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johnmedgla

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Posts posted by johnmedgla

  1. At the bottom of spells.txt, where the tokens are linked to blueprints, I copied the % fire damage token used in a High Elf buff and modified it in an effort to create a similar effect for Poison damage. It doesn't crash, but neither does it work - I'm curious if there's something I'm overlooking, or if these effects are hard coded away somewhere in addition to linked in the Token list at the foot of spells.txt.

     

    What I've added:

     

    mgr.addTokenBonus( {"et_damage_poison_rel", 135 })  -- 135 = bb_bonusdamage_poi

     

    135 in blueprint.txt is:

     

    newBonus = {
    --  name = "bb_bonusdamage_poi",
     rating = 0,
     basedonskill = "SKILL_INVALID",
     type = "BONUS_DAMAGE_ANY_REL",
     spez = "DMG_POISON",
     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},
    }
    mgr.createBonus(135, newBonus);

     

    And the CA in question:

     

    mgr.defineSpell( "dr_nm_wacherverstand", {
    eiStateName = "cSpellCast",
    fxTypeCast = "FX_DR_WACHERVERSTAND_C",
    fxTypeSpell = "FX_DR_WACHERVERSTAND",
    fxTypeCastSpecial = "FX_DR_CAST_K",
    duration = 10.000000,
    animType = "ANIM_TYPE_SM17",
    animTypeApproach = "ANIM_TYPE_INVALID",
    animTypeRide = "ANIM_TYPE_INVALID",
    animTypeSpecial = "ANIM_TYPE_RIDESM04-SPECIAL",
    causesSpellDamage = 1,
    tokens = {
    	entry0 = {"et_duration_sec", 1500, 5, 0, 8 },
    	entry1 = {"et_regAnyAspect", 300, 5, 0, 41 },
    	entry2 = {"et_addattr_intelligence", 200, 200, 0, 41 },
                   entry3 = {"et_damage_poison_rel", 195, 5, 0, 41 },
    	entry4 = {"et_regThisCool", 495, 5, 1, 8 },
    	entry5 = {"et_addattr_intelligence", 75, 75, 2, 41 },
    	entry6 = {"et_reduce_debuffs", 200, 5, 3, 41 },
    	entry7 = {"et_addattr_intelligence", 75, 75, 4, 41 },
    	entry8 = {"et_addAttackspeed", 200, 0, 5, 41 },
    	entry9 = {"et_regAnyAspect", 150, 5, 6, 41 },
    },
    fightDistance = 525.000000,
    aspect = "EA_DR_NATUREMAGIC",
    cooldown = 60.000000,
    soundProfile = 0,
    cost_level = 150,
    cost_base = 100,
    focus_skill_name = "skill_DR_naturemagic_focus",
    lore_skill_name = "skill_DR_naturemagic_lore",
    spellClass = "cSpellDrWacherVerstand",
    spellcontroltype = "eCAtype_b_boost_friendly",
    sorting_rank = 4,
    })

     

    The skill isn't broken, it does everything else it's meant to, it just doesn't provide the boost to poison damage (on weapon, CA or sigma list) at all. At this point my suspicion is that the list of valid tokens are declared somewhere else (which is probably hidden away) and the list of definitions in spells.txt is only used to link them with blueprint effects.

     

    Any help would be appreciated.

  2. Hey all,

     

    I was about to start a new inquisitor, but before I do (and so pick a build) I was curious whether Paralyzing Dread still caused the Inquisitor's negative status affects to hit himself in the CM patch? I tried searching both here and in the general forums, but couldn't find anything at all.

     

    Thanks in advance, and also for all your work!

  3. I've been trying to turn Frenetic Fervor into a permanent buff, largely since I want to see how it's done before I attempt anything more radical. I can have it selectable on the buff bar (though with no icon, which is expected anyway), and I can activate it from there. My problem is that it deactivates itself when the duration would expire anyway. Commented script below, and any suggestions welcome :

     

    mgr.defineSpell( "in_in_eifer", {
    eiStateName = "cSpellCast",
    fxTypeCast = "FX_INQ_EIFER_C",
    fxTypeSpell = "FX_INQ_EIFER",
    fxTypeCastSpecial = "FX_INQ_CAST_K",
    duration = 10.000000,
    animType = "ANIM_TYPE_SM05",
    animTypeApproach = "ANIM_TYPE_INVALID",
    animTypeRide = "ANIM_TYPE_INVALID",
    animTypeSpecial = "ANIM_TYPE_RIDESM04-SPECIAL",
    causesSpellDamage = 0,
    tokens = {
    	-- entry0 = {"et_duration_sec", 14850, 15, 0, 8 }, -- commented out
    	entry0 = {"et_addWeaponspeed", 995, 5, 0, 37 },
    	entry1 = {"et_attackspeed_limit", 300, 0, 0, 37 },
    	entry2 = {"et_addCastspeed", 495, 5, 1, 37 },
    	entry3 = {"et_addWeaponspeed", 148, 2, 2, 37 },
    	entry4 = {"et_chance_evade", 198, 2, 3, 41 },
    	entry5 = {"et_AWboost_rel", 400, 100, 4, 41 },
    	entry6 = {"et_chance_evade", 15, 5, 5, 41 }, -- changed from duration boost
    	entry7 = {"et_addwalkspeed", 295, 5, 6, 41 },
    },
    fightDistance = 0.000000,
    aspect = "EA_IN_INQUISITION",
    cooldown = 0.000000, -- removed
    soundProfile = 0,
    cost_level = 5,
    cost_base = 10,
    focus_skill_name = "skill_IN_inquisition_focus",
    lore_skill_name = "skill_tactics_lore",
    spellClass = "cSpellInqEifer",
    spellcontroltype = "eCAtype_t_buff",  -- changed
    sorting_rank = 4,
    })

  4. Hi all. I confess I sort of gave up on Sacred2 after Vista and one of the patches conspired to make we want to destroy something, but I've reinstalled recently, bought Ice and Blood, installed the community patch and am now having fun on a new W7 system. Can I ask some kind soul to send me these codes please - I'm several years in practise behind, and a boost to help me get back into the swing of things would be very welcome.

     

    Much love.

     

    Edit - Dear God, received within 3 minutes. Many thanks!

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