250, 5, 6, 5 },
    },
    fightDistance = 525.000000,
    aspect = "EA_SE_CELESTIALMAGIC",
    cooldown = 0.000000,
    soundProfile = 0,
    cost_level = 350,
    cost_base = 350,
    focus_skill_name = "skill_SE_celestialmagic_focus",
    lore_skill_name = "skill_SE_celestialmagic_lore",
    spellClass = "cSpellHeFeuerhaut",
    spellcontroltype = "eCAtype_t_buff",
    sorting_rank = 4,

 

Game will probably self-destruct any day now. :wub:

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