Genion 0 Posted August 5, 2010 Author Share Posted August 5, 2010 If they have no armor and they are doing no damage, what is causing the issue? Are you attempting to fight them inside the machine while the egg (big round thing in the middle of the room) is refilling their shields? If so, try leading them out into the hallways. My character is just not strong enough for those nameless guardians Even after destroying all the energy sources (round in a circle) it is just not enough Link to comment
Genion 0 Posted August 5, 2010 Author Share Posted August 5, 2010 I am thinking that those entries only apply to normal monsters and not bosses. We will have to find another [/quote What is the weather like there in Indianapolis? Is there anything going on in Indianapolis that is interesting? Link to comment
locolagarto 15 Posted August 5, 2010 Share Posted August 5, 2010 I am thinking that those entries only apply to normal monsters and not bosses. We will have to find another What is the weather like there in Indianapolis? Is there anything going on in Indianapolis that is interesting? It's been hot and humid these last few days. (heat index of 116F) And about the biggest thing going on here is the upcoming Brickyard400 then the start of Football season. But I have been working 12 hour days this week, so a discovery that the world is flat could have happened and I wouldn't know. I'm looking forward to a off weekend to relax. Link to comment
FrostElfGuard 9 Posted August 5, 2010 Share Posted August 5, 2010 Hi thank you again I am now fighting Nimonuil Is there anything I could type to alter or weaken him? Also,Is it possible to weaken him but still be able to get the treasure when you defeat him? What would I do to make that happen? Frost's idea in post 12 may be the best idea. Well at the present I changed those lines a long while back They read Enemy_armor = {0,0,0,0,0}, Enemy_weapondamage = {0,0,0,0,0}, Enemy_spelldamage = {0,0,0,0,0} So one would think the monster would be a cinch Yet it continues to be impossible for me Flipping all the numbers to 0 might cause divide by 0 math errors. When these errors occur you might end up doing 0 damage to them yourself. Set them to 1 and see what happens. Link to comment
Genion 0 Posted August 6, 2010 Author Share Posted August 6, 2010 Please help me- The Four Nameless Guardians Hi I need your help I defeated the first three nameless guardians The fourth would not die I battered and battered the mouse over and over and over The red line never went below the one third point I saved the game and exited Coming back I find I have to start all over with the four nameless guardians I just cant start all over over again It's too hard on my hands already riddled with arthritis Please help I need to type something in here that will kill the nameless guardians Enemy_armor = {1,1,1,1,1}, Enemy_weapondamage = {1,1,1,1,1}, Enemy_spelldamage = {1,1,1,1,1} This is what the line looks like now I don't die but I cant kill the last nameless guardian Link to comment
Genion 0 Posted August 6, 2010 Author Share Posted August 6, 2010 please someone help me I still need help Link to comment
locolagarto 15 Posted August 7, 2010 Share Posted August 7, 2010 please someone help me I still need help We will do our best, it's just a different problem than we are used to solving. Those Guardians have a ton of defense and armor, including mitigation. I don't know how to help you do more damage without also giving them more damage at the same time. Link to comment
Malachor 11 Posted August 7, 2010 Share Posted August 7, 2010 One(or all) of the combat arts used by the character could be modified to inflict ridiculous amounts of damage. Just a suggestion. Link to comment
Genion 0 Posted August 8, 2010 Author Share Posted August 8, 2010 One(or all) of the combat arts used by the character could be modified to inflict ridiculous amounts of damage. Just a suggestion. How do I do that Could you write it here? Do you alter Balance.txt? Link to comment
Genion 0 Posted August 8, 2010 Author Share Posted August 8, 2010 please someone help me I still need help Link to comment
Malachor 11 Posted August 9, 2010 Share Posted August 9, 2010 You'll be modifying scripts\shared\spells.txt. search for: 1) sk_hc_harterschlag 2) sk_hc_befreiungsschlag 3) xxxsk_tc_schildstoss 4) sk_tc_kampfrausch 5) sk_tc_attacke 6) xxxsk_ap_todeskaelte 7) xxxsk_ap_todeskaelte_buff 8) sk_ap_geisterhand 9) sk_ap_unterstuetzung and look for any entry with the word damage in it, like "et_spelldamage_physical", then change the first number out of the four that are after the name. Using this as an example: entry3 = {"et_spelldamage_physical", 700, 350, 0, 133 }, You would change the 700 to whatever number you wanted. There's probably a maximum, but I haven't changed them to find one. Link to comment
Llama8 8 Posted August 9, 2010 Share Posted August 9, 2010 The ones with xxx in front of the name are unused, you'll want to look for the following SW CAs: sk_hc_rammstoss Ruinous Onslaught sk_hc_harterschlag Demonic Blow sk_hc_befreiungsschlag Scything Sweep sk_hc_kampfruf Rousing Command sk_hc_willensstaerke Grim Resilience sk_tc_kampfrausch Killing Spree sk_tc_standarte Augmenting Guidon sk_tc_umlenkung Reflective Emanation sk_tc_attacke Frenzied Rampage sk_tc_sprung Belligerent Vault sk_ap_geisterhand Spectral Hand sk_ap_geistform_buff Shadow Veil buff sk_ap_geistform Shadow Veil sk_ap_unterstuetzung Skeletal Fortification sk_ap_kampfbefehl Rallied Souls sk_ap_kohorte Nether Allegiance Link to comment
Genion 0 Posted August 10, 2010 Author Share Posted August 10, 2010 The ones with xxx in front of the name are unused, you'll want to look for the following SW CAs: sk_hc_rammstoss Ruinous Onslaught sk_hc_harterschlag Demonic Blow sk_hc_befreiungsschlag Scything Sweep sk_hc_kampfruf Rousing Command sk_hc_willensstaerke Grim Resilience sk_tc_kampfrausch Killing Spree sk_tc_standarte Augmenting Guidon sk_tc_umlenkung Reflective Emanation sk_tc_attacke Frenzied Rampage sk_tc_sprung Belligerent Vault sk_ap_geisterhand Spectral Hand sk_ap_geistform_buff Shadow Veil buff sk_ap_geistform Shadow Veil sk_ap_unterstuetzung Skeletal Fortification sk_ap_kampfbefehl Rallied Souls sk_ap_kohorte Nether Allegiance All Right I'm listening to you I apoligise but I do not understand what you are saying. I have open before me the spells.txt file Can you please explain in a simplified way specifically which lines need to be changed and to what? Will someone please explain specifically what lines need to be changed in spells.txt? Please help me,here? I appreciate all of your help,here Link to comment
Genion 0 Posted August 11, 2010 Author Share Posted August 11, 2010 Will someone please explain specifically what lines need to be changed in spells.txt? Please help me,here? I appreciate all of your help,here Link to comment
gogoblender 3,078 Posted August 11, 2010 Share Posted August 11, 2010 Hi Genion As per our site rules, please avoid double posting to overly bump a topic. As well, requests to our community are that ^^ Please be patient with our community, and if folks want to post, they will. Overly pushing a topic creates tension, and DarkMatters is all about life's sunny side up. Cheers gogo Link to comment
chattius 2,539 Posted August 13, 2010 Share Posted August 13, 2010 (edited) There are several ways to make bosses easier to kill: A: changing their or your combat arts B: changing overall game balance C: rethink your playstyle (using x% life leech weapons for example) This topic was about B. Case A, modifying combat arts, is discussed here: understanding spells.txt to understand combat arts and to modify them or here How to turn propelled levitation in a buff EXAMPLE Shadow warrior: Demonic Blow sk stands for Schattenkrieger (german for shadow warrior). So look in spells.txt for combat arts starting with sk. Demonic blow is in death combat aspect, (german Schwerer Kampf, which is heavy combat in english) so look for lines with: focus_skill_name = "skill_SK_heavy_combat_focus" Demonic blow is the first in the aspect so look for sorting_rank = 1. mgr.defineSpell( "sk_hc_harterschlag", { eiStateName = "cSMSKHardHit", fxTypeCast = "", fxTypeSpell = "", duration = 0.000000, animType = "ANIM_TYPE_SM01", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM01-SPECIAL", causesSpellDamage = 0, tokens = { entry0 = {"et_mult_weapondamage", 1300, 2, 0, 9 }, entry1 = {"et_baseAW", 200, 350, 0, 5 }, entry2 = {"et_damage_any_rel", 400, 100, 0, 5 }, entry3 = {"et_chance_bleeding", 197, 3, 1, 5 }, entry4 = {"et_damage_areasplash", 745, 5, 2, 9 }, entry5 = {"et_debuff_reduce_armor", 500, 10, 3, 9 }, entry6 = {"et_weapondamage_poison", 40, 10, 4, 9 }, entry7 = {"et_life_leech", 30, 15, 5, 9 }, entry8 = {"et_chance_deepwound", 200, 2, 6, 5 }, }, fightDistance = 45.000000, aspect = "EA_SK_HARDCOMBAT", cooldown = 0.000000, soundProfile = 0, cost_level = 175, cost_base = 350, focus_skill_name = "skill_SK_heavy_combat_focus", lore_skill_name = "skill_tactics_lore", spellClass = "cSpellSMove", spellcontroltype = "eCAtype_a_weapon_attack", spelllogictype = "ca_ct_direct_attack", magicType = "MAGIC_TYPE_ATTACK", sorting_rank = 1, }) entry0 = {"et_mult_weapondamage", 1300, 2, 0, 9 } This line means that your base weapon damage is multiplied with (1.3+0.02*level) entry2 = {"et_damage_any_rel", 400, 100, 0, 5 }, adds 40%+10%*level damage entry6 = {"et_weapondamage_poison", 40, 10, 4, 9 }, adds base poison damage to the weapon for 4+1*level You can carefully work with the numbers in red. But I would really like it if you read the spells.txt thread first and put questions related to it there. With work and 5 kids it takes a lot of time to read all. Time I won't have once we run full production again after summerbreaks ending this weekend. Edited August 13, 2010 by chattius Link to comment
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