About This File
Sacred 2 Blueprint.txt Function Overhaul
- 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)
Your mod needs to have included BEFORE enabling:
- 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.)
- @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!!!
What's New in Version 1.0.9 See changelog
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.