vagnerhammer 39 Posted March 28, 2019 Share Posted March 28, 2019 (edited) Friends ... I'm apprehending little by little. Today I ventured to change the magic "Eternal Fire". I made a mix of "Ancestral Fireball" (High Elf) with the original "Eternal Fire" ... I liked the result even though I'm still unbalanced ... Any suggestion P.S: I did this on EE2.1 "Eternal Fire" MODIFIED mgr.defineSpell( "dm_dm_ewigesfeuer", { eiStateName = "cSpellCastProjectile", fxTypeCast = "FX_HE_FEUERBALL_C", fxTypeSpell = "FX_HE_FEUERBALL", fxTypeCastSpecial = "FX_HE_CAST_K", duration = 1.000000, animType = "ANIM_TYPE_ATTACKA", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM01-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_maxangle_cone", 30, 0, 0, 8 }, entry1 = {"et_damage_any_rel", 0, 20, 0, 5 }, entry2 = {"et_spelldamage_fire", 700, 350, 0, 133 }, entry3 = {"et_spelldamage_physical", 350, 175, 0, 133 }, entry4 = {"et_missile_adapt", 300, 10, 0, 9 }, entry5 = {"et_chance_burning", 297, 3, 1, 133 }, entry6 = {"et_chance_areasplash", 595, 5, 2, 5 }, entry7 = {"et_missile_adapt", 300, 10, 3, 9 }, entry8 = {"et_spelldamage_fire", 400, 200, 4, 133 }, entry9 = {"et_missile_adapt", 300, 10, 5, 9 }, entry10 = {"et_target_seeker", 1000, 0, 6, 133 }, entry11 = {"et_hurl_enemy", 1, 0, 0, 9 }, entry12 = {"et_duration_sec", 300, 5, 0, 8 }, entry13 = {"et_plague_const_fire", 2000, 1000, 0, 42 }, entry14 = {"et_range_area", 200, 0, 0, 4 }, entry15 = {"et_plague_infect", 200, 2, 0, 42 }, entry16 = {"et_regThisCool", 0, 20, 0, 8 }, entry17 = {"et_range_area", 75, 0, 1, 4 }, entry18 = {"et_duration_sec", 150, 3, 2, 8 }, entry19 = {"et_plague_infect", 100, 1, 3, 42 }, entry20 = {"et_chance_fear", 300, 5, 4, 5 }, entry21 = {"et_plague_const_fire", 1000, 800, 5, 42 }, entry22 = {"et_deathblow", 700, 0, 6, 5 }, entry23 = {"et_hits_persec", 1000, 4, 0, 4 }, entry24 = {"et_spelldamage_fire", 200, 100, 0, 133 }, entry25 = {"et_chance_areasplash", 200, 2, 0, 5 }, entry26 = {"et_chance_areasplash", 75, 1, 3, 5 }, }, fightDistance = 525.000000, aspect = "EA_DM_DRAGONMAGIC", cooldown = 2.100000, soundProfile = 0, cost_level = 250, cost_base = 550, focus_skill_name = "skill_DM_dragonmagic_focus", lore_skill_name = "skill_DM_dragonmagic_lore", spellClass = "cSpellHeFeuerball", spellcontroltype = "eCAtype_a_missile_attack", sorting_rank = 0, }) NOTE: (V1.3) Spells.txt in addition to changing "Eternal Fire", also changes "Protector" to Sublim and Guardian (Buff / Seraphim) and "Runes of Protection" to Warding Energy (Buff / Seraphim). (v1.3)spells.txtSACRED 2 ENHANCED EDITION is required (v1.3)spells.txt Edited March 28, 2019 by vagnerhammer 1 Link to comment
Dragon Brother 619 Posted March 29, 2019 Share Posted March 29, 2019 I'm curious, do you actually notice any of the eternal fire effects being applied? More specifically, a couple of questions I have are: Do all the tokens actually work with the spellclass selected. Is there a limit to the number of tokens that can be applied to a spell (the maximum that any original spell has is 15 (entry0 - entry14) I think)? How does the game handle multiple tokens for each spell modification (entry5 and entry17 are both the upper bronze mod for the spell) or are the second tokens being ignored because they fall outside the maximum number of tokens? 1 Link to comment
Flix 5,116 Posted March 29, 2019 Share Posted March 29, 2019 1 hour ago, Dragon Brother said: How does the game handle multiple tokens for each spell modification (entry5 and entry17 are both the upper bronze mod for the spell) or are the second tokens being ignored because they fall outside the maximum number of tokens? In developing CM 1.60 Dmitriy discovered you can have multiple tokens per modification tier. Say you wanted bronze mod #1 to apply two effects, you'd just put two spell tokens that both had "1" as the third parameter. When the player selected the upper bronze mod, both properties would be added to the spell. As for the rest, I'd be surprised if it's all truly working smoothly. I know the plague poison from Viperish Disease refused to be applied to other spell classes in my experiments; I wouldn't be surprised if plague fire acted the same way. And someone somewhere in one of our threads here had made mention of a spell token limit, but I've never come up against it. I've gone as high as entry18 without any issues. 1 Link to comment
Dragon Brother 619 Posted March 29, 2019 Share Posted March 29, 2019 18 hours ago, Flix said: In developing CM 1.60 Dmitriy discovered you can have multiple tokens per modification tier. Say you wanted bronze mod #1 to apply two effects, you'd just put two spell tokens that both had "1" as the third parameter. When the player selected the upper bronze mod, both properties would be added to the spell. As for the rest, I'd be surprised if it's all truly working smoothly. I know the plague poison from Viperish Disease refused to be applied to other spell classes in my experiments; I wouldn't be surprised if plague fire acted the same way. And someone somewhere in one of our threads here had made mention of a spell token limit, but I've never come up against it. I've gone as high as entry18 without any issues. Thats good to know, cheers Flix Link to comment
vagnerhammer 39 Posted March 29, 2019 Author Share Posted March 29, 2019 5 hours ago, Dragon Brother said: I'm curious, do you actually notice any of the eternal fire effects being applied? More specifically, a couple of questions I have are: Do all the tokens actually work with the spellclass selected. Is there a limit to the number of tokens that can be applied to a spell (the maximum that any original spell has is 15 (entry0 - entry14) I think)? How does the game handle multiple tokens for each spell modification (entry5 and entry17 are both the upper bronze mod for the spell) or are the second tokens being ignored because they fall outside the maximum number of tokens? Observing the spells.txt I noticed the bigger tolken being 18 ... I imagine that several things is not working however it did not give bug In practice the spell was very strong ... It burns a lot and I see a lot of "Eternal Fire" working. I want to make it weaker, increase the size of the projectiles a bit, look a more appropriate release animation, but I still can not do that ... Could you remove the tolkens that you think do not they work for me to study :) Link to comment
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