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Flix

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Everything posted by Flix

  1. Hm, try ANIM_TYPE_SM09 instead of ANIM_TYPE_ATTACKC. Should be a suitable jump-style animation with an ATTACK parameter in its animation.txt entry already. Note that you may need to add JUMP events to the animation entries though. So, before: ["entry340"] = { ["name"] = "ANIM_TYPE_SM09_1H", ["marker"] = { ["ANIMSTART"] = 0.0000, ["SHOUT"] = 1.1600, ["ATTACK"] = 1.2000, ["ANIMEND"] = 3.0000, }, }, Might need to end up something like this, with timings tweaked since I didn't test: ["entry340"] = { ["name"] = "ANIM_TYPE_SM09_1H", ["marker"] = { ["ANIMSTART"] = 0.0000, ["STARTJUMP"] = 1.0000, ["SHOUT"] = 1.1600, ["ATTACK"] = 1.2000, ["ENDJUMP"] = 1.2500, ["ANIMEND"] = 3.0000, }, },
  2. Change the eiStateName to "cSMRoundhouse", -- this can be vastly important for the mechanics of a spell to function properly. Also you need this: spellClass = "cSpellSMove", -- If you had this before, and it didn't work, it's probably because the eiStateName was not correct.
  3. Post your spell entry that you're having trouble with (using the code function preferably) and I'll take a look.
  4. For the next release I will see about making the first encounter with her much easier. I balanced the battle for an mid-to-late-game boss fight (final battle is in Chapter 6), without really appreciating how hard it would be to take her on in the first battle.
  5. Typically a chest will be given a "worldobjectstate" in its itemtype entry, that can then be modified in quest.txt, for example to change it from a locked chest to an unlocked chest. I looked everywhere in quest.txt and worldobjects.txt but for some reason I couldn't find a chest at those coordinates. Can you take a picture of the tab map (the one with the actual terrain) so I can get a better look?
  6. Yes that's correct. In current versions of both EE and D2F, the player must complete either "Unique Mounts" OR "A Roof Over the Head" (the Blood Forest mounts quest) in order to unlock the Elite Mounts Jungle Priest. The Priest himself will also make you perform a "small" favor before he will sell you anything.
  7. There was a vanilla bug where the high elf's magic boot itemtypes were scripted to look for similarly-named Shadow warrior magic boots textures, but I thought I fixed that in the first PFP release. I'll check again.
  8. Yes. It is the case with all new items in PFP that they were completed 100% by Ascaron, so no custom items and not really any restoration necessary either. They simply were not included in any drop lists at all. So that was the only change needed - adding them alongside all the other vanilla Legendaries which themselves were often missing in many drop lists.
  9. That's because these two enemies have classifications in their itemtype entries that are both accounted for as valid, separate events in soundprofile.txt: "SHOUT_ATTACK_DRAGON" "SHOUT_ATTACK_LIZARD" But there's no SHOUT_ATTACK_TROLL or OGRE, only closest events are ones for kobolds, orcs, and goblins. Shouldn't matter if the fight has started yet or not. You're still approaching the exact same creature when you're walking up to them, even if it's just to talk. But we'll see after testing. Or you can go ahead try it. Just change the classification for Terus & Nimonuil to classification = "CLF_BOSS", in their itemtype entries. Itemtypes 6824, & 6666, respectively. Gahanka will need a new itemtype entry (assuming this works) so that every single generic troll warrior doesn't have classification boss.
  10. Her idle animation(s) would have to be edited to remove any jaw bone involvement. Alternatively the base High Elf model could be edited and exported to completely remove the jaw bone (not actual bone but the model "bone"). This would prevent her from making any expressions however, such as her frowns and smirks, etc. I don't know if if it would affect her blinking/squinting animations - probably not. Alas I no longer have the toolset for 3D modeling in Sacred 2 anymore. This was a false "double hit" animation that would randomly trigger along with all other normal left-click single hit attacks. The problem is that such attacks can only hit once, meaning you got a false double-hit attack with a long animation but only one hit. All such misleading animations were removed from the pool of the player's normal left-click attacks in PFP because of this. In CM Patch, EE and other such mods they were repurposed as "SM24", an additional special move animation, since combat arts can take advantage of multiple hits. Funny enough, the existence of these animations misled people into believing that they were seeing the results of the "Chance for Double Hits" item modifier in action, and were taken as proof that the double hit bonus from weapon mastery actually worked. In truth, double hits on weapon attacks use the same normal animations, and simply apply the damage twice, while the weapon mastery double hit bonus is just completely broken.
  11. That is brilliant. I love it when modern AI can be used for modding.
  12. Ok thanks. Now that I think about it, the cause of the problem must be something I did before February because that was the last time I did a release of EE. I will keep investigating.
  13. I've seen this bug before. I did not link it to Pole Arms, in fact I'm sure I've never fought the Poison Lord with a Pole Arm-wielding character. I did note at the time that melee weapons would not hurt him, only spells. But a reload of the game fixed it. I have also seen this bug on other bosses, randomly, and very rarely. Thoughts on a solution: I have absolutely no idea, totally baffled every time I see the bug.
  14. Done. Soundprofile.txt, changed event for all these entries from "SHOUT_ATTACK_THIEF" to "SHOUT_ATTACK_HUMAN." Can't find any way to make this work. There's no coded sound events tied to their classifications. Best I could do is lump them in with some other existing type like Orcs. Might also be possible to change their classification in itemtype.txt but that would probably mess up other things. These should already play as the death screams when your character dies. event = "DEATH_SCREAM" I should be able to make it work the same way it works for other bosses. These lines are already scripted the same as for the campaign bosses in soundprofile.txt (I.e, event = "APPROACH_BOSS", id = "10"). I think the reason it doesn't trigger is because these bosses lack the "CLF_BOSS" in their itemtype entries. It's also possible the game just doesn't have the necessary code to recognize which bosses have the ID's of 10 and 11. In that case I can make the voices trigger through the quests themselves. I don't think the game can selectively dole these out based on the character being played. If it could, it would already be doing so since the lines are fully scripted in soundprofile.txt. The fact that they don't trigger tells me the events are not valid and need to be changed to some event that is working. Unfortunately that would mean the taunts would get tossed out randomly like any other combat shouts. Looks like the same problem as Terus and Gahanka. Nimonuil doesn't have the Boss classification in itemtype.txt. Should be fixable. If it doesn't work, then the quest trigger idea may not work though if there's already voiced lines post-conversation. I'll check on these. Might be missing text in global.res, incorrect event ID's in soundprofile.txt, or something else.
  15. Legendaries are kind of "meh" in vanilla. The drop rates are terrible and the modifiers are underwhelming. Many are outclassed by uniques that are MUCH easier to find. You really have to experience this kind of thing firsthand before you can understand why a modder might adjust drop rates or rebalance modifiers on gear.
  16. What's your character class? I think I know the reason but I have to test.
  17. I'm having trouble recreating this issue. Do you have the spell in a combo? Could probably cut down the range of Forest Flight, though that would effectively nerf the spell so I wouldn't want to make it part of the mod.
  18. Ah, that's correct. It's not part of Enhanced Edition. I would disable that, based on the way you've described that you play the game with characters created in Multiplayer only.
  19. What quest is this? Any optional modules installed? Hm, that should have been disabled with the CM Patch since a long time ago.
  20. This dang quest gives me so much trouble. I made an "invisible" reaching quest in order to make the the battle trigger correctly, because the old trigger was somehow broken. Guess I left an XP reward in place for this quest that shouldn't be there.
  21. IMO Dryad's OP reputation is due almost entirely due to the staff weapon exploit of Ice & Blood. Massive Intelligence from Acute Mind + being able to insta-hit everything on screen (and further) in a 360 degree radius with Darting Assault. Stripped of that exploit, she's on more even ground with other characters. The laughable weakness of her Voodoo skills is something I tried to thoroughly address in Enhanced Edition. Twisted Torment, a supposed kind of "hard hit" direct damage spell, got a massive damage boost. And in the Alt. Spells module, it got a combined with Black Curse to make Twisted Curse, giving the effects of both spells with one cast. Viperish Disease can scale with modifiers (questionable how well this panned out), and a Blood Dryad witch summon was added who has her own root, totem, and staff spells.
  22. Nope. I don't recommend replacing the entire script file lest something else break. That doesn't look like low level behavior. I wonder if they had taken any of the modifications - Gangrene, Relapse, Transmission, Contaminate. And whether you have?
  23. Rationale was explained above. The vanilla ability basically exists in a vacuum, unable to gain any damage benefit from skills, attributes, gear modifiers, etc. I'll see about reverting it in PFP. There's been enough complaints. A proper way to allow the damage to scale would have to come at the code level anyway. You can also just replace the entire entry yourself in the meantime. I'd keep the lowered duration unless you really want the full-blown exploit version of the CA.
  24. Just delete or comment out his creature entry, if you're not going to proceed on to other difficulties and repeat the quest.
  25. Find the taskcreature entry and change the flag to persistent = 1, That's what I do in EE's Free For All module.
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