gogoblender 3,293 Share Posted August 30, 2010 Ah, Chattius great. you found this thread for Podgie I've merged the threads to keep it all together gogo Link to comment
podgie_bear 185 Share Posted August 30, 2010 (edited) Chattius, thank you deeply. I could kiss you (well not really), this will make my life so much easier. I have decided to try and do something of a long term project. I want to experiment with changing all the CAs around to see if it is possible to give them to different characters. It would be like another expansion if you could play your favourite character with new skills and CAs, ie; An inquisitor who can use his own Astral Lord CAs, the Shadow Warrior's Nefarious Netherworld CAs and the Dryad's Cabalistic Voodoo CAs. Would that be a great necromancer to play? I have other ideas for the other characters, which I won't go into just now. Edited August 30, 2010 by podgie_bear Link to comment
chattius 2,641 Author Share Posted August 30, 2010 For me it started with the wish of my daughters to have useful horse combat arts. Link to comment
FrostElfGuard 9 Share Posted August 30, 2010 Thanks so much chattius. I'm sure this will helps lots of people! Link to comment
Llama8 9 Share Posted August 31, 2010 I've got an excel file with the spells.txt file in Podgie & explainations for (virtually) all of the tokens (& stuff). I can mail it to you if you like. Link to comment
podgie_bear 185 Share Posted August 31, 2010 I would love a copy Llama, do you need my email address? I want to try my pet project out, but it may take a while as I am commited to writing quest guides for Ice & Blood at the moment, apart from trying to find time to play my own character's games. Plus there's stuff happening in the real world (sigh), that takes valuable Sacred time away too. Link to comment
Enferian 1 Share Posted December 10, 2010 (edited) about what u said about experimenting to use CA of one character on another... I did... I changed all my seraphim CAs for CAs of other classes. the problem I m trying to solve now is about animation... it seems the "new" CAs use the animation of the original CA of the character. for example I switched soul hammer with dragon berserker, but when I use dragon berserker my seraphim has an animation as if she is trying to hit someone and then quickly transforms... if anyone can help me on this please tell me... oh... and there one more problem with this particular skill (dragon berserker)... when I change back into a seraphim all my skills at the character section are changed but I still get the bonuses from them (at least sometimes ). this goes back to normal if I go to the main menu and load my char again. if someones knows how to fix this I d appreciate it Edited December 13, 2010 by Enferian Link to comment
mr.ioes 0 Share Posted March 27, 2011 As there is no information about enemy spells (cd, duration, etc.) out there on sacredwiki or google, does anyone has access to information like that? Always wondered ... Link to comment
wolfie2kX 528 Share Posted March 27, 2011 As there is no information about enemy spells (cd, duration, etc.) out there on sacredwiki or google, does anyone has access to information like that? Always wondered ... Well... It's not documented probably because there's no easy access to the information. It's not like you can play as the enemy and gain CAs like you would for your heros. Unfortunately, nor is Sacred 2 is like many Anime programs - where the hero or villian yells out the name of the attack as they're casting it. I can tell you that some CAs cast by the enemies in Sacred 2 appear to have the same animation/graphical effects as those cast by the various 7 heros in Sacred 2. Stuff like the Temple Guardian's Combat Alert - that appears to have yellow "compass pointers" on the ground surrounding the enemy - it would indicate some have that ability as well. Some Olms in the Swamp region also can cast something akin to the Dryad's Tangled Vine. But the information is there in a file called "Spells.txt" that can be found in the shared subfolder under your Sacred 2 installation in the Scripts directory. The problem is - it's kind of cryptic. Some of it's more obvious than others. Link to comment
mr.ioes 0 Share Posted March 27, 2011 Uh thanks for the answer! Not very userfriendly, but I take what I get. Link to comment
gogoblender 3,293 Share Posted March 27, 2011 Spell info on what enemies are using is one of the toughest secrets to crack, but there are some good published articles on it here at DarkMatters. Check out Chatius's work: Modifying Combat Arts and understanding Flags - spells.txt That's probably going to be the best answer on this subject you'll find. Also moving this topic over to Chattius's thread so we can keep the info organized together. Cheers gogo Link to comment
Llama8 9 Share Posted April 17, 2011 Chattius, I wonder whether you've been able to make any more progress on the original topic (understanding what the flags at the end of each token mean)? Link to comment
gogoblender 3,293 Share Posted April 17, 2011 Hey guys I received a pm this morning from a member (llama) asking for info on where this topic had gone too, but he later found it in Sacred 2 General Discussion and asked about having this moved to Modding so it can be found easier. We've now moved this post to Sacred 2 Modding and have also pinned this as well for future reference,excellent info here in this topic for future Sacred 2 Modders. gogo Link to comment
chattius 2,641 Author Share Posted April 17, 2011 @Llama: My main interest in spells.txt was to modify horse-combat arts because my daughters hoped for horse riding characters. I wasn't really looking into this stuff anymore after doing the modified horse-Combat Arts. But with our 12 year old suffering from a bicycle accident and currently recovering from surgery - the reason for better horse-Combat Arts sadly got only a low priority. The last I did which was using spells.txt was to change levitation into a buff. But no flying, more a running with rockets attached to boots and sending out heat waves. Link to comment
Shadowflare85 19 Share Posted July 12, 2011 Hi Darkmatters Sacred Community, I checked today the spells.txt and I found for the SW an interesting CA named TODESKAELTE in english I think its called Chilling Death ? Here : mgr.defineSpell( "sk_ap_todeskaelte", { eiStateName = "cSpellCast", fxTypeCast = "FX_SK_TODESKAELTE_C", fxTypeSpell = "FX_SK_TODESKAELTE", fxTypeCastSpecial = "", duration = 10.000000, animType = "ANIM_TYPE_SM16", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_INVALID", causesSpellDamage = 1, tokens = { entry0 = {"et_duration_boost", 1000, 0, 0, 8 }, entry1 = {"et_slow_enemy_any", 200, 5, 0, 42 }, entry2 = {"et_range_near", 990, 10, 0, 4 }, entry3 = {"et_lower_armor", 500, 20, 1, 8 }, entry4 = {"et_minion_boost", 800, 0, 2, 8 }, entry5 = {"et_chance_reflect_root", 295, 5, 3, 41 }, entry6 = {"et_spelldamage_ice", 250, 250, 4, 133 }, entry7 = {"et_boost_to_buff", 1, 0, 5, 8 }, entry8 = {"et_friendfactor", 800, 0, 6, 8 }, }, fightDistance = 0.000000, aspect = "EA_SK_ASTRALPLANE", cooldown = 5.000000, soundProfile = 0, cost_level = 150, cost_base = 300, focus_skill_name = "SKILL_INVALID", lore_skill_name = "SKILL_INVALID", spellClass = "cSpellSkTodeskaelte", spellcontroltype = "eCAtype_b_boost_self", sorting_rank = 1, }) mgr.defineSpell( "sk_ap_todeskaelte_buff", { eiStateName = "", fxTypeCast = "", fxTypeSpell = "", fxTypeCastSpecial = "", duration = 0.000000, animType = "ANIM_TYPE_SM16", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_INVALID", causesSpellDamage = 1, tokens = { entry0 = {"et_slow_enemy_any", 500, 20, 0, 42 }, entry1 = {"et_range_near", 200, 5, 0, 4 }, entry2 = {"et_lower_armor", 500, 20, 1, 8 }, entry3 = {"et_minion_boost", 600, 0, 2, 8 }, entry4 = {"et_chance_reflect_root", 246, 4, 3, 41 }, entry5 = {"et_spelldamage_ice", 150, 150, 4, 133 }, entry6 = {"et_is_buff", 1, 0, 5, 8 }, entry7 = {"et_friendfactor", 600, 0, 6, 8 }, }, fightDistance = 0.000000, aspect = "EA_SK_ASTRALPLANE", cooldown = 0.000000, soundProfile = 0, cost_level = 150, cost_base = 300, focus_skill_name = "skill_SK_astral_plane_focus", lore_skill_name = "skill_SK_astral_plane_lore", spellClass = "", spellcontroltype = "eCAtype_t_buff", sorting_rank = 1, The 1 in sorting rank comes from me because I wanted to change Spectralhand / Geisterhand with Todeskaelte / Chilling Death but the only thing that happen is that Spectralhand is gone but then I have Geisterform ( Buff ) / Shadow Veil ( Buff ) instead of Spectralhand / Geisterhand or Todeskaelte / Chilling Death in the CA Menu. Is there any way to activate this CA ? Because I think this is can be a awesome CA and Spectralhand is in my opinion pretty lame. Sry for my bad english but I am a german.^^ Link to comment
Dragon Brother 619 Share Posted July 13, 2011 The spells that the classes can use are actually applied to the class in creatures.txt. If you open that and search for SC_Schattenkrieger it will take you to the correct entry and then you should simply need to replace the geisterhand entry with the Todeskaelte one. Link to comment
Shadowflare85 19 Share Posted July 13, 2011 (edited) Hi Dragon Brother, thanks for your answer and I made the changes in the creatures.txt but then I have only 4 CA in the Astral Plane Aspect. Here I made a screen : And here the creature.txt change : mgr.createCreature { id = 93, itemtype_id = 3, name = "SC_Schattenkrieger", behaviour = "Invalid", dangerclass = 7, groupmaxcount = 1, elite_creature_id = 93, probabilityforelite = 0.000000, rank = 999, tenergy_creature_id = 93, livesremaining = 0, unconscioustime = 5, palettebits = "1111111111111111", monstertype = 0, faction_id = 1, equipset_id = 1, modelscale = 1.000000, rise_from_ground = 0, has_corpse = 1, has_soul = 1, can_strafe = 0, spells = { entry0 = { "sk_hc_harterschlag" }, entry1 = { "sk_hc_befreiungsschlag" }, entry2 = { "sk_hc_rammstoss" }, entry3 = { "sk_hc_kampfruf" }, entry4 = { "sk_hc_willensstaerke" }, entry5 = { "sk_tc_attacke" }, entry6 = { "sk_tc_sprung" }, entry7 = { "sk_tc_standarte" }, entry8 = { "sk_tc_kampfrausch" }, entry9 = { "sk_tc_umlenkung" }, entry10 = { "sk_ap_todeskaelte" }, entry11 = { "sk_ap_unterstuetzung" }, entry12 = { "sk_ap_kampfbefehl" }, entry13 = { "sk_ap_geistform" }, entry14 = { "sk_ap_kohorte" }, entry15 = { "sk_ap_geistform_buff" }, }, And can runes for todeskaelte drop ? Because Spectralhand runes drops and I cant read them because the skill is gone in my AP Aspect. And the Spell.txt is the same like I posted yesterday but I can post it again. mgr.defineSpell( "sk_ap_todeskaelte", { eiStateName = "cSpellCast", fxTypeCast = "FX_SK_TODESKAELTE_C", fxTypeSpell = "FX_SK_TODESKAELTE", fxTypeCastSpecial = "", duration = 10.000000, animType = "ANIM_TYPE_SM16", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_INVALID", causesSpellDamage = 1, tokens = { entry0 = {"et_duration_boost", 1000, 0, 0, 8 }, entry1 = {"et_slow_enemy_any", 200, 5, 0, 42 }, entry2 = {"et_range_near", 990, 10, 0, 4 }, entry3 = {"et_lower_armor", 500, 20, 1, 8 }, entry4 = {"et_minion_boost", 800, 0, 2, 8 }, entry5 = {"et_chance_reflect_root", 295, 5, 3, 41 }, entry6 = {"et_spelldamage_ice", 250, 250, 4, 133 }, entry7 = {"et_boost_to_buff", 1, 0, 5, 8 }, entry8 = {"et_friendfactor", 800, 0, 6, 8 }, }, fightDistance = 0.000000, aspect = "EA_SK_ASTRALPLANE", cooldown = 5.000000, soundProfile = 0, cost_level = 150, cost_base = 300, focus_skill_name = "SKILL_INVALID", lore_skill_name = "SKILL_INVALID", spellClass = "cSpellSkTodeskaelte", spellcontroltype = "eCAtype_b_boost_self", sorting_rank = 1, }) mgr.defineSpell( "sk_ap_todeskaelte_buff", { eiStateName = "", fxTypeCast = "", fxTypeSpell = "", fxTypeCastSpecial = "", duration = 0.000000, animType = "ANIM_TYPE_SM16", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_INVALID", causesSpellDamage = 1, tokens = { entry0 = {"et_slow_enemy_any", 500, 20, 0, 42 }, entry1 = {"et_range_near", 200, 5, 0, 4 }, entry2 = {"et_lower_armor", 500, 20, 1, 8 }, entry3 = {"et_minion_boost", 600, 0, 2, 8 }, entry4 = {"et_chance_reflect_root", 246, 4, 3, 41 }, entry5 = {"et_spelldamage_ice", 150, 150, 4, 133 }, entry6 = {"et_is_buff", 1, 0, 5, 8 }, entry7 = {"et_friendfactor", 600, 0, 6, 8 }, }, fightDistance = 0.000000, aspect = "EA_SK_ASTRALPLANE", cooldown = 0.000000, soundProfile = 0, cost_level = 150, cost_base = 300, focus_skill_name = "skill_SK_astral_plane_focus", lore_skill_name = "skill_SK_astral_plane_lore", spellClass = "", spellcontroltype = "eCAtype_t_buff", sorting_rank = 1, }) mgr.defineSpell( "xxxsk_ap_geisterhand", { eiStateName = "cSpellCast", fxTypeCast = "FX_SK_GEISTERHAND_C", fxTypeSpell = "FX_SK_GEISTERHAND", fxTypeCastSpecial = "FX_SK_GEISTERHAND_C", duration = 10.000000, animType = "ANIM_TYPE_ATTACKA", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDEATTACKA-SPECIAL", causesSpellDamage = 0, tokens = { entry0 = {"et_mult_weapondamage", 1150, 2, 0, 9 }, entry1 = {"et_baseAW", 200, 350, 0, 5 }, entry2 = {"et_damage_any_rel", 200, 140, 0, 5 }, entry3 = {"et_ThisSpeed", 200, 0, 1, 4 }, entry4 = {"et_damage_any_rel", 100, 70, 2, 5 }, entry5 = {"et_weapondamage_ice", 40, 10, 3, 9 }, entry6 = {"et_chance_criticalhit", 198, 2, 4, 5 }, entry7 = {"et_chance_doublehit", 250, 0, 5, 5 }, entry8 = {"et_mult_weapondamage", 200, 1, 6, 9 }, }, fightDistance = 525.000000, aspect = "EA_SK_ASTRALPLANE", cooldown = 0.000000, soundProfile = 0, cost_level = 225, cost_base = 450, focus_skill_name = "skill_SK_astral_plane_focus", lore_skill_name = "skill_SK_astral_plane_lore", spellClass = "cSpellSkGeisterhand", spellcontroltype = "eCAtype_a_effect_attack", spelllogictype = "ca_ct_indirect_attack", sorting_rank = 0, Thanks in advance Edited July 13, 2011 by Shadowflare85 Link to comment
Dragon Brother 619 Share Posted July 13, 2011 Ahh...I hadn't thought about that issue. Firstly, the game has no text for the CA and therefore you get the blank box you see. Also, runes won't drop for it, but it may be possible to change the geisterhand runes to effect this ca...I'm not too sure how to do this though, some stuff has been mentioned a couple of times on the forums in threads about swapping Combat Arts between classes. You might have some luck looking through those threads to see if they are any use, but you will be unable too get the ca to work without a rune to read into the ca to first learn it. What I would instead suggest is that you restore all you files to default and then simply copy the todeskaelte details from spells.txt and paste it over the geisterhand details (backing up of course). The ca name/icon/ingame info will remain as it was for geisterhand (mostly) but you will get the effect of the spell you want and still have working runes and everything. You'll just have to ensure the sorting_rank is the right number. Link to comment
Shadowflare85 19 Share Posted July 13, 2011 Ah ok I changed the spells.txt like this : mgr.defineSpell( "sk_ap_geisterhand", { eiStateName = "cSpellCast", fxTypeCast = "FX_SK_TODESKAELTE_C", fxTypeSpell = "FX_SK_TODESKAELTE", fxTypeCastSpecial = "", duration = 10.000000, animType = "ANIM_TYPE_SM16", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_INVALID", causesSpellDamage = 1, tokens = { entry0 = {"et_duration_boost", 1000, 0, 0, 8 }, entry1 = {"et_slow_enemy_any", 200, 5, 0, 42 }, entry2 = {"et_range_near", 990, 10, 0, 4 }, entry3 = {"et_lower_armor", 500, 20, 1, 8 }, entry4 = {"et_minion_boost", 800, 0, 2, 8 }, entry5 = {"et_chance_reflect_root", 295, 5, 3, 41 }, entry6 = {"et_spelldamage_ice", 250, 250, 4, 133 }, entry7 = {"et_boost_to_buff", 1, 0, 5, 8 }, entry8 = {"et_friendfactor", 800, 0, 6, 8 }, }, fightDistance = 0.000000, aspect = "EA_SK_ASTRALPLANE", cooldown = 5.000000, soundProfile = 0, cost_level = 150, cost_base = 300, focus_skill_name = "SKILL_INVALID", lore_skill_name = "SKILL_INVALID", spellClass = "cSpellSkTodeskaelte", spellcontroltype = "eCAtype_b_boost_self", sorting_rank = 1, But if I use the Spectralhand than my SW dont move and makes nothing and cannot walk either and I must end my game......did I miss something ? Link to comment
Dragon Brother 619 Share Posted July 14, 2011 To be honest I'm not sure why it isn't working. If it was never implemented it may be that the spellclass does not exist (potentially even the fx's as well), which is enough to bug out the game like you have described. You could try changing focus/lore_skill_name to the astral value and see if that helps, but otherwise I don't know if theres anything else you can do...perhaps swap out the spellclass with one from a similar CA? Perhaps the one from crystalskin? Link to comment
Legosp 14 Share Posted September 19, 2013 More of the same martial arts that can be in one comboAs the name implies topic, there is a mod that would prove submitted by more of the same martial arts that can be in one combo?Example: 4x pelting strikes in one combo?.Simply, the same thing what is in sacred 1Is it possible to do? Link to comment
Dragon Brother 619 Share Posted September 19, 2013 More of the same martial arts that can be in one combo As the name implies topic, there is a mod that would prove submitted by more of the same martial arts that can be in one combo? Example: 4x pelting strikes in one combo?. Simply, the same thing what is in sacred 1 Is it possible to do? I do not think that this is possible, it is probably something hard coded and not something you could edit. 1 Link to comment
Bezlonir 53 Share Posted May 26, 2015 Based off of browsing 2 pages of this thread, I think the third variable sent to spell subroutines is a check for skill modifications. I'm guessing the number matches up with the order that the game files the 8 choices in. I don't think I expressed this all that clearly. I'd like to look into this. It would be amusing to make a mod where you play as a boss or something. Link to comment
Flix 5,191 Share Posted May 26, 2015 I think the third variable sent to spell subroutines is a check for skill modifications. That is correct. I'd like to look into this. It would be amusing to make a mod where you play as a boss or something. Should be possible. Like a boss mod where each character is one of 7 bosses and their spells are the boss spells. You'd probably have a problem with equipment though, so it would probably just be a novelty thing, not a serious mod. If I wasn't already neck-deep in a big modding project I'd experiment with it. If you want tips I could give a few pointers. Link to comment
Bezlonir 53 Share Posted May 28, 2015 Oh yeah. If you know which files I should look at, especially with regard to which combat arts and animations etc are assigned to the classes. Also, any recommendations on what program works well to edit scripts in. Not microsoft.net framework, like modding Oblivion? Just a text editor with no parser or error checker? 1 Link to comment
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