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icemember

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Posts posted by icemember

  1. Heres an example

     

    mgr.defineSpell( "sk_ap_geistform", {

    eiStateName = "cSpellCast",

    fxTypeCast = "FX_SK_GEISTFORM_C",

    fxTypeSpell = "FX_SK_GEISTFORM",

    fxTypeCastSpecial = "FX_SK_CAST_K",

    duration = 0.000000,

    animType = "ANIM_TYPE_SM15",

    animTypeApproach = "ANIM_TYPE_INVALID",

    animTypeRide = "ANIM_TYPE_INVALID",

    animTypeSpecial = "ANIM_TYPE_RIDESM04-SPECIAL",

    causesSpellDamage = 1,

    tokens = {

    entry0 = {"et_duration_sec", 2000, 10, 0, 8 },

    entry1 = {"et_evade_detection", 0, 10, 0, 41 },

    entry2 = {"et_invisible", 25, 10, 0, 41 },

    entry3 = {"et_invisible", 25, 10, 1, 41 },

    entry4 = {"et_reduce_debuffs", 30, 20, 2, 41 },

    entry5 = {"et_addwalkspeed", 100, 2, 3, 41 },

    entry6 = {"et_evade_detection", 500, 10, 4, 41 },

    entry7 = {"et_boost_to_buff", 1000, 0, 5, 8 },

    entry8 = {"et_regThisCool", 500, 0, 6, 8 },

    },

    fightDistance = 0.000000,

    aspect = "EA_SK_ASTRALPLANE",

    cooldown = 2.000000,

    soundProfile = 0,

    cost_level = 100,

    cost_base = 200,

    focus_skill_name = "skill_SK_astral_plane_focus",

    lore_skill_name = "skill_SK_astral_plane_lore",

    spellClass = "cSpellSkGeistform",

    spellcontroltype = "eCAtype_b_boost_self",

    spelllogictype = "ca_ct_direct_attack",

    magicType = "MAGIC_TYPE_BUFF",

    sorting_rank = 4, --------------------------------------------------mak sure tii change the sort too the correct replacing CA

    })

  2. Ok, let me look inot it right now.

     

    Acutally, can you post a screenshot of your combat arts? Also, did you change something with the instill belief? like the aspect?

     

    Also, I used the grn98 tool. It worked, thought the model looks inside out. ughdy.jpg

     

    It might be with 3dsmax lol

  3. Wow, great shots on the Inquisitor guard. Great, ill download the tools now. Yea it looks like the skeleton was abit off when enveloping the Inquisitor guard. Yea I see the missing polys on the back hair. I would love to revisit these models and report them back into game if we can.

  4. Thx for the skins LOL! I will use your Inquisitor guard as a guest NPC. I got back into modding the game. Post some pics of your mod in action plz :trans: I just like too see peoples accomplishments.

     

    Also what program are you using too view the models? I got 3dsmax6, dont know if thats any good. Also I have maya 3.4.

  5. Ok, Dont forget the blueprint id for the rune. Find the instill belief rune in itemtype.txt, then use the itemtype id too find the blueprint id for the rune. Then go to the drop.txt, and add the blueprint id too the hi-elf rune. Use this line: mgr.createDroplist(1414,{ -- Runes_Highelfe

    to help you get there faster. Then go to the last of the list and add your rune that is too be dropped when killing ot replace which ever rune your replacing.

     

    Or you can simply trade runes with the magic rune guy LOL!

     

    Ok, im kinda need to refresh my self, Let me try something I just thought of now LOL!

     

    Ok, the Instill Belief blueprint id is: 1396

     

    Use that number and place it in the weaponpool.txt

     

    Example

    -------------------------

    mgr.addWeaponPool { -- Drop_Runen_Highelf

    dbid = 424,

    prefDmg = 1,

    prefDmgProb = 0,

    content = {829,828,826,825,822,815,818,819,816,817,823,824,821,820,1396,},

    contentProb = {5,5,5,5,5,5,5,5,5,5,5,5,5,5,},

    }

     

    This will enable the rune too be dropped when playing as the highelf. Since the 1396, blueprint id is already in the drop list, no need to add it again lol.

  6. Hi there. So you want the Inquisitor's ladies too replace the colbold.

     

    You will need to find the itemtype number of the type of Inquisitor you want too replace the colbold in the creatureinfo.txt

     

    The High elf Inquisitor guard

     

    creatures.txt

    ----------------------------------

    mgr.createCreature {

    id = 679,

    itemtype_id = 6630,

    name = "Helf_Inqgarde_Soldier_female_01_elite",

    behaviour = "Enemy_warrior_brave",

    dangerclass = 4,

    groupmaxcount = 1,

    elite_creature_id = 600,

    probabilityforelite = 0.000000,

    rank = 0,

    tenergy_creature_id = 289,

    template_creature_id = 1173,

    livesremaining = 0,

    unconscioustime = 20,

    palettebits = "1111111111111111",

    monstertype = 0,

    faction_id = 20,

    equipset_id = 254,

    modelscale = 1.000000,

    rise_from_ground = 0,

    has_corpse = 1,

    has_soul = 1,

    can_strafe = 0,

    }

     

    Just go too any NPC you want too change, once found what too change, go too there itemtype_id = and add 6630, This will add the Inquisitor guard there.

     

    You will have too aslo change some toehr staus like the faction_id.

     

     

    Heres a wolf I changed too an high elf Inquisitor guard

    Example

    -------------------------------

    mgr.createCreature {

    id = 132,

    itemtype_id = 11893, ----------------------------------------change (model type)

    name = "wild_wolf_brown",

    behaviour = "Enemy_warrior_brave", ---------------------change (how agreesive the NPC will act)

    dangerclass = 10,

    groupmaxcount = 5, -----------------------------------------optional (number of enemy to spawn)

    elite_creature_id = 600,

    probabilityforelite = 0.000000,

    rank = 15,

    tenergy_creature_id = 289, ---------------------------------change (NPC will change into a T energy infected glowing NPC when touching t energy)

    template_creature_id = 1173,-------------------------------change (copies main status for that NPC)

    livesremaining = 0, -----------------------------------------optional (wether or not the NPC will wake back up after killing it)

    unconscioustime = 50,

    palettebits = "1111111111111111",

    monstertype = 1,

    faction_id = 20, ----------------------------------------------change (whom the npc will attack and get attacked by)

    equipset_id = 254, -----------------------------------------change (what weapons and gear the NPC will have)

    modelscale = 1.000000, ------------------------------------change (how small or big the model will appear ingame) (Default size for humans 1.000000)

    rise_from_ground = 0, --------------------------------------optional (look at skeletons for a good example of how they come out from the ground)

    has_corpse = 1, ---------------------------------------------optional ( when killed, there body flls down ragdoll)

    has_soul = 1, -------------------------------------------------optional (weather dead NPC body has a green soul that leaves body when body vanishes)

    can_strafe = 0, ----------------------------------------------optional (weather NPC can move side ways) look at spiders for a good example)

    }

     

    Hope this helps. Any more questions, just ask I:p

  7. Switching models dosent nassessary require you too edited the paks, you can just add or extract a folder call models, then in there, add the corrorsponding folders within the models folder. Then simply add your models your switching. Make sure to rename them thought.

     

    Example: C:\Program Files\cdv Software Entertainment USA\Sacred 2 - Fallen Angel\pak\models\heroes\seraphim\sets\mystique

     

    This allows me too switch the mystique armor too another armor as long as I rename them properly.

     

    Same goes for the textures.

     

    To undo changes, just delete the folders. NOT THE PAK files with the orignals.

     

    Hope this helps.

  8. Hi guys, Too be honest! You guesses are just as good as mine. I myself am still figuring things out.

     

    As for the spell not working pass 9 tokens, depends on the spell, some have friend factors and some dont, Some have levels of effects and some dont. So in the level of effects, you need too tell the spell to work from the start too get your effects working. Other wise your tokens wont work till your requirments are met.

    Example: To get the seraphim shield too cover allies, I have too add a friend token: entry10 = {"et_friendfactor", 500, 0, 0, 8 },. Then I had too tell the token too work from the start and cover allies.

     

    If you notice in some spells, they have 2 friendfactor tokens, it means that when the spell mets a certain condition, it will use the new friend factory also. Normally the 1st one means cover 0 allies and only hero, then when the spell levels, it will use the 2ndary friendfactor token and cover allies now too.

     

    So, you must make sure too tell your spells too work form the start using all tokens or wait till the spells reach that level.

     

    This token: {"et_duration_sec", 2000, 10, 0, 8 }, means how long the spell last. The 2000 means 20.00 secs. Add another zero, it means 200.00 secs.

     

    My advice is, keep playing with it, even if it dont work, you will find the answer staring you right in the face. And post your findings for the community too also experiment and share there findings.

  9. Hiya, sorry for the late reply lol. Been little caught up in digging in the games files. I must say, The answers are staring me right in the face to everything I'm trying to do LOL!

     

    it's just easy to respawn bosses without quest. I think u just need edit respawn.txt n add boss id in a region

     

    Have you tried this? I didnt try it. It just dosent seem like the right file too edit.

     

    Sorry flyingfox. Been little caught up on adding things in. But try out macs method in the god area. If not, I'll get right on your troubles.

     

    Serahpim Elite (Enemy NPC)

    ------------------------------------

    seraphimelite.jpg

    seraphimelite0.jpg

     

    So as far as the scripting goes, It is possible too add in custom quest base on the coding. But I have not atempted this yet. I still need too figure out some other things before I get too this area. Soon as I done this, I will get too atempting to adding in custom quest.

     

    After all this, I will start on a mod for Sacred 2. Technically I test out a game too see how far I can go into modding, if the game is flexible, I start on mods.

  10. Hiya, Yea I got the boss to spawn somewhere else and respawn after his defeat. Thought it is still buggy. Interfering with the quest itself. I'm trying to do 2 things. Make the boss repawn after the quest is done with out crashing the game. Also spawn else where without interfering with the quest it's self.

     

    Also yes FlyingFox, I'll notify you soon.

     

    Respawn boss

    --------------------------------

    bossstonegolem.jpg

  11. The only thing I see is that the spell Faecherblitz has a capital F in the seraphim's list of spells in the creatures.txt. Try with a lowercase f.

     

    How ever, that might not be the case at all lol. But if it still doesn't work, ill test it my self.

     

    Here is a request from galanvioreldan.

     

    WOW ARMOR HAND POINTER

    -------------------------------------------

    http://www.filefactory.com/file/b1h7h62/n/...and_pointer.rar

     

    Here's a small update with a nicer armor hand and new atttack sword pointer.

     

    WOW ARMOR POINTERS 1.1

    -----------------------------------------

    http://www.filefactory.com/file/b1h84dc/n/...ointers_1.1.rar

  12. Go to the spells.txt.

    Change the skill points and lore too that of your choice. (Arrows in red).

    skilllore.jpg

     

    Go to your blueprints.txt and type in rune_ infront of your spell name in the FIND box too find your spell fast.

    Then go too where the red arrows show and simply add your hero in so he/she may wear the runes.

    blueprint.jpg

    blueprint0.jpg

  13. Hi ya, Sorry just added the last part in the above post lol. Hope that answers your question. Now back to modding for me LOL!

     

    Also forgot to mention, in the spells.txt, if you scroll right too the bottom, you will see a tokens list. Thought some are not listed like in the spells above.

     

    tokens

    --------------------------

    tokensv.jpg

     

    Simply just copy a line: mgr.addTokenBonus( {"et_chance_bleeding", 146 }) -- 146 = bb_chance_bleeding

    and remove the () and -- 146 = bb_chance_bleeding

    to get this: {"et_chance_bleeding", 146 }

     

    then add in the blanks: entry10 = {"et_chance_bleeding", 2000, 588, 0, 8 },

     

    and last paste it too your hero, ally, or emeny NPC's list of spell tokens.

     

    This will cause bleeding damage with the spell combat art.

  14. Hi, I hope this is useful for the community of darkmatter. I am glad too share this with Darkmatter.

     

    NOTE: Most of the spell names have not been translated into english and been left in german languadge.

    (Example: kohorte = spirit)

     

    Switching Combatarts for heros

    ---------------------------------------------

    1) Find your creatures.txt - my location is here: C:\Program Files\cdv Software Entertainment USA\Sacred 2 - Fallen Angel\scripts\server

     

    2) Use any text editor too open creatures.txt.

     

    3) Hold Ctrl + F too open the FIND menu.

    3.1) In the FIND menu box, type SC_ and hit Find Next.

    findg.jpg

    This will take you too all the heros listed with SC_ in front of there names. (Example: SC_Seraphim)

     

    After you found your hero,

     

    4)Scroll down too where is says spells.

    4.1) Just copy any spells you want and paste it too what ever hero or enemy you want too have these abilities.

    scseraphim.jpg

     

    This is the Nether Allegience: entry10 = { "sk_ap_kohorte" }

     

    After your done, simply save the creatures.txt and go test it out.

     

    NOTE: You must start a new Hero too see and have these changes.

     

    NOTE: Go too graphics01.pak and extract the data\icons\spells folder. This will help you ID the Combat Arts. Also allow you too customize combat art icons to your liking.

     

    MODIFYING SPELLS

    -------------------------------------

    1) Find your spells.txt - mine is here C:\Program Files\cdv Software Entertainment USA\Sacred 2 - Fallen Angel\scripts\shared

     

    2) Use any text editor too open spells.txt

     

    3) Hold Ctrl + F too open the FIND menu.

    3.1) In the FIND menu box, type name of spell and hit Find Next. (Example: sk_ap_kohorte) Nether Allegiance)

    spellsb.jpg

    This will take you too your spell you are about too modify.

     

    4) The area circled in red is where you can add editional tokens.

    (Example: entry10 = {"et_friendfactor", 500, 0, 0, 8 },

    entry11 = {"et_range_area", 1500, 5, 0, 4 },

    Adding these 2 tokens will cause the spell too effect allies at a certain range)

     

    5) The Green arrows show which class the spells belong too. (Example: aspect = "EA_SK_ASTRALPLANE", = Astral Lord)

     

    6)The Cyan arrows tell how long the spell takes too recharge before the player can use it again. (Example: cooldown = 1.000000, = 1.0 seconds to recharge the spell)

     

    7) The Blue arrows tell what slot the Combat Art is too be in. (Example: sorting_rank = 5, = customicon0.jpg

     

    1 - 5 slots.

     

    Well....hope you have fun creating new, wired, funny, cool spells LOL!

  15. Sweet! Here's my custom CombatArt circled in blue. Also the converted npc's killed the chieftain for me LOL! They were buffed with a modified Divine Devotion. The newly added Comabtart is a Nether Allegiance. But only I'm working on it too spawn other npcs. I meant too post these last night.

     

    Pics

    ---------------------------

    convertedenemieschiefta.jpgcustomicon.jpg

  16. Sorry about the delay LOL! But I been too carried away at modding Sacred 2 day and night. Playing with this and that. Adding this and that. Changing this and that LOL!

     

    So far, what I've done is

     

    ACH-ieved

    ---------------------------------------

    Add and Replace Enemy NPCs

    Add and Replace NPCs

    Change Enemy NPC's Weapons

    Add Weapon to Enemy NPCs

    Give Editional Spells to Enemy NPCs

    Change Enemy NPC Spells

    Change NPC Voices

    Add Starting Equipment

    Replace Comabt Arts

    Modify Combat Arts

    Change Size of Inventory Icons

    Add and Replace Music

    Add Effects to NPCs

    Remove Effects from NPCs

    Make NPCs Faster or Slower

    Heros Can Wear Other Class Equipment

    Make Dropped Items Have Slots Almost Everytime

    Weaker Enemies Give Decent experience to Higher level Players

    Modified Quests to Give More Gold, Items experience

    Enemies Spawn Faster

     

    In The Works

    ---------------------------------

    Larger Inventory

    Raise Potion Stock Number Pass 20

    Add New Combat Arts

    Add Skinned Equipment without Replacing Gamestock Equipment

    Change Level of NPC's

    Equip Converted Enemies

    Add Equipment to Enemy NPCs

    Add Quest

    Add Props too Areas

     

    Most of the times, the answers are just staring me right in the face LOL!

     

    PICS

    -----------------------

    inqt.jpginq0.jpg

    startinge.jpg

  17. Hi LOL! Don't worry, I'll share with the community very soon. Just still trying too figure out some other things im trying too accomplish. Soon as I ACH that, I'll share with everything I found.

     

    Mean time......I didnt like her dirty boots, so I gave her new clean ones too match her armor.

     

    New Boots

    --------------------------

    newgoldboots.jpg

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