Jump to content

Moander

Members
  • Posts

    18
  • Joined

  • Last visited

Posts posted by Moander

  1. Sorry I have to ask:

     

    Anyone knows this:

     

    combat alert mod: chance to reflect damage <--- is that percentage chance = level of this CA?

     

    I don´t have any specific focus skills for this and still almost every hit from enemy (about level 56) get reflected back. This CA is at level 19.

     

    Great way to use in combo: charged grid (+max healing mods) + combat alert (+reflect damage mod). Only champions need extra hit from my hammer, others die quickly by itself.

    From http://www.sacredwiki.org/index.php5/Sacred_2:Combat_Alert

    Riposte - Melee damage reflection. (50% + 4% per CA level chance)
    So you will have about 126% (50 +(4*19)) chance to reflect things.

     

    There are likely some sort of scaling going on behind the scene so I have no idea how much effect it have.

     

    The relevant part from spells.txt is

    		entry7 = {"et_chance_reflect_CC", 500, 40, 3, 41 },

    (50% + 4%)for Combat Alert without the "Permanent" modification. If you have the modification it is

    		entry5 = {"et_chance_reflect_CC", 250, 20, 3, 41 },

    (25% + 2%) for a total of 63% (25 + (2*19))

  2. updated User:Zinsho... I've tried to convert as many of the variable names for the abilities to their in-game names or approximations that are english legible.

    You know Zinsho, it feels like we are duplicating each others work a bit.

     

    I will start generating the individual bonus pages with information about the valueranges and info like that for now.

     

    Oh, and I updated my weapon table suggestion http://www.sacredwiki.org/index.php5/User:Moander

  3. Well, I put up a table of the weapongroups grouped by Weapon lore and governing stat on my wiki user page http://www.sacredwiki.org/index.php5/User:Moander.

     

    The ability column is ordered by level, so

    Extra attack speed while mounted,
    BONUS_REDUCE_ENEMYS_MISSILEREFLECTION,
    Decrease ability cost,

    means that you will find "Extra attack speed while mounted" first then "BONUS_REDUCE_ENEMYS_MISSILEREFLECTION" and "Decrease ability cost" is the mastery ability.

     

    There is some new fields in the csv files and a diagram over the data structure relations. The .mwb is a MySQL Workbench file, the content is the same as in the .png file.

    http://rapidshare.de/files/43382827/Sacred2.zip.html

  4. I just noticed the following:

    The bonuses for multiple set items (as seen when you hover over the helmet icon right of the inventory) change when changing into another difficulty level, while keeping the same items.

    Good, that would corroborate Antitrusts theory

    If you find a weapon with "Deep Wounds" in bronze, it will change in next difficulty and become higher. This is true for many mods, not just skill-based.

     

    Some mods might not follow this, and have the same value no matter if you change difficulty.

  5. We'll work something out :4rofl:

     

    Note that the BONUS_RIPPER is what the game displays as "Serious Open Wounds".

    Thanks,

    New bonus.csv up as requested by Zincho. It have the constraints filled in. http://rapidshare.de/files/42342036/bonus.csv.html

     

    Next task is the difficultyvaluerange

     

    Edit 1: I am trying to find a host for the files but for now they will be uploaded to rapidshare. I don't know if they have porn advertising but let me know if anyone know of a better host.

  6. I think that unlockable abilities along with common abilities should be posted in a separate table. It gets way too complicated otherwise (let's keep the table stretching under control ;))

    The things is that the common abilities table needs to be specific for each instance of each item, while the unlockable abilities are specific for each base item.

     

    How about now? Now it fits in a 960 px wide window.

     

    Oh, and here is a better weaponTypes.csv file http://rapidshare.de/files/42330442/weapontypes.csv.html

     

    EDIT 2: weapontypes with translated names, not all of them are translated yet. If anyone knows what they stand for give me a call. http://rapidshare.de/files/42338139/weapontypes.csv.html

  7. Whoa there ;)

     

    I suggest people add as much as possible per edit, the history will be much cleaner that way :(

     

    So how should the pages be organized?

     

    I would like to know two things.

    1. What are the abilities of each weapon class (attack speed, governing stat and unlockable abilities)
    2. What equipment are restricted to what class
    3. What equipment belongs to which type (club and hatches belongs to the Club type, etc.)

    My personal opinion is to have it something like this. http://www.sacredwiki.org/index.php5/User:Moander

     

    This way you can easily see what stat governs what item type and what itemname belongs to what type. We could even skip the entire Type column if we wanted.

     

    Besides, that should be pretty easy to autogenerate.

     

    So what do you guys/girls/beings of indescribable gender think?

  8. The only problem with a minion build is that the minions are so slow that you'll be whackin' stuff on the head anyway.
    I have a ranged based minion SW, I just gather up a crowd of monsters, drop a standard and starts firing with scything sweep with pushback modifications. By the time anyone gets close my skeletons have arrived on the scene.

     

    Add a skeleton fortification firing two arrows to my three arrows and it looks like it raining arrows.

  9. Here is a csv file with the weapon classifications and their bonusgroup id. Paste into a openoffice Calc document and you will be able to sort it.

    "Classification","Bonus","Stat","Id"

    "CLF_2H_AXE",109,"STAT_STR",6

    "CLF_2H_HAMMER",110,"STAT_STR",7

    "CLF_2H_SWORD",91,"STAT_STR",8

    "CLF_AXE",104,"STAT_STR",11

    "CLF_BarstewardSWORD",90,"STAT_STR",12

    "CLF_BATTERY_ENERGY",250,"STAT_DEX",146

    "CLF_BATTERY_TECHNICS",249,"STAT_DEX",145

    "CLF_BLOWGUN",159,"STAT_DEX",156

    "CLF_CLUB",106,"STAT_STR",22

    "CLF_DAGGER",69,"STAT_DEX",26

    "CLF_ENERGY_PISTOL",157,"STAT_DEX",27

    "CLF_ENERGY_WEAPON",158,"STAT_DEX",28

    "CLF_FISTWEAPON",127,"STAT_STR",29

    "CLF_FISTWEAPON_BLADE",129,"STAT_STR",83

    "CLF_FISTWEAPON_SPIKE",128,"STAT_STR",82

    "CLF_HALBERD",72,"STAT_STR",33

    "CLF_HAMMER",105,"STAT_STR",34

    "CLF_HORSEBOW",155,"STAT_DEX",85

    "CLF_JAVELIN",116,"STAT_STR",37

    "CLF_LONGBOW",147,"STAT_DEX",42

    "CLF_MAGESTAFF",164,"STAT_INT",43

    "CLF_MAGESTAFF_2H",166,"STAT_INT",154

    "CLF_MAGESTAFF_2H_R",167,"STAT_INT",155

    "CLF_MAGESTAFF_R",165,"STAT_INT",153

    "CLF_POLE",115,"STAT_DEX",5

    "CLF_RECURVEBOW",149,"STAT_DEX",84

    "CLF_SABER",88,"STAT_STR",58

    "CLF_SHORTBOW",154,"STAT_DEX",62

    "CLF_SHORTSWORD",87,"STAT_DEX",64

    "CLF_SWORD",89,"STAT_STR",4

    "CLF_THROW_DAGGER",151,"STAT_DEX",65

    "CLF_THROW_DRINK",143,"STAT_DEX",66

    "CLF_THROW_STAR",145,"STAT_DEX",67

    "CLF_THROW_STONE",151,"STAT_DEX",220

    "CLF_THROW_STONE_BIG",145,"STAT_STR",224

    "CLF_WHIP",107,"STAT_DEX",74

     

    If anyone want to get the data in some specific format just let me know.

  10. bludgeon1.jpgcudgel3.jpg

     

    club1.jpgcudgel2.jpg

     

    cudgel1.jpgbludgeon4.jpg

    bludgeon2.jpg

     

     

    Hafted Mastery:

     

    bludgeon6.jpgbludgeon3mastery.jpg

     

     

    And there we go... clubs, bludgeons and cudgels...disposition towards undead. ( took pix of mastery weps cuz they're cool :4rofl:)

     

    Yee haw!

     

    :)

     

    gogo

    I am going to test my theory about the files on the cudgels. The part that will be important in the next step is highlighted with ** **, the part that connect this step to the one before will be highlighted with -- --

     

    itemname.csv

    **NGCLF_CLUB**;Club,1;Bludgeon,1;Cudgel,1

    Typification.txt

    newTypification = {
     id = 22,
     name = --"CLF_CLUB"--,
     stat = "STAT_STR",
     modreal = 1000,
     modfocus = 0,
     modbasepoints = 960,
     bonusgroupID = **106**,
     weapondamagespread = 150,
     fightdistance = 35.000000,
    }
    mgr.createTypification(22, newTypification);

    Blueprint.txt

    newBonusgroup = {
     id = **106**,
     name = "Ybg_hafted_club																												 ",
     bonuslist = --{ 74,78,82,}--,
    }
    mgr.createBonusgroup(**106**, newBonusgroup);

     

    blueprint.txt

    newBonus = {
    --  name = "wb_hftl_attackspeed",
     rating = 11,
     basedonskill = "skill_hafted_weapon_lore",
     type = "BONUS_SPEED",
     spez = "SPEED_ATTACK",
     spez2 = "",
     usagebits = 65535,
     minconstraints = {1,1,0},
     difficultyvaluerange0 = {0,50,100},
     difficultyvaluerange1 = {1,65,130},
     difficultyvaluerange2 = {2,80,160},
     difficultyvaluerange3 = {3,100,200},
     difficultyvaluerange4 = {4,125,250},
    }
    mgr.createBonus(--74--, newBonus);

    newBonus = {
    --  name = "wb_hftl_undead_damfir_rel",
     rating = 2,
     basedonskill = "skill_hafted_weapon_lore",
     type = "BONUS_WEAPONDAMAGE_REL",
     spez = "DMG_FIRE",
     spez2 = "SUBFAM_LIFE_UNDEAD",
     usagebits = 65535,
     minconstraints = {25,5,0},
     difficultyvaluerange0 = {0,100,600},
     difficultyvaluerange1 = {1,130,800},
     difficultyvaluerange2 = {2,160,1000},
     difficultyvaluerange3 = {3,200,1200},
     difficultyvaluerange4 = {4,250,1500},
    }
    mgr.createBonus(--78--, newBonus);

    newBonus = {
    --  name = "wb_hftm_stunchance",
     rating = 12,
     basedonskill = "skill_hafted_weapon_mastery",
     type = "BONUS_STUN",
     spez = "",
     spez2 = "",
     usagebits = 65535,
     minconstraints = {70,1,1},
     difficultyvaluerange0 = {0,44,55},
     difficultyvaluerange1 = {1,50,68},
     difficultyvaluerange2 = {2,55,82},
     difficultyvaluerange3 = {3,60,96},
     difficultyvaluerange4 = {4,66,110},
    }
    mgr.createBonus(--82--, newBonus);

    Note the mincontraints of each bonus. Have you been able to find cudgels or clubs with increased attack speed as a unlockable ability?

  11. Long post incoming.

     

    Notice the frequent naming of Energistic. Also note the Ranged Weapons modifier Chance to hit additional opponents on all 5 of the Energy/Energistic weapons. So it seems these weapons are inclined to have that modifier. Seems other weapons behave the same way. :)

     

    Energistic.jpg

    If you look in "sacred 2\locale\en_US\Itemnames.csv" there is only one reference to "energistic"

    NGCLF_ENERGY_WEAPON;Energy Weapon,1;Energiser,1;Energistic Weapon,1

    In "typification.txt" there is a "CLF_ENERGY_WEAPON" type.

     

    The problem is that most lines in "itemnames.csv" does not have corresponding entry in any of the scripts, some of the names looks like the ones in typification.

     

    they seem to go trough some sort of internal naming process that I haven't been able to find any trace of yet.

     

    In typification we have

    newTypification = {
     id = 28,
     name = "CLF_ENERGY_WEAPON",
     stat = "STAT_DEX",
     modreal = 1000,
     modfocus = 0,
     modbasepoints = 1180,
     bonusgroupID = 158,
     weapondamagespread = 160,
     fightdistance = 525.000000,
    }
    mgr.createTypification(28, newTypification);

    In itemtype.txt there 4 itemtypes of that classification, 4977 - 4980. If you want to see them search for "mgr.typeCreate(4977".

     

    In blueprint.txt you can find the real item blueprints by going after things with a "itemtypes" tag

    newBlueprint = {
     id = 957,
     name = "energy_staff_magic",
     palettebits = "1111111111111111",
     dmgvariation = 160,
     minconstraints = {8,5,0},
     lvljump = 1,
     usability = 0,
     allotment_pmfpi = {1000,0,0,0,0},
     uniquename = "",
     specialuseonly = 0,
     bonusgroup0 = {583,1500,1,9,0},
     bonusgroup1 = {582,1500,1,5,0},
     bonusgroup2 = {581,1500,1,2,0},
     itemtypes = {4977,4979,4980,},
     wearergroups = {'WEARGROUP_DEFAULT',},
    }

    Notice the bonusgrup tags? The material had bonusgroupid 158 (BONUS_AREASPLASH with minconstraints = {1,1,0}, BONUS_IGNORE_ARMOR with minconstraints = {25,5,0}, BONUS_EXTRAEFFECTCHANCE with minconstraints = {70,1,1} AND basedonskill = "skill_distance_weapon_mastery") which matches the unlockable ability.

     

    The blueprints bonusgroup seems to decide the normal abilities. Bonusgroup 583 looks like this

    bonuslist = { 37,67,69,382,392,393,643,647,649,651,652,659,662,680,682,684,686,688,690,692,694
    ,696,698,700,702,704,706,708,},

    37 is BONUS_DIRECTDAMAGE, 69 is BONUS_DEBUFF_ARMOR_POTENTIAL. So it looks like the material decides the ability unlocks but it looks like it is limited by the level of the character. The bonusgroup on the blueprint decides all available random generated abilities.

     

    Have anyone found a Energistic weapon with BONUS_IGNORE_ARMOR below level 25? Could anyone check that the Energistic weapons really are influenced by Dexterity?

     

    So far I haven't been able to find out were damage is assigned but in material.txt we have things that looks promising.

     

    I am preparing a little api/file guide for each of the script files for the guys over in the modding forum.

  12. Here are all weapon classifications, note that Temple guardians batteries are also classified as weapons.

     

     

    CLF_HAMMER,
    CLF_SHORTSWORD,
    CLF_BATTERY_ENERGY,		// Templar guardian battery
    CLF_FISTWEAPON_BLADE,	// Brassknuckle, likely a scrapped weapon
    CLF_MAGESTAFF,
    CLF_SWORD,
    CLF_2H_HAMMER,
    CLF_LONGBOW,
    CLF_CLUB,
    CLF_ENERGY_WEAPON,
    CLF_DAGGER,
    CLF_2H_AXE,
    CLF_MAGESTAFF_2H,
    CLF_MAGESTAFF_2H_R,
    CLF_BAST ARDSWORD,   // remove the space, the word "Barsteward" ("bas tard") seems to be censored
    CLF_WHIP,
    CLF_SABER,
    CLF_RECURVEBOW,
    CLF_THROW_STONE_BIG,
    CLF_HALBERD,
    CLF_THROW_DAGGER,
    CLF_THROW_DRINK,		// Model is n_littlebomb-01.GR2
    CLF_SHORTBOW,
    CLF_JAVELIN,
    CLF_FISTWEAPON_SPIKE,	// More brassknuckles
    CLF_BLOWGUN,
    CLF_MAGESTAFF_R,
    CLF_BATTERY_TECHNICS,	// Templar guardian, possibly a fire battery
    CLF_POLE,
    CLF_HORSEBOW,
    CLF_FISTWEAPON,
    CLF_AXE,
    CLF_THROW_STAR,
    CLF_ENERGY_PISTOL,
    CLF_2H_SWORD,
    CLF_THROW_STONE			// Kobold stone thrower

    Time to sleep, I will do the rest tomorrow.

  13. And what do we find in "scripts/server/blueprints.txt"?

     

    newBonus = {
    --  name = "wb_swdm_criticalhit",
     rating = 25,
     basedonskill = "skill_sword_mastery",
     type = "BONUS_CRITICALHIT",
     spez = "",
     spez2 = "",
     usagebits = 65535,
     minconstraints = {70,1,1},
     difficultyvaluerange0 = {0,30,100},
     difficultyvaluerange1 = {1,35,120},
     difficultyvaluerange2 = {2,40,140},
     difficultyvaluerange3 = {3,45,170},
     difficultyvaluerange4 = {4,50,200},
    }
    mgr.createBonus(60, newBonus);

    and

    newBonusgroup = {
     id = 89,
     name = "Ybg_sword_sword",
     bonuslist = { 60,62,64,},
    }
    mgr.createBonusgroup(89, newBonusgroup);

    The newBonusGroup id tag (89) matches bonusgroupID from newTypification with the CLF_SWORD tag.

     

    The bonuslist seems to mean that the item get one of them, in this case it is BONUS_CRITICALHIT, BONUS_COMBATVALUE or BONUS_DEBUFF_POTENTIAL. Each of these also have the "basedonskill = "skill_sword_lore"" tag in them.

     

    I think we getting somewhere here. Now I just want to find out the english name for each item type.

  14. <Partial crosspost from the official forum>

     

    In the "sacred 2\scripts\shared" there are a few files that seems to the data files for items/weapons

     

    In "typification.txt" we can for example find

    newTypification = {
     id = 4,
     name = "CLF_SWORD",
     stat = "STAT_STR",
     modreal = 1000,
     modfocus = 0,
     modbasepoints = 1000,
     bonusgroupID = 89,
     weapondamagespread = 100,
     fightdistance = 35.000000,
    }
    mgr.createTypification(4, newTypification);

     

    and in "itemtypes.txt" we have

    newItemType = {
    -- standard info
    renderfamily = "RENDERFAM_WEAPON",
    family	   = "FAMILY_WEAPON",
    subfamily	= "SUBFAM_PRI_SWORD",
    classification = "CLF_SWORD",
    flags		= "FLAG_HASPREVIEWIMAGE",
    weargroup	= "WEARGROUP_INVALID",
    -- 3d model + animation info
    model0Data = {
      name		 = "models/weapons/1h/n_1hlongsword-01.GR2",
      user		 = "WEARGROUP_DEFAULT",
    },
    -- logic bounding box
     logicBox = {
    minx=-2.504, miny=-20.255, minz=-0.574, 
    maxx=2.504, maxy=20.255, maxz=0.574, 
    },
    dangerclass   = 0,
    }
    mgr.typeCreate(2430, newItemType);

     

    Note the "family = "FAMILY_WEAPON"" in the itemtype file. If we crossreference the classification field from the newItemType with name tag from newTypification we will get all weapon groups and their governing skill.

     

    At first I thought I would be able to user the "renderfamily = "RENDERFAM_WEAPON"" tag as a key but not all weapon types have that specific tag.

     

    One thing that I find interesting is the bonusgroupID tag in the newItemType. It looks like it decides what special abilities the weapon can get from it governing weapon skill.

     

    I will try and get a parser working tonight so we can get it in the wiki.

×
×
  • Create New...
Please Sign In or Sign Up