Luthal
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rated. now 4/5. didnt notice that before this mod really deservers a full 5/5, thx a lot for sharing it. its a shame we couldnt handle the summons properly....just hate the spellclass mechanics ;(
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just noticed something about the new dm's art eternal fire: mgr.defineSpell( "dm_dm_ewigesfeuer", { eiStateName = "cSpellCast", fxTypeCast = "FX_DM_EWIGESFEUER_C", fxTypeSpell = "FX_MM_SPRUEHEN", fxTypeCastSpecial = "FX_DM_CAST_K", duration = 0.000000, animType = "ANIM_TYPE_SM03", animTypeApproach = "", animTypeRide = "", animTypeSpecial = "ANIM_TYPE_RIDESM03-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_duration_sec", 400, 8, 0, 8 }, entry1 = {"et_plague_const_fire", 1600, 1600, 0, 42 }, entry2 = {"et_range_area", 100, 1, 0, 4 }, entry3 = {"et_plague_infect", 300, 2, 0, 42 }, entry4 = {"et_regThisCool", 0, 20, 0, 8 }, entry5 = {"et_spelldamage_fire", 600, 350, 0, 133 }, entry6 = {"et_dotdamage_fire", 600, 350, 0, 42 }, entry7 = {"et_maxangle_cone", 45, 0, 0, 8 }, entry8 = {"et_range_area", 80, 1, 1, 4 }, entry9 = {"et_duration_sec", 150, 3, 2, 8 }, entry10 = {"et_plague_infect", 200, 1, 3, 42 }, entry11 = {"et_chance_fear", 300, 5, 4, 5 }, entry12 = {"et_plague_const_fire", 1600, 1600, 5, 42 }, entry13 = {"et_deathblow", 500, 0, 6, 5 }, }, fightDistance = 525.000000, aspect = "EA_DM_DRAGONMAGIC", cooldown = 4.000000, soundProfile = 0, cost_level = 225, cost_base = 450, focus_skill_name = "skill_DM_dragonmagic_focus", lore_skill_name = "skill_DM_dragonmagic_lore", spellClass = "cSpellNova", spellcontroltype = "eCAtype_a_effect_cone", sorting_rank = 2, }) you're using the spellclass "cSpellNova" with the plague effect. I didnt test it but I'm kinda sure it should cause problems like bonus not working properly or lack of visual effects since plague is designed to work with the "cSpellDrKrankheit" spellclass (allowing just one target to be hit) as I said before I haven't tested it. I'm just reporting
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ow it was the red champion id, thought it was the standard familiar as for the third spell I tried that way too but each form has a specific amount of available spells so I had to find another way. modding this game is more like "finding escamotages to change stuff"
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I thought he wanted a fighting familiar instead of the normal one...well, nvm did you manage to make a 3-spells berserkform?
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that dragon hasnt any spells by default. to achieve your goal you can teach him the spells and change his behaviour or just replace the appearance of flix's companion with the old baby dragon one. editing creatures.txt as I told you in my previous post changes the appearance and is by far the easiest way in my opinion.
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basically you wanna keep the old look while having him offensive as flix made it am I right? replace this in creatures.txt mgr.createCreature { id = 2995, itemtype_id = 12712, name = "New_Dragon_Companion", behaviour = "Hireling_distance", dangerclass = 1, groupmaxcount = 1, elite_creature_id = 1994, probabilityforelite = 0.000000, rank = 0, tenergy_creature_id = 1994, livesremaining = 0, unconscioustime = 20, palettebits = "1111111111111111", monstertype = 1, faction_id = 23, modelscale = 1.000000, rise_from_ground = 0, has_corpse = 1, has_soul = 1, can_strafe = 0, spells = { entry0 = { "dm_form_drgn_feuerball" }, entry1 = { "gartor_armageddon" }, entry2 = { "enemy_area_meteor" }, }, } that should do the trick
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yes but you'll have to edit drachenform instead of berserkerform. open creatures.txt and change the itemtype of the drachenform with the berserker one, then change the modelscale from 0.200000 to 1.000000 now you just have to edit the drachenform spells (I suggest blood frenzy, lacerate and fire odem but that's your choice)
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The dragon form was kinda weak and very hard to manage. I totally agree flix s decision Anyway I have to admit that losing the fire spells of the dragon form was a pity so I kept an hybrid transformation in my mod. I removed the dragon form but I made the berserk able to spit fire in addiction to his other spells. I wont regret dragon form since it wasnt reliable at all
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sometimes I get the feeling that this game is kidding me <.< I'll look for another way to summon one minion at a time without using a buff (I'd never use a summon buff, every other buff is better in my opinion) I stopped trying to get the kral's beam as a sustained damaging ray because I realized fo find the zap version more suitable for the mind strike skill (instead of a debuffing spell) I'm also experimenting new combinations of spellclasses and animations. you may want to try this (try vs groups of enemies) mgr.defineSpell( "dm_me_energiebrand", { eiStateName = "cSpellCast", fxTypeCast = "FX_DM_WALL_C", fxTypeSpell = "FX_DM_WALL", fxTypeCastSpecial = "FX_DM_CAST_K", duration = 0.000000, animType = "ANIM_TYPE_SM08", animTypeApproach = "", animTypeRide = "", animTypeSpecial = "ANIM_TYPE_RIDESM08-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_chance_chain_nr", 1000, 2, 0, 4 }, entry1 = {"et_spelldamage_magic", 630, 315, 0, 133 }, entry2 = {"et_spelldamage_physical", 350, 175, 0, 133 }, entry3 = {"et_spelldamage_magic", 310, 155, 1, 133 }, 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 }, entry7 = {"et_chance_areasplash", 500, 5, 5, 5 }, entry8 = {"et_chance_criticalhit", 99, 1, 6, 5 }, entry9 = {"et_hurl_enemy", 1000, 0, 0, 9 }, }, fightDistance = 1000.000000, aspect = "EA_DM_MENTALISM", cooldown = 0.000000, soundProfile = 0, cost_level = 300, cost_base = 600, focus_skill_name = "skill_DM_mentalism_focus", lore_skill_name = "skill_DM_mentalism_lore", spellClass = "cSpellHeEnergieblitz", spellcontroltype = "eCAtype_a_effect_attack_ray", sorting_rank = 0, }) you'd be surprised in seeing how can be used the magic wall anim. at least I didnt expect that
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ok, I maybe found the right solution. I'm trying the sakkara spellclass without setting a duration_sec apparently it works like a charm: -max 1 at a time -right behaviour -unaffected by mounts -does not turn on my char (tested for about 5 mins but even 5 years shouldnt change anything since there is no duration)
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ok dont ask me how could I guess it but I'm 80% sure that the summon counts as a mount. max mounts available (by default) = horse + special = 2 if you have 0 mounts you can summon 2 minions but if u already have both of them you cant summon any minion it seemed to work fine for me cause I only had the hellhound take a look to your mounts and tell me if I'm right. in case I am I dont know how to fix it but I'll think about it
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mgr.defineSpell( "sk_hc_rammstoss", { eiStateName = "cSpellCast", fxTypeCast = "FX_SK_STANDARTE_C", fxTypeSpell = "", duration = 10.000000, animType = "ANIM_TYPE_SM10", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM05-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_summon_level", 10, 10, 0, 8 }, entry1 = {"et_summon_soldier", 1000, 2996, 0, 8 }, entry2 = {"et_minion_lifetime", 1000, 10, 0, 4 }, entry3 = {"et_minion_replenish", 975, 25, 0, 72 }, entry4 = {"et_minion_wdam_phy", 100, 100, 0, 72 }, entry5 = {"et_addwalkspeed", 800, 0, 0, 72 }, entry6 = {"et_minion_attackspeed", 198, 2, 1, 72 }, entry7 = {"et_minion_wdam_phy", 100, 100, 2, 72 }, entry8 = {"et_minion_AWVW_rel", 250, 50, 3, 72 }, entry9 = {"et_summon_armor", 75, 55, 4, 72 }, entry10 = {"et_minion_wdam_phy", 100, 100, 5, 72 }, entry11 = {"et_minion_armor_all", 75, 55, 6, 72 }, entry12 = {"et_duration_sec", 1001, 10, 0, 8 }, }, fightDistance = 0.000000, aspect = "EA_SK_HARDCOMBAT", cooldown = 120.000000, soundProfile = 0, cost_level = 110, cost_base = 220, focus_skill_name = "skill_SK_heavy_combat_focus", lore_skill_name = "skill_tactics_lore", spellClass = "cSpellSpawnEnemy", spellcontroltype = "eCAtype_b_boost_self", spelllogictype = "ca_ct_summoning", sorting_rank = 3, }) he follows me, fights for me and I cant summon more than one mob per time I dont know why it doesnt work for you, I suggest trying again I'm just brainstorming, take what you like
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if youre not interested in making the minion disappear try this "cSpellSpawnEnemy", talking about the minotaur you may want to change his weapon, I find the bergonix axe more suitable for a minotaur. if you decide to swap the sword set equipset_id = 452 just saying, you decide
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I gave a look to the summoning spells. they cant work cause of the spellclass; you're using a buff spellclass and since a buff doesnt expire the minion wont disappear. we should use a temporary summon spellclass. unfortunately the only ca that works like this is doppelganger. if you set this the minion will be summoned and disappear as usual but he ll be invisible ;( I don't think we can fix this unless we find the spellclasses definitions archive (which I believe is hard coded in the core files) also I found the kral's beam fx file but for some reasons it s displayed far smaller than normal when I cast it as a damaging sustained beam (like a thin ray). I'm working on that P.S. you may have made a little mistake with the focus_skill_name of labyrinthine warlord since it's in the hard combat aspect but you set tactical combat
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