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Lindor

Sacred Game Modder
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Everything posted by Lindor

  1. Oh boy the Sacred 2 code is just pure spaghetti. The devs invented so many different functions which practically do the same thing, just look at weargroups or bonusstrength. The thing I'm worried about in particular atm is difficultyvluerange. I already have the bonus classification and basedonskill.lua, I don't want to create yet another module for modifying boni. Generally sorting is there to increase the overview, like the sorting of the different itemclasses where e.g. each jewelry item is listed in the same file and there's a file for each itemclass, but here having three or more modules for each bonus is overkill and ripping it apart, not sorting. I'm thinking about normalizing difficultyvaluerange for each bonus. Something like: difficultyvaluerange0 = {0,10,20}, difficultyvaluerange1 = {1,20,40}, difficultyvaluerange2 = {2,30,60}, difficultyvaluerange3 = {3,40,80}, difficultyvaluerange4 = {4,50,100}, or so. The exact values can be modified in balance.lua then. The downside is that the modders would need to revisit the bonusstrength pretty much everywhere. The other extreme would be extracing and saving each value for each bonus, the values get averaged if there are multiple instances of the same bonus. A middle way would be interpolating the values into a linear function with constant spread per difficulty, then for each bonus only three values, namely f(0), slope and spread, would need to be saved. While it would save memory space and loadtime, at the same time it would probably be a little confusing for modders. Last but not least, I could also go with option 1 but automatically adjust the bonusstrength everywhere upon running Enable.exe. It would be lots of work though and I can't guarantee that the balance is completely unaffected, but imho it's the best option so far. Also it would need to be necessary to implement the bonusstrength correction into the Update.exe, so that everytime you change the normalized difficultyvaluerange in balance.lua, it doesn't affect total strength and just affects scaling. @Flix @dimitrius154 What do you think? I'd be interested to hear your opinions about this.
  2. That's not how it works. I have written the formula above. For your exampe it would be (0.1*0.9+0.9)/(0.1*0.9+1)~90.82%. Has nothing to do with being a portion of your missing SB. Why can that safely be said though? It was so in Sacred Underworld, but why in Sacred 2? Usually chars with high SB also have high map reveal, unless you let your char stand in bronze near an enemy close to the starting area for 500 hrs to farm SB. Or is there some sort of character editing which can set your map reveal to zero? I know that SB is allergic to modding, even Dmitriy couldn't do anything here and that says something. I'm not sure wether any amount of reverse engineering will ever be able to answer your question. Nevertheless it's worth a try.
  3. Okay first of all I want to clear with the myth that "Faster increase of survival bonus"(pre CM) / "Survival Bonus" (post CM) would directly increase your survival bonus. It's not true. It directly multiplies your ingame combat time by (1+B) where B is your item modifier bonus. Since the Survival bonus formula is S=T/(T+6) where T is ou combat time in hours, we can calculate that the formula for how this modifier works is: S_2=(BS+S)/(BS+1) where S is your Survival bonus without the modifier, S_2 is your Survival Bonus with the modifier and B is the modifier bonus. So that's the second time this obscure bonus has been demytified now. Why is this important? You can directly see the impact your Survival bonus has on CtfV by equipping an item which has this as a modifier. All instances of CtfV are added together, so if you're clicking on the Sigma sign in the character's inventory, get your total CtfV from there and then subtract all instances of CtfV from your gear from that, you have the exact amount of CtfV your Survival bonus gives you. Now when equipping an item with the "Suvival Bonus" modifier one would think that this would also increase your CtfV by the formula above? Haha no. The "Survival bonus" modifier has absolutely zero impact on your CtfV, only the hard Survival bonus counts. To me it seems like the "Survival bonus" modifier only has an impact on your character Attributes. Honestly I think that the displayed survival bonus in your inventory is a scam, the "Survival Bonus" modifier has zero impact on your Survival Bonus and just multiplies your attributes by above formula. I will edit the wiki page of this bonus to give that information. (EDIT: Done) Okay now for real, why is this important? If you want to make a test series on your CtfV you get from characters with different survival boni, you can send me your data and I will see wether I can derive a formula. BUT: It is important that you have no "Survival bonus" modifying item equipped and only notify the clean survival bonus. EDIT: Forget what I said, accidentally divided %map revealed by 8 instead of 4, resulting in me believing the difference would come from the Survival Bonus.. The Survival Bonus chance to find valuables is not visible in the inventory as far as I can tell. The part for the Survival Bonus item modifier formula however is correct, though that doesn't answer your question.
  4. Update: I have just finished scripting the bonus name&ID generation module. It dynamically transforms above bonus classification and the list into smth which looks like this (snippet): (......) bb$BONUS_DISARM$$ = 55, bb$BONUS_PIERCING$$ = 56, sb$BONUS_PIERCING$$ = 57, bb$BONUS_SHRINKHEAD_DROPCHANCE$$ = 58, bb$BONUS_WOUNDEDRAGE$$ = 59, sb$BONUS_WOUNDEDRAGE$$ = 60, bb$BONUS_WEAPONDAMAGE_REL$DMG_FIRE$ = 61, bb$BONUS_WEAPONDAMAGE_REL$DMG_FIRE$SUBFAM_LIFE_ANIMAL = 62, bb$BONUS_WEAPONDAMAGE_REL$DMG_FIRE$SUBFAM_LIFE_ANIMAL_ATMO = 63, (.....) it loads all possible boni in a random order and assigns it IDs, skipping all hardcoded bonus IDs. As currently, there are 1576 possible different boni and 2 hardcoded boni (bb_charge_morph_duration, crbonus_faction_modifier_enemy_hero). Not sure wther I wanna keep dollar signs as separator or use something which "sticks out more" to the eye, but that's just an aesthetic question and the bonis ID/name correlation list won't be something where modders will look into as it's generated automatically every time you run Update.exe. ------ I'm repeating myself because that's kinda a core question, and I'm not sure how to test it ingame. I'd need a bonus where it's absolutely sure that it only works for spell damage and nothing else, and I'd need the same for ranged and melee, and something like this doesn't exist yet. And even if it existed, it would still not satisfy the question because it could still be handled as something completely separate, like hybrid dmg based combat arts.
  5. Looking forward to what you come up with xD
  6. My 2 cents: I personally like it colorful, with high chroma and lightness. That's why the swamp region is my least favourite, it already was in Sacred 1. The last picture is my favourite, This particular area however is where the rich high-born elves of Thylysium have their meetings, I think the flowers should be a little bit denser there to make it look less like wildlife and more like an expensive well-tended flower garden. But I think this would immediately make lots of other areas have denser flowers as well where it would be inappropriate?
  7. Shadows are calculated from a separate shader for each object, each gr2 model has a "shadow_map" assigned and from there the shadow is calculated. The first step is a function for the shadow in pak/shader/include/shadow.shader, the second step includes a different shader which then sets up the vectors to project the shadow at the ground. There are lots of different shaders which do that, I haven't looked super deep into it but I think it depends on your ingame settings and texture quality which shader is used. The vector for each Vertex is called "posInLight", and is calculated by multiplying the position of the vertex with the hardcoded "lightMatrix". I assume this Matrix depends on ingame time, but I don't know for sure because it's hardcoded. So short answer: I do not know. EDIT: Oh and btw:
  8. well, actually it does. You just can't see it because the camera is the sun/moon. Each pixel shader has "light_col_amb" which is moon light and "light_col_diff" which is sun light as input, and these two are dependent on the ingame time. Most of Sacred 2 uses Blinn-Phong-Shading for specular and diffuse, and they always depend on the sun and moon model.
  9. another possibility: et_shieldstrength_timed, as used by the great machine core to reload the nameless guardian shields. The great machine core spells all start with "Boss_BM_core_" if you want to find it's spells and look yourself. I don't understand why et_energy_load_all makes the tesla coils regen Kral's shields. From the bonus, it looks like it just gives Kral insane Aspect regeneration. Might include cooldown regeneration, if Kral's shield is like seraphim "Notschild", then maybe that's why: It resets the shield CA cooldown (didn't check wether that's true). But since Gar'Colossus shield is a buff, if that's true then it wouldn't work for him. Another possibility is that it's the health regeneration part of the Tesla Coil's spell which loads the shield, because of some hardcoding, e.g. into the boss or the spellclass.
  10. The Gar'Colossus earthquake is supposed to reload his shields, but I think it doesn't, because the bonus assigned is the one which only works for out-of-combat situations. @dimitrius154Addendum has the same issue, unless you changed the bonus behaviour.
  11. Is damage from magic staves treated as spell damage, melee damage or ranged damage? Or is it something completely separate? (In terms of being able to trigger/be affected by item modifier effects) Oh and BTW: I'm actively avoiding looking at addendum because a lot of stuff works there what normally doesn't work. For D2F it's the same I think? It's just when I'm noticing a potential bug in CM/EE, I'm looking wether addendum has it as well. The transformation is supposed to be a basis for an easier modding environment for everyone. If the modder changes some hardcoded behaviour, it's intended that he/she also manually changes that in the scripts. E.g. if he/she enables BONUS_ADDCA_HORSE for spells, he/she'd also have to set the spell flag to one in the bonus classification.
  12. Btw the list is not required anymore. As part of my extracted dll files data, all hardcoded tokens are now part of my unused/duplicate token finding tool.
  13. The tool has been set up and successfully tested. Results for my mod's spells.txt (which is mostly EE spells.txt when it comes to tokens): future version will export the bonus type and spez's together with the ID. Actually bonus name generation will depend on type and spez's, so I can just export the name with it.
  14. True. It took me whole day to download Addendum. Well, Germany and internet... They're no friends.
  15. spells.txt: enemy_giftbiss does not have any tokens assigned. Addendum has this spell removed.
  16. Wait a minute, serious open wounds exists only as an item modifier. If it doesn't work, then how has been found out what it does? Also deadly wounds only exists as item modifier or creature bonus. Deep wounds and bleeding are the only two which exist as spell token.
  17. Wait - what? The whole time I have been stacking deep and deadly wounds on my inquisitor for nothing? I'll disable the four wounds effect as item modifier then.
  18. Ahhh, that explains it. classical case of what we call "Betriebsblindheit", indeed I didn't see the community patch list and forgot your explanation I don't understand why the POTENTIAL boni exist, honestly. I thought they were specifically there for items. But if the standard version works fine on as item modifiers, then what's the point? Granting your opponents more power for challenge mode?
  19. Thx, wiki page has been updated.
  20. I think I have finished my bonuslist: @Flix @dimitrius154 Any input/critique/commentary? (and, in case you didn't do already, can you read previous post's questions? I have edited some in, may've gotten overlooked.) Update: With the completion of this file I'm approximately 2/3 of the way to a release of the blueprint.txt mechanics overhaul. Which will be part of my mod if I ever get it to release state.
  21. http://www.sacredwiki.org/index.php/Sacred_2:Shield_Regeneration quote: "Increases energy shield point recovery by X%. Note for Seraphim, this only applies to out-of-combat situations, since Seraphim shields do not ever regenerate while in combat." This implies that the bonus would work in-combat for temple guardian shields. Is that true? I always believed the in-combat regeneration would be tied to the bonus and not the character class: flat regeneration always in-combat, % regeneration always out of combat. Since the flat regeneration, BONUS_SHIELD_REGENERATION, is only used in the temple guardians shield's spell token ("crmount_eshield_regen_rel", which, in spite of saying "rel", uses flat regen as well, but is currently unused), I'd have assumed it's tied to the bonus. Someone knows wether it's the bonus or the character? I'll rewrite that wiki sentence if it's the bonus. However if it's tied to the character, that would be a major paradigm shift regarding the bonus tiers of the shield regeneration boni.
  22. id = 3714, name = "unique_tech_sword", "Wort des Wächters" in germany, is not listed in the unique swords wiki page. Also its item modifier: bonusgroup2 = {1109,64000,1,9,1}, -- Ignore enemy energy shields (Absorbtion WE -99.9 not scaling with item level) is not listed in the item modifiers wiki page (which is why I was looking for it) Did these come with EE or were they just forgotten and therefore can be added to the wiki pages? EDIT: bb_shield_regen unnecessary duplicate of bb_shieldregen. All instances of BONUS_SHIELDFACTOR_IGNORE on item modifiers might need to get replaced with the POTENTIAL version in order to work correctly. Has someone tested if this bonus works as is?
  23. et_minion_fighttime is a duplicate of et_minion_lifetime and unused in spells.txt. I might script a tool which automatically finds duplicates and unused tokens in spells.txt. Will probably be distributed together with my blueprint.txt mechanics overhaul. EDIT: et_shrink_a_head and et_drop_a_head are duplicates as well
  24. Hey rolf0815 You'll have to start by learning about what FX are. FX stands for effects. These can be VFX (visual effects) or SFX (sound effects) or a combination of both. FX for spells are assigned in scripts/shared/spells.txt. Here is a mostly complete Sacred 2 FX list: For everything else, I'll let our buddy Flix explain it: For viewing the thumbnails of .dds files directly in the explorer (folder), I recommend downloading SageThumbs. For editing, I recommend GIMP. Last but not least, it is possible to completely change how FX look in the shader file it uses in shader.zip. Warning: it is a lot of work to read into it and learn how it works and requires learning a little bit C programming language. As far as I know, it is not possible to create new FX, you'll have to swap around and modify the appearance of existing FX. There are more than enough existing though.
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