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Mazari

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  1. with the bronze cooldown on skeletal fortifications picked at level 3 the initial 15 sec went down to 7.4 secs entry5 = {"et_regThisCool", 1000, 10, 2, 8 }, woot?
  2. Complete screenshot of unequipped SW level 1 Shadow Warrior Level 1 Skeletal Fortifications Level 1
  3. ran a check thru all the txt docs in the gamefolder for "et_chance_criticalhit" ---------- C:\PROGRAM FILES\DEEP SILVER\SACRED 2 - FALLEN ANGEL\SCRIPTS\SHARED\SPELLS.TXT entry8 = {"et_chance_criticalhit", 99, 1, 5, 5 }, entry4 = {"et_chance_criticalhit", 198, 2, 1, 5 }, entry10 = {"et_chance_criticalhit", 198, 2, 6, 5 }, entry8 = {"et_chance_criticalhit", 198, 2, 6, 5 }, entry5 = {"et_chance_criticalhit", 99, 1, 4, 5 }, entry10 = {"et_chance_criticalhit", 198, 2, 6, 5 }, entry11 = {"et_chance_criticalhit", 150, 1, 6, 5 }, entry9 = {"et_chance_criticalhit", 99, 1, 5, 5 }, entry6 = {"et_chance_criticalhit", 98, 2, 3, 5 }, entry8 = {"et_chance_criticalhit", 99, 1, 6, 5 }, entry9 = {"et_chance_criticalhit", 200, 2, 5, 5 }, entry6 = {"et_chance_criticalhit", 99, 1, 3, 5 }, entry7 = {"et_chance_criticalhit", 98, 2, 6, 5 }, entry6 = {"et_chance_criticalhit", 99, 1, 4, 5 }, entry6 = {"et_chance_criticalhit", 198, 2, 4, 5 }, entry3 = {"et_chance_criticalhit", 99, 1, 1, 5 }, entry10 = {"et_chance_criticalhit", 150, 0, 6, 5 }, entry8 = {"et_chance_criticalhit", 100, 1, 6, 5 }, entry6 = {"et_chance_criticalhit", 200, 1, 3, 5 }, entry7 = {"et_chance_criticalhit", 200, 2, 4, 5 }, mgr.addTokenBonus( {"et_chance_criticalhit", 148 }) -- 148 = bb_chance_criticalhit and then for "bb_chance_criticalhit" ---------- C:\PROGRAM FILES\DEEP SILVER\SACRED 2 - FALLEN ANGEL\SCRIPTS\SERVER\BLUEPRINT.TXT -- name = "bb_chance_criticalhit", ---------- C:\PROGRAM FILES\DEEP SILVER\SACRED 2 - FALLEN ANGEL\SCRIPTS\SHARED\SPELLS.TXT mgr.addTokenBonus( {"et_chance_criticalhit", 148 }) -- 148 = bb_chance_criticalhit and in Blueprint.txt bonuses are created (likely for adding to items and such) there is also item types and some sort of list what can be on each item mgr.createBonus(147, newBonus); newBonus = { -- name = "bb_chance_criticalhit", rating = 0, basedonskill = "SKILL_INVALID", type = "BONUS_CRITICALHIT", spez = "", spez2 = "", usagebits = 65535, minconstraints = {0,0,0}, difficultyvaluerange0 = {0,0,0}, difficultyvaluerange1 = {1,0,0}, difficultyvaluerange2 = {2,0,0}, difficultyvaluerange3 = {3,0,0}, difficultyvaluerange4 = {4,0,0}, } it seems the itembonuses get greater as you progress the difficulties (go figure but yay!) didn't get any further here at the moment. I tried et_debuff_movespeed but got to blueprint.txt but no further when will you get your game Zinsho? did you check your pm's? Edit: haha damn thats some ugly codesquares
  4. If you are asking about the 93.1% I got it from hovering over "celestial magic" in the CA screen we are working out the basics of the code first and are not close to a perfect complete formula for the whole game (yet) //Mazari
  5. sry my bad on the two chain upgrades I pulled it from my head at the time and it was for cobolt strike for HE (similar skill) entry4 = {"et_chance_chain_nr", 800, 1, 2, 4 }, entry5 = {"et_chance_electrify", 400, 4, 3, 5 }, entry6 = {"et_chance_chain_nr", 800, 1, 4, 4 },
  6. Some vnc gaming later (funny if you know what I mean ) the code wins again now I only need a screen from the upgraded version (should display ~7.4 secs) Leveling is a bit hard thru vnc SW starts with 101% aspect regeneration which explains the -0.1 secs /Mazari
  7. Thx for your input Great that ppl are interested but preferably give some connection to the gamecode in this thread (or maybe we should make a code-thread ) in your example above for example Edit: skeletal fortification the code displays that the unchangeable 15 sec cooldown completely disappears when picking that upgrade, resulting in only base cooldown + level cooldown (I have not tested this as im not currently at my homecomputer) but I think it is correct, if so I think we got original cooldown times down to a fact. level 1 should have 22.5 secs cd with 100% aspect regeneration time and 7.5 secs after picking the bronze upgrades. thx //Mazari
  8. Ok! I didn't really wanna start off by going through the whole code this much at once, just focused on the mods cuz of the poor tooltips and to give the non-code-monkeys a bit of valuable info to start with Yes sorting order is the corresponding numbering for the three subgroups of skills. agreed. might very well be. Edit: yes I think this is highly likely after further study pure speculation here (as are my thoughts ) but why not write 769 instead then, since everything else seems to be spelled out fairly clear. have ascaron used this formula before? I have never played sacred 1 and such has no experience as to what kind of formulas ascaron might use. since it has two such upgrades its at most 3 jumps and that would make it ALWAYS hit 3 targets at level 200. haven't tested this yet and yes your explanation is more accurate, I just stated all status effects caused on enemies as debuff ( in this case doin dot dmg) oh well agreed. At level 1 seraphim without equips has 93.1% regen time for all aspects. I have found that this to is a percentage of the initial value displayed previous in the code. duration = 0.050000, entry0 = {"et_duration_sec", 500, 0, 0, 8 }, would make it 25 milliseconds eagerly awaiting new theories //Mazari
  9. Random God statues around the world give a jump in The Divine Gift cooldown if you pray by them, no clue on the numbers here tho
  10. Dude you should read my thread in the general discussion CA mods I think we could help each other here I didn't wanna edit the files cuz of the added text at the top that says they are auto-generated but I figured it might work (does with a lot of games)...' so you had time to check the cd on the shield just before you got kicked out? I have already started adding for the wiki (Seraphim, High Elf, Inquisitor) also intrested in your Char Planner, what will you be writing it in? + other specs Gimme a shout //Mazari
  11. Updated HE and Inquisitor Testing would be appreciated as this is very experimental almost all of the values make sense tho Im gonna go play the game some now Will be updating more later
  12. "et_debuff_EAW" is a particular kind of debuff, they are named different for different things In the silver mods on Untouchable Force it says: entry7 = {"et_debuff_movespeed", 300, 5, 3, 42 }, entry8 = {"et_debuff_attackspeed", 300, 5, 4, 42 }, which is self explanatory and but highly doubt its a 70% percent reduction in move/attackspeed, so im back to thinking its value divided by ten which would result in 30% decrease in move/attackspeed which is pretty balanced. but that makes the seraphims debuff 150% reduction in attackvalue which would be balanced or imbalanced depending of the duration of the effect I figured something out about the last digit aswell it corresponds to a particual sub group of spellfunctions ie 133 is magic damage of any sort entry3 = {"et_spelldamage_magic", 210, 105, 0, 133 }, entry2 = {"et_spelldamage_fire", 100, 50, 0, 133 }, entry3 = {"et_spelldamage_ice", 100, 50, 0, 133 }, 8 is duration of effects, both initial and upgrades entry0 = {"et_duration_sec", 1000, 5, 0, 8 }, initial 100% entry11 = {"et_duration_sec", 500, 5, 6, 8 }, gold upgrade b +50% 42 is debuffs on enemies entry2 = {"et_debuff_prone_ice", 100, 2, 0, 42 }, entry7 = {"et_debuff_movespeed", 200, 5, 2, 42 }, and so on Magic damage upgrades are pretty tricky cuz there is no initial value in the file and I can't find the connection with the 2nd 4th numbers and other files, it might be that the game extract information from the char being played (most likely) and that would make it pretty likely that it too is a percent increase. Mazari
  13. Thanks gogoblender good job on the wiki! Hehe yea I hate not having all the stats! I posted some about it on the official forum but decided to take (dark)matters into my hands. This info should imo get added to the next patch but who can wait that long? I added some stuff to the Seraphim on the wiki, can't wrap my head around if the value if the "decrease opponents stats"-values (debuffs) are percentages or the duration of the effect... Here is the code for Baneful Smite: mgr.defineSpell( "se_cm_blitz", { eiStateName = "cSpellCast", fxTypeCast = "FX_SE_BLITZ_C", fxTypeSpell = "FX_SE_BLITZ", fxTypeCastSpecial = "FX_SE_CAST_K", duration = 0.050000, animType = "ANIM_TYPE_SM12", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM05-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_duration_sec", 500, 0, 0, 8 }, entry1 = {"et_damage_magic_rel", 0, 20, 0, 9 }, entry2 = {"et_spelldamage_magic", 490, 245, 0, 133 }, entry3 = {"et_spelldamage_physical", 490, 245, 0, 133 }, entry4 = {"et_debuff_movespeed", 300, 2, 1, 42 }, entry5 = {"et_chance_disarm", 500, 0, 2, 5 }, entry6 = {"et_chance_electrify", 297, 3, 3, 5 }, entry7 = {"et_debuff_EAW", 1500, 20, 4, 42 }, entry8 = {"et_dotdamage_magic", 490, 245, 5, 42 }, entry9 = {"et_chance_chain_nr", 800, 1, 6, 4 }, }, fightDistance = 525.000000, aspect = "EA_SE_CELESTIALMAGIC", cooldown = 0.000000, soundProfile = 0, cost_level = 210, cost_base = 420, focus_skill_name = "skill_SE_celestialmagic_focus", lore_skill_name = "skill_SE_celestialmagic_lore", spellClass = "cSpellSeBlitz", spellcontroltype = "eCAtype_a_effect_attack_ray", sorting_rank = 1, }) Third number in the "entry" corresponds to which mod it is (as does the name) the first is almost always a percent chance to proc for the given upgrade (another poke at the tooltip guy - if its this easy why not display it?) divide by 10 and you get the %-value (for the sake of decimals without the need for a comma in the text file) entry7 = {"et_debuff_EAW", 1500, 20, 4, 42 }, corresponds to the fourth mod Confuse but reduction by 150% seems a bit harsh (depending on how confused the mobs are supposed to get ) But it could be true for other stats-decreasing mods like Laggard - entry4 = {"et_debuff_movespeed", 300, 2, 1, 42 }, which would then give 30% slow and Radiant Pillar - Delude - entry5 = {"et_debuff_EAW", 650, 10, 2, 42 }, which would result in 65% loss of attack value (a bit high maybe) Testing might be necessary here. Anyhow I'll think I'll go to sleep now and add more tomorrow. Ps Darn Germans for naming the spells in German, made it harder to find Peace out number-crunchers! //Mazari EDIT: hehe gotta start to learn to write properly on the first go
  14. First Post! Hello! Welcome me to your ranks for I am the bearer of GREAT news Since the tooltips are so poorly constructed I poked around in the gamefiles and found all the stats for all the mods! Rejoice! All spell info is locatad in "Deep Silver\Sacred 2 - Fallen Angel\scripts\shared\spells.txt". I will update the Sacredwiki and I look forward to your Character Planner Xeneonic! Hope this helps! Tell me if I can be of further assistance I don't know if its appreciated that I found the info by myself but I think its their own fault for not including such simple facts in the tooltips to start with. Shame on you tooltip-guy Edit: Oh some of the values are kinda hard to interpret (procent chance to proc seems to be the easiest) debuffs, values for duration of debuffs and how much they debuff stats seems to be some of the harder stuff at first glance, feel free to help out there
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