Hammerhorde 4 Posted March 11, 2020 Share Posted March 11, 2020 Hello, I am trying to add the effect of the large banish undead potion to the seraphims cleansing brilliance aura. Now I found the aura in spells.txt mgr.defineSpell( "se_cm_lichtaura", { eiStateName = "cSpellCast", fxTypeCast = "FX_SE_BEKEHRUNG_C", fxTypeSpell = "FX_SE_LICHTAURA", fxTypeCastSpecial = "FX_SE_CAST_L", duration = 10.000000, animType = "ANIM_TYPE_SM07", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_RIDESM01-HORSE", animTypeSpecial = "ANIM_TYPE_RIDESM07-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_lightrange", 200, 2, 0, 5 }, entry1 = {"et_hits_persec", 400, 1, 0, 4 }, entry2 = {"et_range_area", 750, 3, 0, 4 }, entry3 = {"et_spelldam_UD_mag", 210, 105, 0, 133 }, entry4 = {"et_life_regen", 20, 15, 0, 41 }, entry5 = {"et_spelldam_TC_fir", 210, 105, 0, 133 }, entry6 = {"et_slow_enemy_any", 200, 2, 1, 42 }, entry7 = {"et_debuff_EVW", 65, 1, 2, 42 }, entry8 = {"et_spelldam_UD_mag", 140, 70, 3, 133 }, entry9 = {"et_spelldam_TC_fir", 140, 70, 4, 133 }, entry10 = {"et_hits_persec", 200, 1, 5, 4 }, entry11 = {"et_range_area", 200, 2, 6, 4 }, entry12 = {"et_duration_sec", 500, 0, 0, 8 }, }, fightDistance = 0.000000, aspect = "EA_SE_CELESTIALMAGIC", cooldown = 0.000000, soundProfile = 0, cost_level = 300, cost_base = 300, focus_skill_name = "skill_SE_celestialmagic_focus", lore_skill_name = "skill_SE_celestialmagic_lore", spellClass = "cSpellSeLichtaura", spellcontroltype = "eCAtype_t_buff", sorting_rank = 5, And I found the effect for the potion in blueprint.txt newBonus = { -- name = "sb_power_SdH_big", rating = 22, basedonskill = "SKILL_INVALID", type = "BONUS_BANISH_UNDEAD_POTENTIAL", spez = "POTION_BIG", spez2 = "", usagebits = 65535, minconstraints = {1,1,0}, difficultyvaluerange0 = {0,1000,1000}, difficultyvaluerange1 = {1,900,900}, difficultyvaluerange2 = {2,850,850}, difficultyvaluerange3 = {3,800,800}, difficultyvaluerange4 = {4,750,750}, } mgr.createBonus(580, newBonus); My question is , how would I go about adding that effect to the aura? When I fight undead I would switch on the light aura so they take more damage and stay dead. Link to comment
Flix 5,116 Posted March 11, 2020 Share Posted March 11, 2020 Spell tokens are linked to blueprint bonuses at the very bottom of spells.txt. You can see from the list that there is no spell token linked to a banish undead bonus, so you would have to "steal" an unused spell token. I picked mgr.addTokenBonus( {"et_RangeOfSight" since that's not used by any spells. What you want to do is replace the number to the right of the TokenBonus to point to the correct blueprint bonus. So find mgr.addTokenBonus( {"et_RangeOfSight" and make the line look like this: mgr.addTokenBonus( {"et_RangeOfSight", 580, }) -- 580 = sb_power_SdH_big I would actually recommend you use this one instead though (Banish Undead item modifier): mgr.addTokenBonus( {"et_RangeOfSight", 652, }) -- 652 = sb_off_chance_banish_UD Once you've done this, add this line at the bottom of the token entries in "se_cm_lichtaura": entry13 = {"et_RangeOfSight", 1000, 10, 0, 9 }, That should work. Try it and let me know the result. Be careful of common typos like missing commas. Link to comment
Hammerhorde 4 Posted March 11, 2020 Author Share Posted March 11, 2020 Thanks Flix! That seemed to work. I killed a few skeleton champs and they stayed dead after the initial kill. Now to polish it off and make it more professional, is there way to edit the skill description to include that is banishes undead? The tooltip remains in its stock form and I`d like to know where to look to edit the names and descriptions. Link to comment
Flix 5,116 Posted March 11, 2020 Share Posted March 11, 2020 22 hours ago, Hammerhorde said: Thanks Flix! That seemed to work. I killed a few skeleton champs and they stayed dead after the initial kill. Now to polish it off and make it more professional, is there way to edit the skill description to include that is banishes undead? The tooltip remains in its stock form and I`d like to know where to look to edit the names and descriptions. You have to decode, edit, then re-encode the global.res file. See the below topic: Link to comment
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