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Mandal

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  1. Yep, I saw that today. That saved me going through a lot of speculations ! Unfortunately I only had the spells.txt at work so I couldn't do much. I noticed an empty spell at the beginning of each aspect. Example for the Inquisitor : mgr.defineSpell( "xxxin_po_dominanz", { eiStateName = "", fxTypeCast = "", fxTypeSpell = "", duration = 0.000000, animType = "ANIM_TYPE_SM11", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_INVALID", causesSpellDamage = 1, tokens = { }, fightDistance = -1.000000, aspect = "EA_IN_POWER", cooldown = 0.000000, soundProfile = 0, cost_level = 0, cost_base = 0, focus_skill_name = "skill_IN_power_focus", lore_skill_name = "skill_IN_power_lore", spellClass = "", spellcontroltype = "eCAtype___invalid", sorting_rank = 0, }) Either I'm missing something, either they are planned for maybe an extension ? Or maybe just a template but why name it dominanz ? Not really interesting I'm just curious. Anyway, the formula for debuffs seems pretty right. I think we should test that. And by testing I mean multiplayer, apply a debuff and look (preferably a debuff on attack or def value so it's easy to track). And I think it would be interesting to change the values in spells and blueprints for testing.
  2. Weew, that's so great. I was just about to begin this work and I see I'm not the only one wanting to go mining in the code. Unfortunately I can't access the forum at work, and that's where I torture my brain (at home, I just play ^^) but I copied everything including my spells.txt file in order to look at all this. See you tomorrow then
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