Jump to content

New magic "Eternal Fire" / Dragon Mage


Recommended Posts

Friends ... :smile::smile:

 

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" ...

Captu45641654rar.thumb.jpg.3a8519d71996a5378053509c147147c5.jpg
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.txt

SACRED 2 ENHANCED EDITION is required

 

Cap3675turar.jpg

Capt4564rar.jpg

(v1.3)spells.txt

Edited by vagnerhammer
  • Like! 1
Link to comment

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?
  • Appreciation 1
Link to comment
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.

  • Appreciation 1
Link to comment
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
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

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