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Flix

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Everything posted by Flix

  1. This looks fun. My very first Dryad was almost the same, except I had Alchemy instead of Speed Lore.
  2. Heh. It's hard to get a good picture. I froze the game in mid-throw to take a picture of the star against a clear sky. So yeah it looks weird. All kinds of stuff looks very bizarre if you pause it mid-animation.
  3. Today I found a unique throwing star in the game files that I've never seen before, nor is it documented on the Wiki. Blueprint ID = 2107. I didn't invent this one. As far as I can tell, this 100% Ascaron-created item- design, name, bonuses and all. It was missing from at least one drop list however, which may explain why it has gone missing all this time. Though it is also "tier 14" which is more rare than most uniques. So anyway, for future item mod releases I suppose we'll have it dropping like it should be.
  4. I went the opposite direction. I lived and breathed click-to-move (Diablo 2 and its clones were my religion) and slowly, begrudgingly have accepted the new world of keyboard movement for RPG's.
  5. Welcome aboard. The lack of strafe keys is just the way the game is coded. It might be better for you approach it as a mouse-driven game like Sacred 1, Diablo, Torchlight, Titan Quest, etc. Technically you can position the camera behind the character for an OTS view, but trying to play it like WoW will be a handicap for you, at least in combat. You can try a few tricks with the camera as described in this thread: http://darkmatters.org/forums/index.php?/topic/8767-guide-to-customizing-the-sacred-2-camera-view-and-optionscustom-txt/
  6. Thanks a bunch. I wondered the same thing about "Blades" instead of Daggers. I believe Daggers is the in-game name.
  7. Well the joke in this case isn't what's been requested, but rather that the realm of possible lightsabers gets super silly way on down the line. Anyway, blame this article that I read this morning for giving me an opinion. At least I'm not shooting the ideas down or rejecting them outright like some kind of mod tyrant. I'd rather respond with something lighthearted than just be silent and seem like I'm ignoring everything or blandly and insincerely saying I like everything. If we could make whips we'd owe it to ourselves and to Sacred-dom to make light-whips too. I will concede that. The opinion still stands. We've got a great Dragonbone armor already imported and despite looking fantastic it sticks out like a sore thumb.
  8. Presenting the new... Community Patch Uniques Beautiful ain't it? Now I can finish off the remaining item pages and add in the links to them in various appropriate places... ... ...and then Silver Fox can do the new set items.
  9. Thanks for reporting in. Welcome aboard. Based on what you describe, probably I have the "fight distance" parameter set too far away. I basically allowed players to cast the spell from any distance, even if you're not close enough for the spell to actually hit (and even if it looks like the flames are hitting them, the spell isn't neccessarily reaching the target). Levin Array had the same problem in the vanilla game, and the CM Patch corrected it by decreasing the fight distance. I'll see if I can tweak it. If you're toe-to-toe with the enemy when this happens though, we've got a different problem. I may need to increase the range spell token. I feel pretty confident it's not an innate problem with the workings of the spell itself though.
  10. I shudder to think about what people will request next.
  11. That's right. It's up to the creators to upload the new version to DarkMatters downloads.
  12. Thanks. While I definitely understand the reasoning for keeping CM Patch content distinct and not mixed in with vanilla content (if only to prevent misleading or confusing users), I still think something's got to be done about this giant list on the CM Uniques page. After some thought I think that I agree with you guys it would be best to keep the CM uniques page, but change it so that it is more like an index. Rather than list all of the uniques in one mass of text however, I'd suggest to instead we change the format of the CM Uniques page so that it has a table like the main uniques page. A link to staves, swords, armor, etc., would take the reader to a short list of CM uniques of that specific item type. In that way it would mirror the setup of the vanilla uniques database, and still be separate.
  13. Been adding all the new CM Patch uniques and Legendaries to the Wiki. The 8 new Legendaries got added towards the bottom. On the other hand we made like 8 million new uniques, so the humble CM Patch Uniques page, which once held about 10 items, now has hundreds. It's starting to get crowded and unwieldy, and hard to find things even using the table of contents. It's somewhat akin to putting all the vanilla uniques on one page instead of splitting them into categories. I propose we retire the CM Patch uniques page, and instead move the CM uniques to the uniques pages for each item type. For example, the 11 new magic staves could go at the bottom of the Unique Staves and Wands page, in their own section with CM frames to designate them. Does anyone want to weigh in on this?
  14. I can't wait to see what this character would wear. You'll have to let me know the location of the magical place that springs forth an entire character's worth of replacement equipment for you. I'm poking fun, but seriously thank you for the interest in the mod.
  15. Well, cyborg assassins aren't exactly unheard of. Terminator anyone? By rights a cybernetic warrior ought to be faster than any meatbag. I can't wait to see how "slow" you find the Shadow Master, or the Assassin w/ Burst of Speed active. Seriously though, I defy anyone to come up with a better arrangement of the 7 characters. The Temple Guardian wasn't the best for the Assassin. Probably the worst actually. But he's the worst fit for every Diablo class.
  16. Thanks. I've tested this enough to know it works. The initial opponent(s) hit by the spell tend not to show the "plague fire" visual effects, but this is hardly noticeable as they are engulfed by the the sparks and flames of the initial flame blast. However the plague fire does spread to other enemies just as with the original Eternal Fire, and when the the fire spreads to other enemies, the slow-burning visual fx from the original Eternal Fire are definitely present.
  17. You did very well. A close bracket got deleted after the spell tokens though. Try this: mgr.defineSpell( "in_uw_schaendung", { eiStateName = "cSpellCast", fxTypeCast = "FX_INQ_DOPPELGAENGER_C", fxTypeSpell = "FX_GEN_SPAWN2_I", duration = 10.000000, animType = "ANIM_TYPE_SM10", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM06-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_summon_mylevel", 10, 10, 0, 4 }, entry1 = {"et_summon_soldier", 1000, 2999, 0, 8 }, entry2 = {"et_minion_replenish", 975, 25, 0, 72 }, entry3 = {"et_minion_wdam_phy", 100, 50, 0, 72 }, entry4 = {"et_minion_attackspeed", 198, 2, 1, 72 }, entry5 = {"et_minion_wdam_phy", 100, 100, 2, 72 }, entry6 = {"et_minion_AWVW_rel", 250, 50, 3, 72 }, entry7 = {"et_summon_armor", 75, 55, 4, 72 }, entry8 = {"et_minion_wdam_phy", 100, 100, 5, 72 }, entry9 = {"et_minion_armor_all", 75, 55, 6, 72 }, }, fightDistance = 0.000000, aspect = "EA_IN_UNDERWORLD", cooldown = 0.000000, soundProfile = 0, cost_level = 110, cost_base = 220, focus_skill_name = "skill_IN_underworld_focus", lore_skill_name = "skill_IN_underworld_lore", spellClass = "cSpellSkKohorte", spellcontroltype = "eCAtype_t_buff", sorting_rank = 3, })
  18. Don't worry I'm never angry on the boards. I do seem to have patience in short supply though. spells.txt is in <installation folder>/scripts/shared Open it with a proper text editor. This is the entry you're looking for: mgr.defineSpell( "tw_cc_tkampfschild", { eiStateName = "cSpellCast", fxTypeCast = "FX_TW_TKAMPFSCHILD_C", fxTypeSpell = "FX_TW_TKAMPFSCHILD", <---------- This is the line that needs to be changed. fxTypeCastSpecial = "FX_TW_CAST_L", duration = 10.000000, animType = "ANIM_TYPE_SM06", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM03-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_shieldstrength", 250, 2, 0, 5 }, entry1 = {"et_shieldblock", 15, 5, 0, 5 }, entry2 = {"et_hits_persec", 500, 5, 0, 4 }, entry3 = {"et_range_area", 200, 0, 0, 4 }, entry4 = {"et_shieldfactor", 600, 0, 0, 37 }, entry5 = {"et_shieldstrength", 100, 1, 1, 5 }, entry6 = {"et_spelldamage_magic", 140, 70, 2, 133 }, entry7 = {"et_shield_regen", 30, 10, 3, 37 }, entry8 = {"et_damping_any", 50, 1, 4, 41 }, entry9 = {"et_shieldstrength", 100, 1, 5, 5 }, entry10 = {"et_chance_reflect_spell", 150, 10, 6, 41 }, }, fightDistance = 0.000000, aspect = "EA_TW_CLOSECOMBAT", cooldown = 0.000000, soundProfile = 0, cost_level = 450, cost_base = 450, focus_skill_name = "skill_TW_closecombat_focus", lore_skill_name = "skill_tactics_lore", spellClass = "cSpellTwTkampfschild", spellcontroltype = "eCAtype_t_buff", sorting_rank = 5, }) Fx for Shivering Miasma is "FX_SK_TODESKAELTE", Fx for Reflective Emanation is "FX_SK_UMLENKUNG",
  19. Right now it's planned for a hopeful future release, will not make it into the first version though.
  20. I told you that it is possible, and I furthermore told you precisely how to change it. I also offered to help you replace it with a specific fx, if you would just give a suggestion as to how you want it to look. I'm not going to sit here and try to come up with replacement spell graphics just for the benefit of one user. I think I'll remove the attack speed debuff. But I'm not going to combine the movement speed and stats debuffs into one tooltip line. I'd rather make a fake tooltip line (it won't update dynamically, but I can type out the level increase). So it would be like: Opponent's Attributes Decreased: 26.5% + 0.6% per level Well, that's now been 3 or 4 people reporting back that the Seraphim minion doesn't accomplish enough with her attacks. I suppose for next version I'll change her so she just uses auto-attack. I don't know why Thaumaturgic Nova should seem overpowered. It uses the exact same damage values as Energy Blaze, and Energy Blaze is more versatile because it can be cast anywhere. Likewise Raging Nimbus and Incendiary Shower can also be cast anywhere, while the Nova is fixed around the High Elf. I might decrease the flat magic damage somewhat. I kind of like this idea. The reduction to detrimental effects does seem to suit GGT better. I could swap it with one of the "friend factor" modifications so allies could benefit from both buffs. I think you must realize that this is my opinion too, as all of the symmetry of temporary buff durations and cooldowns that you listed are due to my efforts. I don't see a big problem with the fact that GGT has a slight cooldown decrease while Acute Mind does not. Some slight asymmetry between their cooldowns at high levels keeps them distinct and isn't disruptive to gameplay. They go beautifully in a combo together. They have the exact same duration and starting cooldown as well as the same duration increase gold modification, which is a huge improvement over the vanilla spells, which do NOT go well in a combo at all due to the short duration of GGT. Feedback is important for the mod to develop into a better state. I don't get nearly enough because it is such a small community of players. I don't agree with every suggestion or complaint but on the other hand many are useful and valuable. It's just the way it goes. I can't take it too hard if changes aren't universally adored. I posted a link to the global.res editor in this thread. So you should now have every tool available to you that I did to make the mod. Be sure to read through the whole thread to understand better about how to use it. And post questions about it in that thread only, please.
  21. Well it's not to my particular taste but it's impressive work nonetheless. I'm sure they'll be welcome additions to the Item Mod. On second thought I really like that spiky hilt with the eye. I think that would look very good on a bladed sword.
  22. Thank you. Hmm...well it could be swapped with another buff effect or removed entirely. I don't want to change it for the mod, but if you have an effect in mind I can tell you how to replace it yourself by editing spells.txt Search for "tw_cc_tkampfschild" and look at the line that says fxTypeSpell = "FX_TW_TKAMPFSCHILD". You can just remove the effect or replace with something else from another buff. I could do that. If the spell token displays in the tooltip, I can change the text to anything I want (Happy Rainbow Power +X%). I was actually considering removing the attack speed debuff altogether. I think I overcompensated for how weak Twisted Torment was in the vanilla game. Then it won't be an issue. I can't remove damage frequency from the tooltip to the description, and I can't move the stats reduction from the description to the tooltip. As I tried to explain before, the game "looks" for the original spell tokens in spells.txt and displays them no matter what I change the text to. Even if I totally removed the text "Damage Frequency" the number would still show in the tooltip (because the token is still scripted), just with a blank space for the text. The hits per second do slowly increase per level, BTW. Likewise, even if I add in the text for "Opponents Attributes", the game doesn't recognize the spell token to display it in the tooltip, so it won't show up. I can assure you this is the case for the entire mod. I tried to get as much into the tooltips as possible but otherwise I just have to write about in the description text. This is another issue that was already there with the vanilla game and it's nothing that I can change. As far as I know the spell is hardcoded to display the damage bar, since there's not even a token for damage in the spell. It's the same with Frenetic Fervor. Shows a damage bar despite the CA not affecting damage. Nothing I can do. Thank you
  23. Whoops sorry guess I missed this comment. I'm glad to get some feedback on the Sublime Guardian. Here's the tricky thing about new minions... they can only use one of two behavior patterns: The Fire Demon or the Nether Allegiance skeletons. If I use the skeleton AI, the minion will ONLY attack with weapon attacks and will never cast any combat arts of any kind. However they will attack reliably and relentlessly. If I use the Fire Demon AI, they will use combat arts, even weapon based ones, but they are very unreliable about using normal weapon attacks. They will often run aroudnd unpredictably not doing much of anything. For a mage-like minion the Fire Demon AI is ideal, and for a minion I want to just hammer enemies with auto-attack the skeleton AI is ideal. The tricky part comes with trying to create a minion that attacks with weapon-based combat arts and buffs itself with powerful melee-boosting buffs. That was what I tried to do with the Sublime Guardian. I tried to make her combat arts so powerful that it made up for the fact that she didn't attack constantly. It's also more interesting and exciting to see her using Pelting Strikes and Assailing Somersault. However, if players feel that she's just not pulling her weight, I can change her so that she just uses auto-attack (but this is all that she will ever use). Making the new Demon a buff is easy. Change the "spell class" entry to that of Nether Allegiance. Change the "spell control type" entry to a buff. Change the cooldown to zero. Remove the duration spell tokens and renumber the tokens so that they're still sequential. That should be all you need to do. You may also need to change "et_summon_officer" to "et_summon_soldier".
  24. >"This bothers me a little and if you could fix this it would be appreciated." I'd appreciate it if I could fix it too, but I can't. Read the known issues section in the mod notes. This is an issue in the vanilla game as well. For example Cleansing Brilliance adds hitpoint regeneration but you'd never know because it doesn't show up in the tooltip. The only workaround is to add the effects in the description text itself. In the case of Twisted Curse, there's nothing wrong displayed there in the tooltip. Damage (entries 4-5), damage frequency (entry 2), duration (entry 0), and opponent's movement speed (entry 1) are all part of the spell and correctly displayed in the tooltip. The attack speed debuff and lowered attribute debuff don't display because new spell tokens just don't show up as properties in spell tooltips. >"PS: Im sure you can add more effects to be shown as ancient bark for example displays and this one only 5." You would be wrong in this case. I can't add more properties to the tool tip display, only change or remove them. The game only seems to recognize the spell tokens that were originally displayed. So the only place where I can add them is in the description text. You''ll see this again if you use the new Thaumaturgic Nova. It causes magic DOT in addition to flat damage (like Energy Blaze), but the DOT doesn't display in the tooltip because it wasn't originally part of Shadow Step. >"Venomous Entrapment displays an effect from forest flight: immobilize opponents." Luckily I can fix this one. In the case of Venomous Entrapment, the game still sees the "duration" spell token and displays it as "Immobilize Opponents" because Forest Flight rooted opponents for a short duration. The number is actually correct - it now displays the duration of the trap. I just need to change the text to "Duration." I'll change it for the next version.
  25. You need the program that was developed for the CM Patch that decodes/encodes global.res. I'll try to find a place to upload the editor for Sacred 2 soon.
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