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Follow-up on 'In The Works for..'


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I think the Inquisitor Soldiers shown in this thread are quite nice to have as frequent opponents for the HighElve.

Also, I wouldn't mind to have a few of them running around as a kind of 'personal guard' for my HighElve, using (I think) a long duration version of the Seraphim 'Instill Belief'.

 

I've been looking through creatureinfo.txt to find these Inquisitor Soldiers, but there's six entries referring to them:

Helf_Inqgarde_Soldier_DR_startquest

Helf_Inqgarde_Soldier_female_01

Helf_Inqgarde_Soldier_female_01_elite

Helf_Inq_soldierF

Helf_Inq_soldierF_elite

Helf_WL_Inqgarde_Soldier_female_01

 

Which one of them to use?

Or use all of them?

 

To make sure there's enough of them around I think it might be fun to replace for instance the Kobold Warrior,

for which I found the entries:

Barb_cobold_warrior

Template_Barb_cobold

Template_Barb_cobold_elite

Barb_cobold_warrior_elite

Barb_cobold_lite_elite

Barb_cobold_lite

 

Would it be enough to simply replace sections in creatureinfo.txt ?

Or do I need to edit creature.txt ?

 

Then the Belief spell thingy, I guess this is 'se_cm_bekehrung' (in creatures.txt and in spells.txt).

Would it be enough to replace one of the HighElve's spells with this 'se_cm_bekehrung' (in creatures.txt) ?

Or should I edit spells.txt and replace the entries from eg. 'he_in_feuerdaemon' with the entries (et_duration_sec, et_range_area, et_convert_chance, etc.) from 'se_cm_bekehrung' ?

 

[Edit] I've edited blueprint.txt, spells.txt, itemtype.txt, creature.txt, as described by czevak in this thread

Still have to test it, and I have one remaining question regarding spell-transfer.

In itemtype.txt, the itemtype entry for rune_sc_cm_bekehrung is:

 

newItemType = {

-- standard info

renderfamily = "RENDERFAM_ITEM",

renderprio = 0,

family = "FAMILY_FORGE",

subfamily = "SUBFAM_FORGE_RUNE",

classification = "CLF_RUNE",

flags = "FLAG_HASPREVIEWIMAGE",

weargroup = "WEARGROUP_INVALID",

-- 3d model + animation info

model0Data = {

name = "models/items/runes/t_rune-seraphim.GR2",

user = "WEARGROUP_SERAPHIM",

},

-- logic bounding box

logicBox = {

minx=-5.093, miny=-5.058, minz=0,

maxx=5.093, maxy=5.058, maxz=1.742,

},

dangerclass = 0,

}

mgr.typeCreate(6463, newItemType);

 

I think that w. other itemtypes, this is listed with "WEARGROUP_INVALID" for the 'user =' entry, and

"WEARGROUP_<heroname>" for the 'weargroup =' entry.

So, which one to change into "WEARGROUP_HIGHELVE"?

 

Please help me out w. some specific info.,

I'd like these edits to get me rolling in generally modding Sacred 2.

 

[Edit] Here's some pic's so you can see which NPC I mean. I've also given her new textures:

 

InquisitorSoldier_F01.jpg

Female Inquisitor Soldier in 3DSmax2008

 

InquisitorSoldier_F02.jpg

F. Inquisitor. Soldier with skeleton

 

InquisitorSoldier_F03.jpg

Side / rear view

Edited by Pesmontis
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Hi there. So you want the Inquisitor's ladies too replace the colbold.

 

You will need to find the itemtype number of the type of Inquisitor you want too replace the colbold in the creatureinfo.txt

 

The High elf Inquisitor guard

 

creatures.txt

----------------------------------

mgr.createCreature {

id = 679,

itemtype_id = 6630,

name = "Helf_Inqgarde_Soldier_female_01_elite",

behaviour = "Enemy_warrior_brave",

dangerclass = 4,

groupmaxcount = 1,

elite_creature_id = 600,

probabilityforelite = 0.000000,

rank = 0,

tenergy_creature_id = 289,

template_creature_id = 1173,

livesremaining = 0,

unconscioustime = 20,

palettebits = "1111111111111111",

monstertype = 0,

faction_id = 20,

equipset_id = 254,

modelscale = 1.000000,

rise_from_ground = 0,

has_corpse = 1,

has_soul = 1,

can_strafe = 0,

}

 

Just go too any NPC you want too change, once found what too change, go too there itemtype_id = and add 6630, This will add the Inquisitor guard there.

 

You will have too aslo change some toehr staus like the faction_id.

 

 

Heres a wolf I changed too an high elf Inquisitor guard

Example

-------------------------------

mgr.createCreature {

id = 132,

itemtype_id = 11893, ----------------------------------------change (model type)

name = "wild_wolf_brown",

behaviour = "Enemy_warrior_brave", ---------------------change (how agreesive the NPC will act)

dangerclass = 10,

groupmaxcount = 5, -----------------------------------------optional (number of enemy to spawn)

elite_creature_id = 600,

probabilityforelite = 0.000000,

rank = 15,

tenergy_creature_id = 289, ---------------------------------change (NPC will change into a T energy infected glowing NPC when touching t energy)

template_creature_id = 1173,-------------------------------change (copies main status for that NPC)

livesremaining = 0, -----------------------------------------optional (wether or not the NPC will wake back up after killing it)

unconscioustime = 50,

palettebits = "1111111111111111",

monstertype = 1,

faction_id = 20, ----------------------------------------------change (whom the npc will attack and get attacked by)

equipset_id = 254, -----------------------------------------change (what weapons and gear the NPC will have)

modelscale = 1.000000, ------------------------------------change (how small or big the model will appear ingame) (Default size for humans 1.000000)

rise_from_ground = 0, --------------------------------------optional (look at skeletons for a good example of how they come out from the ground)

has_corpse = 1, ---------------------------------------------optional ( when killed, there body flls down ragdoll)

has_soul = 1, -------------------------------------------------optional (weather dead NPC body has a green soul that leaves body when body vanishes)

can_strafe = 0, ----------------------------------------------optional (weather NPC can move side ways) look at spiders for a good example)

}

 

Hope this helps. Any more questions, just ask I:p

Edited by icemember
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Thanks icemember, I guess I'll test your example first, to be on the safe side.

btw. It's not creatureinfo.txt we're editing but creatures.txt (in ..\scripts\server).

 

The setup for the 'Instill Belief' works with a new HighElve, however there's something I obviously forgot:

The HighElve keeps getting Fire Deamon runes which she can't use anymore because that spell was replaced..

 

So I guess I have to move the Fire Deamon rune to the Seraphim to make it stop appearing frequently in HighElve quests.

To do so, I looked up rune_he_in_Feuerdaemon in blueprint.txt, and I changed:

wearergroups = {'WEARGROUP_HIGHELVE',},

into:

wearergroups = {'WEARGROUP_SERAPHIM',},

 

Also, in itemtype.txt, I looked up the itemtype with ID 6450, and again it says (see my question about this above):

weargroup = "WEARGROUP_INVALID",

and:

user = "WEARGROUP_HIGHELVE",

 

Again I changed only the latter into:

user = "WEARGROUP_SERAPHIM",

 

Is this correct or am I forgetting something?

 

Cheers,

Pesmontis

Edited by Pesmontis
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Ok, Dont forget the blueprint id for the rune. Find the instill belief rune in itemtype.txt, then use the itemtype id too find the blueprint id for the rune. Then go to the drop.txt, and add the blueprint id too the hi-elf rune. Use this line: mgr.createDroplist(1414,{ -- Runes_Highelfe

to help you get there faster. Then go to the last of the list and add your rune that is too be dropped when killing ot replace which ever rune your replacing.

 

Or you can simply trade runes with the magic rune guy LOL!

 

Ok, im kinda need to refresh my self, Let me try something I just thought of now LOL!

 

Ok, the Instill Belief blueprint id is: 1396

 

Use that number and place it in the weaponpool.txt

 

Example

-------------------------

mgr.addWeaponPool { -- Drop_Runen_Highelf

dbid = 424,

prefDmg = 1,

prefDmgProb = 0,

content = {829,828,826,825,822,815,818,819,816,817,823,824,821,820,1396,},

contentProb = {5,5,5,5,5,5,5,5,5,5,5,5,5,5,},

}

 

This will enable the rune too be dropped when playing as the highelf. Since the 1396, blueprint id is already in the drop list, no need to add it again lol.

Edited by icemember
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Alright, in drop.txt, I changed blueprint ID 818 (rune_he_in_Feuerdaemon) to blueprint ID 1396 (rune_se_cm_bekehrung).

 

I wanted to do the reverse for the Seraphim (in order to avoid surprises when playing as Seraph),

but I can't find a "-- Runes_Seraphim" section in drop.txt.

 

I guess she actually uses "-- Droplist_runes_allhero"

(which I don't want to edit at this point).

 

Then - right :-) - I see "-- Drop_Runen_Highelf" in weaponpool.txt.

Here as well, I changed the ID 818 with ID 1396

(I guess I might increase it's drop probability as well ;-)

 

btw. The ID 1396 was not in the drop list in my weaponpool.txt (no Ice & Blood **),

mine simply read:

content = {829,828,826,825,822,815,818,819,816,817,823,824,821,820,},

now it reads:

content = {829,828,826,825,822,815,1396,819,816,817,823,824,821,820,},

 

Anyway, I tested everything OK (except for the drop.txt and the weaponpool.txt changes), including my new textures for the Inquisitor Guard.

Therefor I've made these textures available for download:

Pesmontis's Highelve Inquisitor Guard Elite textures

 

I've added three Sacred 2 XP icons to spruce-up the package ;-)

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Thx for the skins LOL! I will use your Inquisitor guard as a guest NPC. I got back into modding the game. Post some pics of your mod in action plz :trans: I just like too see peoples accomplishments.

 

Also what program are you using too view the models? I got 3dsmax6, dont know if thats any good. Also I have maya 3.4.

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> ".. I got 3dsmax6.."

That's just fine (I'm using max7 & max 2008).

With 3dsmax6 you can use Cannonfodder's SMD importer with the SMD output from grnreader98.

(you might want to redownload grnreader98.v1.4.rar, 'cause I've fixed some bugs).

 

In order to view the model as shown in my pictures you have to use DirectX as the default renderer (this can be set in the 3DSmax preferences).

This way it's possible to view the effect of the normal maps (I'll explain this when you're set to go w. 3DSmax6 & DirectX).

 

W. regard to screenshots, I made some but I can't seem to locate them on my HDD.

'Have to fiddle w. this, otherwise it's no fun.

Still have to test the 'Instill Belief' anyway: didn't get a rune yet w. my test char.

 

[Edit]

Alright, now I did get a rune for the Instill Belief, but I can't use it!

Right-clicking it has no effect..

 

btw. Here are two screens of my Inquisitor. Guard.

I switched the print screen control to the <F11> key, which gave me the possibility of making a Windows screenshot with the <PrtScrn> key.

Both keys work, but when using <PrtScrn>, I had to skip to the desktop to save the clipboard contents - which was enough for this Inquisitor. Guard to kill my L2 HE.. ;-)

 

InqGuardScreenshot00.jpg

Start of fight w. Inquisitor. Guard - <F11> screenshot;

 

InqGuardScreenshot01.jpg

Already my HE is halfway being killed - <PrtScrn> screenshot.

Note the messed-up arms of the IG: I think someone never got 'round to finish this model properly or didn't have time to fix the skeleton..

Also because in 3DSmax it looks like the back of her head - just under her hair - is missing..

It might be an opportunity / challenge for us to revisit this model.

Edited by Pesmontis
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Wow, great shots on the Inquisitor guard. Great, ill download the tools now. Yea it looks like the skeleton was abit off when enveloping the Inquisitor guard. Yea I see the missing polys on the back hair. I would love to revisit these models and report them back into game if we can.

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My HE now has a rune for the Instill Belief, but she can't use it!

Right-clicking it has no effect.. (the rune says it's meant for the HE).

Edited by Pesmontis
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Ok, let me look inot it right now.

 

Acutally, can you post a screenshot of your combat arts? Also, did you change something with the instill belief? like the aspect?

 

Also, I used the grn98 tool. It worked, thought the model looks inside out. ughdy.jpg

 

It might be with 3dsmax lol

Edited by icemember
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> ".. the model looks inside out.."

 

Yes, the procedure is:

- import SMD into 3DSmax using Cannonfodder's SMD import plugin;

- mirror the root bone (menu option <Tools><Mirror>). Usually only mirror in the z-axis, and have only the root bone selected (**);

- export the model again (!) using Cannonfodder's SMD export plugin.

This is to get rid of 3DSmax's mirror transform (which you cannot see as a modifier);

 

- reset 3DSmax and import the new SMD file;

- read on at this page: (part of) another tutorial ;

 

Once you're about to edit the material(s) we'll continue, so that I can explain how to use DirectX materials.

 

 

> ".. did you change something with the instill belief? like the aspect?.."

Yes, I changed the aspect to the aspect of the Fire deamon.

I will check this again & get back to you.

Edited by Pesmontis
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OK, I retraced it in blueprint.txt, bonus sb_addca_se_cm_bekehrung, I reset:

spez = "EA_HE_INFERNO",

to:

spez = "EA_SE_CELESTIALMAGIC",

 

 

And I did the same for the spell se_cm_bekehrung in spells.txt, I reset:

aspect = "EA_HE_INFERNO",

to:

aspect = "EA_SE_CELESTIALMAGIC",

 

 

Now testing again..

 

[Edit 1]

Nope, this doesn't work either.

One of my combat arts is empty, and when I try to get my first spell upgrade @ L4, the game crashes (reproducable, ouch!).

 

But this made me think that not only the spell needs to be set to aspect EA_HE_INFERNO (ie. not EA_SE_CELESTIALMAGIC),

the spell upgrades need to be of this aspect as well.

 

[Edit 2]

Although I now have the aspect set to EA_HE_INFERNO, I cannot buy the rune from the rune master.

I can still buy a rune for the fire deamon spell (which I cannot use because I set it for use by the Seraph).

 

Maybe I should try the aspect 'EA_ENEMY_ANY'.

I'll test this.

Edited by Pesmontis
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The only thing that seems to work is to set the aspect to EA_HE_INFERNO,

at least for the combat art, because then it shows up in the position of the fire deamon

in the combat arts window of the HE.

 

Maybe only the rune should be kept at aspect EA_SE_CELESTIALMAGIC ?

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Heres an example

 

mgr.defineSpell( "sk_ap_geistform", {

eiStateName = "cSpellCast",

fxTypeCast = "FX_SK_GEISTFORM_C",

fxTypeSpell = "FX_SK_GEISTFORM",

fxTypeCastSpecial = "FX_SK_CAST_K",

duration = 0.000000,

animType = "ANIM_TYPE_SM15",

animTypeApproach = "ANIM_TYPE_INVALID",

animTypeRide = "ANIM_TYPE_INVALID",

animTypeSpecial = "ANIM_TYPE_RIDESM04-SPECIAL",

causesSpellDamage = 1,

tokens = {

entry0 = {"et_duration_sec", 2000, 10, 0, 8 },

entry1 = {"et_evade_detection", 0, 10, 0, 41 },

entry2 = {"et_invisible", 25, 10, 0, 41 },

entry3 = {"et_invisible", 25, 10, 1, 41 },

entry4 = {"et_reduce_debuffs", 30, 20, 2, 41 },

entry5 = {"et_addwalkspeed", 100, 2, 3, 41 },

entry6 = {"et_evade_detection", 500, 10, 4, 41 },

entry7 = {"et_boost_to_buff", 1000, 0, 5, 8 },

entry8 = {"et_regThisCool", 500, 0, 6, 8 },

},

fightDistance = 0.000000,

aspect = "EA_SK_ASTRALPLANE",

cooldown = 2.000000,

soundProfile = 0,

cost_level = 100,

cost_base = 200,

focus_skill_name = "skill_SK_astral_plane_focus",

lore_skill_name = "skill_SK_astral_plane_lore",

spellClass = "cSpellSkGeistform",

spellcontroltype = "eCAtype_b_boost_self",

spelllogictype = "ca_ct_direct_attack",

magicType = "MAGIC_TYPE_BUFF",

sorting_rank = 4, --------------------------------------------------mak sure tii change the sort too the correct replacing CA

})

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I made those changes.

Yet have to test them.

 

For the 'bekehrung' spell I now have:

mgr.defineSpell( "se_cm_bekehrung", {
eiStateName = "cSpellCast",
fxTypeCast = "FX_SE_BEKEHRUNG_C",
fxTypeSpell = "FX_SE_BEKEHRUNG",
fxTypeCastSpecial = "FX_SE_CAST_M",
duration = 10000.000,
animType = "ANIM_TYPE_SM15",
animTypeApproach = "ANIM_TYPE_INVALID",
animTypeRide = "ANIM_TYPE_INVALID",
animTypeSpecial = "ANIM_TYPE_RIDESM06-SPECIAL",
causesSpellDamage = 1,
tokens = {
	entry0 = {"et_duration_sec", 2000, 0, 0, 8 },
	entry1 = {"et_range_area", 500, 5, 0, 4 },
	entry2 = {"et_convert_chance", 1050, 4, 0, 4 },
	entry3 = {"et_range_area", 500, 0, 1, 4 },
	entry4 = {"et_convert_chance", 1100, 2, 2, 4 },
	entry5 = {"et_call_target", 1000, 0, 3, 5 },
	entry6 = {"et_regThisCool", 500, 5, 4, 8 },
	entry7 = {"et_life_heal_rel", 300, 2, 5, 9 },
	entry8 = {"et_minion_attackspeed_timed", 200, 0, 6, 104 },
},
fightDistance = 525.000000,
aspect = "EA_HE_INFERNO",
cooldown = 1.000000,
soundProfile = 0,
cost_level = 165,
cost_base = 330,
focus_skill_name = "skill_HE_inferno_focus",
lore_skill_name = "skill_HE_inferno_lore",
spellClass = "cSpellSeBekehrung",
spellcontroltype = "eCAtype_a_effect_location_release",
sorting_rank = 3, --- changed from 4 to 3
})

 

rune:

newBlueprint = {
 id = 1396,
 name = "rune_se_cm_bekehrung",
 palettebits = "1111111111111111",
 dmgvariation = 0,
 minconstraints = {1,9,0},
 lvljump = 0,
 usability = 0,
 allotment_pmfpi = {1000,0,0,0,0},
 uniquename = "rune",
 specialuseonly = 0,
 bonusgroup0 = {777,1000,1,5,0},
 bonusgroup1 = {628,1000,1,5,0},
 itemtypes = {6463,},
 wearergroups = {'WEARGROUP_HIGHELVE',},
}
mgr.createBlueprint(1396, newBlueprint);

 

bonusgroup 628 bonuslist = 428:

newBonus = {
--  name = "sb_addca_se_cm_bekehrung",
 rating = 28,
 basedonskill = "SKILL_INVALID",
 type = "BONUS_ADDCA",
 spez = "EA_HE_INFERNO",
 spez2 = "se_cm_bekehrung",
 usagebits = 65473,
 minconstraints = {1,5,0},
 difficultyvaluerange0 = {0,10,110},
 difficultyvaluerange1 = {1,10,135},
 difficultyvaluerange2 = {2,10,160},
 difficultyvaluerange3 = {3,10,185},
 difficultyvaluerange4 = {4,10,210},
}
mgr.createBonus(428, newBonus);

 

itemtype 6463:

newItemType = {
-- standard info
renderfamily = "RENDERFAM_ITEM",
renderprio   = 0,
family       = "FAMILY_FORGE",
subfamily    = "SUBFAM_FORGE_RUNE",
classification = "CLF_RUNE",
flags        = "FLAG_HASPREVIEWIMAGE",
weargroup    = "WEARGROUP_INVALID",
-- 3d model + animation info
model0Data = {
  name         = "models/items/runes/t_rune-seraphim.GR2",
  user         = "WEARGROUP_HIGHELVE",
},
-- logic bounding box
 logicBox = {
   minx=-5.093, miny=-5.058, minz=0, 
   maxx=5.093, maxy=5.058, maxz=1.742, 
},
dangerclass   = 0,
}
mgr.typeCreate(6463, newItemType);

 

-------------------------------------------------------------

For the 'feuerdaemon' spell I now have:

mgr.defineSpell( "he_in_feuerdaemon", {
eiStateName = "cSpellCast",
fxTypeCast = "FX_HE_FEUERDAEMON_C",
fxTypeSpell = "FX_HE_FEUERDAEMON",
fxTypeCastSpecial = "FX_HE_CAST_L",
duration = 1.000000,
animType = "ANIM_TYPE_SM05",
animTypeApproach = "ANIM_TYPE_INVALID",
animTypeRide = "ANIM_TYPE_INVALID",
animTypeSpecial = "ANIM_TYPE_RIDESM03-SPECIAL",
causesSpellDamage = 1,
tokens = {
	entry0 = {"et_summon_level", 8, 8, 0, 8 },
	entry1 = {"et_damage_fire_rel", 180, 20, 0, 9 },
	entry2 = {"et_summon_soldier", 1000, 636, 0, 8 },
	entry3 = {"et_minion_replenish", 500, 0, 0, 72 },
	entry4 = {"et_summon_level", 3, 3, 1, 8 },
	entry5 = {"et_minion_replenish", 1000, 0, 2, 72 },
	entry6 = {"et_addCastspeed", 100, 2, 3, 37 },
	entry7 = {"et_reduce_debuffs", 250, 0, 4, 41 },
	entry8 = {"et_regThisBuff", 250, 0, 5, 8 },
	entry9 = {"et_summon_level", 3, 3, 6, 8 },
},
fightDistance = 0.000000,
aspect = "EA_SE_CELESTIALMAGIC",
cooldown = 15.000000,
soundProfile = 0,
cost_level = 400,
cost_base = 400,
focus_skill_name = "skill_SE_celestialmagic_focus",
lore_skill_name = "skill_SE_celestialmagic_lore",
spellClass = "cSpellHeFeuerdaemon",
spellcontroltype = "eCAtype_t_buff",
sorting_rank = 4, --- changed from 3 to 4
})

 

rune:

newBlueprint = {
 id = 818,
 name = "rune_he_in_Feuerdaemon",
 palettebits = "1111111111111111",
 dmgvariation = 0,
 minconstraints = {1,9,0},
 lvljump = 0,
 usability = 0,
 allotment_pmfpi = {1000,0,0,0,0},
 uniquename = "rune",
 specialuseonly = 0,
 bonusgroup0 = {782,1000,1,5,0},
 bonusgroup1 = {437,1000,1,5,0},
 itemtypes = {6450,},
 wearergroups = {'WEARGROUP_SERAPHIM',},
}
mgr.createBlueprint(818, newBlueprint);

 

bonusgroup 437 bonuslist = 292:

newBonus = {
--  name = "sb_addca_he_in_feuerdaemon",
 rating = 28,
 basedonskill = "SKILL_INVALID",
 type = "BONUS_ADDCA",
 spez = "EA_SE_CELESTIALMAGIC",
 spez2 = "he_in_feuerdaemon",
 usagebits = 65488,
 minconstraints = {1,5,0},
 difficultyvaluerange0 = {0,10,110},
 difficultyvaluerange1 = {1,10,135},
 difficultyvaluerange2 = {2,10,160},
 difficultyvaluerange3 = {3,10,185},
 difficultyvaluerange4 = {4,10,210},
}
mgr.createBonus(292, newBonus);

 

itemtype 6450:

newItemType = {
-- standard info
renderfamily = "RENDERFAM_ITEM",
renderprio   = 0,
family       = "FAMILY_FORGE",
subfamily    = "SUBFAM_FORGE_RUNE",
classification = "CLF_RUNE",
flags        = "FLAG_HASPREVIEWIMAGE",
weargroup    = "WEARGROUP_INVALID",
-- 3d model + animation info
model0Data = {
  name         = "models/items/runes/t_rune-hochelfe.GR2",
  surface      = mgr.surfGetID ("rune-hochelfe_07_t"),
  user         = "WEARGROUP_SERAPHIM",
},
-- logic bounding box
 logicBox = {
   minx=-4.74, miny=-4.97, minz=-0.812, 
   maxx=4.74, maxy=4.97, maxz=1.194, 
},
dangerclass   = 0,
}
mgr.typeCreate(6450, newItemType);

 

-------------------------------------------------------------

HighElve in creatures.txt:

mgr.createCreature {
id = 209,
itemtype_id = 5,
name = "SC_Highelve",
behaviour = "Invalid",
dangerclass = 7,
groupmaxcount = 1,
elite_creature_id = 209,
probabilityforelite = 0.000000,
rank = 999,
tenergy_creature_id = 209,
livesremaining = 0,
unconscioustime = 5,
palettebits = "1111111111111111",
monstertype = 0,
faction_id = 1,
equipset_id = 5,
modelscale = 1.000000,
rise_from_ground = 0,
has_corpse = 1,
has_soul = 1,
can_strafe = 0,
spells = {
	entry0 = { "he_ar_magischerschlag" },
	entry1 = { "he_ar_energieblitz" },
	entry2 = { "he_ar_teleport" },
	entry3 = { "he_ar_regenerationskraft" },
	entry4 = { "he_ar_bannkreis" },
	entry5 = { "he_in_feuerball" },
	entry6 = { "he_in_feuersturm" },
	entry7 = { "he_in_meteor" },
	entry8 = { "se_cm_bekehrung" },
	entry9 = { "he_in_feuerhaut" },
	entry10 = { "he_st_eissplitter" },
	entry11 = { "he_st_frostschlag" },
	entry12 = { "he_st_schneesturm" },
	entry13 = { "he_st_nebelform" },
	entry14 = { "he_st_kristallhaut" },
},
}

 

Seraphim in creatures.txt:

mgr.createCreature {
id = 1,
itemtype_id = 1,
name = "SC_Seraphim",
behaviour = "Invalid",
dangerclass = 7,
groupmaxcount = 1,
elite_creature_id = 1,
probabilityforelite = 0.000000,
rank = 999,
tenergy_creature_id = 1,
livesremaining = 0,
unconscioustime = 5,
palettebits = "1111111111111111",
monstertype = 0,
faction_id = 1,
equipset_id = 2,
modelscale = 1.000000,
rise_from_ground = 0,
has_corpse = 1,
has_soul = 1,
can_strafe = 0,
spells = {
	entry0 = { "se_co_schlaghagel" },
	entry1 = { "se_co_wirbelsprung" },
	entry2 = { "se_co_seelenhammer" },
	entry3 = { "se_co_befluegeln" },
	entry4 = { "se_co_kampfhaltung" },
	entry5 = { "se_cm_lichtsaeule" },
	entry6 = { "se_cm_lichtaura" },
	entry7 = { "he_in_feuerdaemon" }, --- changed from "se_cm_bekehrung" to "he_in_feuerdaemon"
	entry8 = { "se_cm_blitz" },
	entry9 = { "se_cm_heilen" },
	entry10 = { "se_te_energieschild" },
	entry11 = { "se_te_beeeffgee" },
	entry12 = { "se_te_notschild" },
	entry13 = { "se_te_schwertfeuer" },
	entry14 = { "se_te_schockwelle" },
},
}

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