About This File
Sacred 2 Blueprint.txt Function Overhaul
Features:
- All items sorted into one separate file for each item 'class' to increase overview
- Automated bonusgroup generation for items with non-fixed boni
- Automated bonus color generation from bonus tier
- No more bonus IDs/bonusgroup IDs. Instead, boni and single-bonus-bonusgroups are called from a unique name: "prefix%type$spez$spez2$basedonskill". You know exactly what bonus/bonusgroup it is with just one look!
- Does not change the (average) balance of your mod - just transforms it into an more overviewable and easier modifyable state
- The most powerful file ever created: balance.lua opens up with unique and powerful ways to quickly fit the balance of your mod how you like it in one go!
- Commentary over all scripts - everything is explained!
- Comes with an unused/duplicated token finding tool - only works after enabling.
- Basically never have to edit blueprint.txt again - everything can be done from the modules/modding folder!
- Automated adjustment of creature.txt's creature bonus intensity balance according to your settings - you can do everything from inside balance.lua / bonusTypeBalance.lua !!
- Does not adjust spells.txt balance (and won't in the future, because the balance there is somewhat hardcoded and intransparent)
Requirements:
Your mod needs to have included BEFORE enabling:
- server/blueprint.txt
- server/creatures.txt
- shared/itemtypes.txt
- shared/spells.txt
- shared/typification.txt
- JSGME (generic mod enabler)
-
And you must be on windows operating system!
(For the .exes to not screw up. But after running Disable.exe, your mod is completely Vanilla-style again, ready for upload for all operating systems.)
Credits:
- @Flix to answer my one million questions.
- @dimitrius154 to answer my other million questions.
- @Schot, @gogoblender and all other supporting members and admins of DarkMatters,org making hosting this file possible!
- Luiz Henrique de Figueiredo, I used his srlua to compile all the standalone .exe files. VERY useful!!!
Discuss here:
What's New in Version 1.0.9 See changelog
Released
fixed an ULTRA WIERD lua issue which came from loading the same module from two different running threads:
Enable.exe loads modules/scripts/Update.lua which loads modules/scripts/gen_IDs_bonus.lua which loads modules/scripts/hardcoded_boni.lua. Then later in the execution, Enable.exe loads hardcoded_boni.lua too.
- at least it should, but not only does Enable.exe not load hardcoded_boni.lua, even worse: it takes the table into which gen_IDs_bonus.lua loaded hardcoded_boni.lua, together with all changes that gen_IDs_bonus.lua does to that table!
The same happened with Update.lua.
This issue has been addressed by creating a temporary copy of hardcoded_boni.lua with a different name for each .exe and loading the module from there (and deleting the copy afterwards).
This is an ultra wierd bug and I think this is a lua compiler bug, not a mistake on my end. Because if that's how it's intended to behave, then well rip because it puts up so many possible undetected bugs when working with modules, I can't underestimate how bad this is.
Recommended Comments
There are no comments to display.
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 accountSign in
Already have an account? Sign in here.
Sign In Now