Llama8 8 Share Posted May 15, 2011 Llama's CM Patch Mod View File Kindly updated by Flix for CM v 160 (with a few typos corrected for good measure. ). This is a mod for the Community Patch, so you will need to have installed that first, you will also need to download & install Generic Mod Enabler in order to install the mod. Currently the mod changes several of the Temple Guardian CAs, future versions will change other classes CAs. v0.1 changes several of the Temple Guardian CAs: Temple Guardian Combat Arts: Devout Guardian aspect. Combat Alert now affects ranged weapons as well as melee, even without the Assualt mod. T-energy Shroud Recharge mod per-level bonus has been trippled (from 3 + 1 per level to 3 + 3 per level) Lost Fusion aspect. Amplifying Discharge now has 100% chance of 3 rebounds at level 1, the mods have also been changed mod 1a - Spectral Ammunition, additional magic damage (28 + 14 per level) mod 1b - Knockout, chance to stun (19.8% + 2% per level) mod 2a - Viral Load, additional poison damage (24 + 14 per level) mod 2b - Explosive Shot, chance to damage nearby opponents (59.5% + 5% per level) mod 3a - Incendiary Payload, additional fire damage (24 + 14 per level) mod 3b - Rubber Bullets, 3 additional rebounds. Furious Emblazer is now Napalm. Napalm creates a burning field of fire which damages everything inside it for the duration. mod 1a - Prolonged Burn, increased duration (+1 second +0.1s per level) mod 1b - Accelerant, increased hits per second (from 1.3 hits/s to 2 hits/s + 0.1/sec per level) mod 2a - Intensify, increased damage (+16 + 8 per level) mod 2b - Incapacitate, chance to stun (10% + 0.2% per level) mod 3a - Immolation, increased chance to ignite (+25% + 0.3% per level) mod 3b - Elongate, increased Area of Effect (+100 + 10 per level, distance units, an increase of +50% + 10% per level) Archimedes Beam is now Fusion Mine. Fusion Mine creates a trap at the target which does physical & fire damage to opponents each time they enter or leave it's Area of Effect. mod 1a - Increased Yield, increased fire damage (21 + 10.5 per level) mod 1b - Immolation, increased chance to burn (45% + 5% per level) mod 2a - Fright, chance to cause fear (14.7% + .3% per level) mod 2b - Shockwave, chance to knockback (9% + 1% per level) mod 3a - Stellar Fury, increased chance to score a critical hit (9.8% + .2% per level) mod 3b - Sunburn, deathblow (deathblow threshold 24% + 1% per level) Propelled Levitation has been changed to a "eCAtype_m_move_go" CA (like the High Elf's Teleport), which should mean that the TG can use this to cross rivers & "no-go" areas. The max jump distance has been increased 33% (from 750 to 1,000 distance units). The damage Area of Effect area has been increased (from 200 + 0 per level to 300 + 10 per level). The base fire damage has been increased (from 28 + 14 per level to 48 + 24 per level). Mod 2b fire damage has been increased (from 14 + 7 per level to 24 + 12 per level). Source Warden aspect. Primal Mutation is now Primordial Annihilator. Primordial Annihilator does fire/magic damage over a very small Area of Effect. mod 1a - Primal Fury, increased chance to score a critical hit (+14% + 1% per level) mod 1b - Expansion, increased Area of Effect (+200 + 1 per level, distance units. This is a 100% increase) mod 2a - Fusion, increased fire damage (+21 + 10.5 per level) mod 2b - Incendiary, fire damage over time (40 + 15 per level) mod 3a - Radiation, increased magic damage (+21 + 10.5 per level) mod 3b - Radiation Burn, magic damage over time (40 + 15 per level) Fiery Ember is now Elemental Fury. Elemental Fury does fire & ice damage over an area for a duration. mod 1a - Slowdown, reduces affected opponents' attack speed (29.8% + .2% per level) mod 1b - Furious Fire, increased fire damage (12.5 + 7.5 per level) mod 2a - Inaccurate, reduces affected opponent's chance to hit (29 + 1 per level) mod 2b - Intemperate Ice, increased ice damage (12.5 + 7.5 per level) mod 3a - Wither, reduces stats of affected opponents (16.4% + .6% per level) mod 3b - Penetration, increases TG's Spell Intensity (+18.5% + 1.5% per level) Icy Evanesence is now Temporal Flux, a temporary team buff giving run speed & chance to evade. mod 1a - Crushing Blow, increases weapon damage (17.5% + 2.5% per level) mod 1b - Blue Shift, increases attack speed (9.5% + 0.5% per level) mod 2a - Premonition, reduces opponent's chance to evade (9.7% + 0.3% per level) mod 2b - Penetration, chance that attacks will disregard armour (29.5% + 0.5% per level) mod 3a - Regenerative Flow, reduces Temporal Flux's cooldown (7.5s - 0.1s per 3 CA levels) mod 3b - Piercing Blow, increases chance to score a critical hit (9.8% + 0.2% per level) Untouchable Force is now Summon TG. Summon TG summon's an allied Temple Guardian to aid you in your fight. Summoned TG level is 1 + 1 per level. mod 1a - Sharpened Blade, increases physical weapon damage (5 + 5 per level) mod 1b - Elemental Deflection, increases TG's resistances (7.5 + 5.5 per level per element) mod 2a - Enhanced Pneumatics, increased attack speed (19.8% + 0.2% per level) mod 2b - Prototype Weapon, increased physical weapon damage (5 + 5 per level) mod 3a - Advanced Coombat Algorithmics, increased attack & defence (25% + 5% per level) mod 3b - Composite Armour, increased armour (7.5 + 5.5 per level per element) v0.2 changes several of the Dragon Mage's CAs: Dragon Magic aspect. Dragon Form has different mods, the first mod of each tier now shifts the Dragon Mage into increasingly more powerful dragons mod 1a - Draconic channelling - Intent concentration allows the Dragon Mage to transform into a more powerful dragon mod 1b - Wyrm's Fury - Tear your enemy limb from limb with the true power of a dragon (0% + 4% per level damage bonus) mod 2a - Draconic channelling - Intent concentration allows the Dragon Mage to transform into a more powerful dragon mod 2b - Basilisk's Talon - Pierce even the toughest armour (5% + 0.5% chance to ignore armour) mod 3a - Draconic channelling - Intent concentration allows the Dragon Mage to transform into a more powerful dragon mod 3b - Dragon Soul'd - The Dragon Mage aligns his thought processes to the great drakes and is able to change his form more frequently (33% + 0.2% per level cooldown reduction) Dragon Berserk is now Dragon's Wrath. Dragon's Wrath allows you to focus the wrath of a dragon into your melee & ranged attacks, enhancing your damage and chance to hit. mod 1a - Basilisk's Talon - Pierce even the toughest armour ( mod 1b - White Dragon's Favour - Gaining the favour ofa White Dragon allows the Dragon mage to channel the fury of the North ( mod 2a - Vulnerability - Dragons often do more damage then their foes expect ( mod 2b - Vampire - A dragon's attack can drain the very life force from a foe ( mod 3a - Dragon's Fury - A dragon's fury is great indeed, so much so that they often smite opponents nearby their target ( mod 3b - Dragon Sight - A dragon's sight is keen & enemies cannot evade their wrath ( Eternal Flame has had fire damage added (7 + 7 per level) in addition to the normal damage over time Elemental Magic aspect. Whirlwind now does physical + ice damage (30 + 15 per level per element), previously it did pure physical (50 + 25 per level) mod 3a - Disorientate - The constant buffetting distracts opponents & makes it harder for them to hit the Dragon Mage (50 + 2 per level) Magic Barrier is now Armageddon. Armageddon rains down fiery death from the sky. This spell drops 255 meteors (the cap) over 17 seconds with a radius of ~5.7m, it is strongly advised to disable screen shake in the customoptions.txt file before using the spell. There is also a display bug where the damage on the tooltip is roughly 1/10 of the actual damage done per rock. mod 1a - Hellfire - Burn your enemies with the fires of creation (16.9 + 5.6 per level fire damage) mod 1b - Devastation - The fires of creation sometimes find a chink in your opponents armour & deal additional damage (9.9% + 0.1% per level chance to critical hit) mod 2a - Arcane Fire - Tear your opponents apart with eldritch energies (16.9 + 5.6 per level magic damage) mod 2b - Tempest - Increase the torrent of Death From Above (+10.5 hits per second, +70%, reduces the duration from 17 seconds to 10 seconds) mod 3a - Nickel-Iron Core - Crush your foes with really big rocks (16.9 + 5.6 per level physical damage) mod 3b - Explosive - Sometimes the rocks explode on impact (+50% chance for splash damage) Destroyer has the damage type changed to fire & a chance for knockback (50% + 1% per level) Protector has had it's AI changed such that it will now cast the CAs that Ascaron gave it, as well as a brand new root CA (dm_protector_root in spell.txt if you wish to look it up). The new root CA has the following tokens/stats: Duration of 10 seconds + 0.5 seconds per level Range of 50 (0.285m, this is the same as an unmodded Tangling Vines, so it will sometimes "miss" moving targets) 0.8 + 0.02 per level hits per second 30 + 15 per level physical damage 20% + 0.3% per level chance to stun Mentalism aspect: Combat Trance is now Psychic Hammer. Psychic Hammer damages and stuns enemies in a small area for a short duration. mod 1a - Reverberation - The blow from Psychic Hammer is so intense that it echos on for several seconds (1 hit per sec) mod 1b - Psychic Force - Intent concentration increases the force of the psychic blow (25 + 12.5 per level physical damage) mod 2a - Hammer Blow - Wounded opponents often don't survive even a single Psychic Hammer (25% + 0.5% per level Deathblow) mod 2b - Concussion - The blow can be so intense that it knocksback opponents (33% chance to knockback) mod 3a - Confuse - Those affected by Spychic Hammer can often find it hard to concentrate during battle (16.7 + 0.4 opponent CA regen) mod 3b - Debilitate - If Psychic Hammer hits the right areas of the brain an opponent can be left feeling nauseous and weak (10% + 0.2% per level opponent stat debuff) Submitter Llama8 Submitted 05/15/2011 Category Community Patch Link to comment
Llama8 8 Author Share Posted May 15, 2011 I've replaced/tweaked quite a few (~1/2-2/3) of the TG's CAs & am working on the other classes. I've also got a few ideas for some balance changes that I'd like to see if I can get in. I'm also trying to see if I can remove the need to include the entire skin.zip file, which would make the download much smaller. Link to comment
King Angel 69 Share Posted May 15, 2011 This mods is for TG or for all? whait answer and more picture and GREAT WORK Link to comment
Llama8 8 Author Share Posted May 15, 2011 Just the TG for the moment, though I'm working on the other classes. I've also uploaded a smaller version, which doesn't include the entire skin.zip file, just the changed CA icons, so it's ~3 meg, rather than ~33... Change log: Temple Guardian Combat Arts: Devout Guardian aspect. Combat Alert now affects ranged weapons as well as melee, even without the Assualt mod. T-energy Shroud Recharge mod per-level bonus has been trippled (from 3 + 1 per level to 3 + 3 per level) Lost Fusion aspect. Amplifying Discharge now has 100% chance of 3 rebounds at level 1, the mods have also been changed mod 1a - Spectral Ammunition, additional magic damage (28 + 14 per level) mod 1b - Knockout, chance to stun (19.8% + 2% per level) mod 2a - Viral Load, additional poison damage (24 + 14 per level) mod 2b - Explosive Shot, chance to damage nearby opponents (59.5% + 5% per level) mod 3a - Incendiary Payload, additional fire damage (24 + 14 per level) mod 3b - Rubber Bullets, 3 additional rebounds. Furious Emblazer is now Napalm. Napalm creates a burning field of fire which damages everything inside it for the duration. mod 1a - Prolonged Burn, increased duration (+1 second +0.1s per level) mod 1b - Accelerant, increased hits per second (from 1.3 hits/s to 2 hits/s + 0.1/sec per level) mod 2a - Intensify, increased damage (+16 + 8 per level) mod 2b - Incapacitate, chance to stun (10% + 0.2% per level) mod 3a - Immolation, increased chance to ignite (+25% + 0.3% per level) mod 3b - Elongate, increased Area of Effect (+200 + 10 per level, distance units, an increase of +100% + 20% per level) Archimedes Beam is now Fusion Mine. Fusion Mine creates a trap at the target which does physical & fire damage to opponents each time they enter or leave it's Area of Effect. mod 1a - Increased Yield, increased fire damage (21 + 10.5 per level) mod 1b - Immolation, increased chance to burn (45% + 5% per level) mod 2a - Fright, chance to cause fear (14.7% + .3% per level) mod 2b - Shockwave, chance to knockback (9% + 1% per level) mod 3a - Stellar Fury, increased chance to score a critical hit (9.8% + .2% per level) mod 3b - Sunburn, deathblow (deathblow threshold 24% + 1% per level) Propelled Levitation has been changed to a "eCAtype_m_move_go" CA (like the High Elf's Teleport), which should mean that the TG can use this to cross rivers & "no-go" areas. The max jump distance has been increased 33% (from 750 to 1,000 distance units). The damage Area of Effect area has been increased (from 200 + 0 per level to 300 + 10 per level). The base fire damage has been increased (from 28 + 14 per level to 48 + 24 per level). Mod 2b fire damage has been increased (from 14 + 7 per level to 24 + 12 per level). Source Warden aspect. Primal Mutation is now Primordial Annihilator. Primordial Annihilator does fire/magic damage over a very small Area of Effect. mod 1a - Primal Fury, increased chance to score a critical hit (+14% + 1% per level) mod 1b - Expansion, increased Area of Effect (+200 + 1 per level, distance units. This is a 100% increase) mod 2a - Fusion, increased fire damage (+21 + 10.5 per level) mod 2b - Incendiary, fire damage over time (40 + 15 per level) mod 3a - Radiation, increased magic damage (+21 + 10.5 per level) mod 3b - Radiation Burn, magic damage over time (40 + 15 per level) Fiery Ember is now Elemental Fury. Elemental Fury does fire & ice damage over an area for a duration. mod 1a - Slowdown, reduces affected opponents' attack speed (29.8% + .2% per level) mod 1b - Furious Fire, increased fire damage (12.5 + 7.5 per level) mod 2a - Inaccurate, reduces affected opponent's chance to hit (29 + 1 per level) mod 2b - Intemperate Ice, increased ice damage (12.5 + 7.5 per level) mod 3a - Wither, reduces stats of affected opponents (16.4% + .6% per level) mod 3b - Penetration, increases TG's Spell Intensity (+18.5% + 1.5% per level) Icy Evanesence is now Temporal Flux, a temporary team buff giving run speed & chance to evade. mod 1a - Crushing Blow, increases weapon damage (17.5% + 2.5% per level) mod 1b - Blue Shift, increases attack speed (9.5% + 0.5% per level) mod 2a - Premonition, reduces opponent's chance to evade (9.7% + 0.3% per level) mod 2b - Penetration, chance that attacks will disregard armour (29.5% + 0.5% per level) mod 3a - Regenerative Flow, reduces Temporal Flux's cooldown (7.5s - 0.1s per 3 CA levels) mod 3b - Piercing Blow, increases chance to score a critical hit (9.8% + 0.2% per level) Untouchable Force is now Summon TG. Summon TG summon's an allied Temple Guardian to aid you in your fight. Summoned TG level is 1 + 1 per level. mod 1a - Sharpened Blade, increases physical weapon damage (5 + 5 per level) mod 1b - Elemental Deflection, increases TG's resistances (7.5 + 5.5 per level per element) mod 2a - Enhanced Pneumatics, increased attack speed (19.8% + 0.2% per level) mod 2b - Prototype Weapon, increased physical weapon damage (5 + 5 per level) mod 3a - Advanced Coombat Algorithmics, increased attack & defence (25% + 5% per level) mod 3b - Composite Armour, increased armour (7.5 + 5.5 per level per element) 1 Link to comment
Llama8 8 Author Share Posted May 15, 2011 *cough* Finally got a version up that include the change notes & install instructions, etc... Link to comment
Dragon Brother 619 Share Posted May 15, 2011 Nice stuff I had a quick play with it, works well. About the fusion mine CA, perhaps make it a target ground type CA? It seems odd that a mine can only be cast on an enemy. It seems to work, I tested the spellcontroltype "eCAtype_a_effect_location_start" and it could target ground, although I didn't test any of the CA mods to see if they then became broken. Also, the mod text for the gold mods for Fusion mine is different to whats in your description above, the mod names are the same, but in game stellar fury says it cause deathblow and sunburn gives a chance to dispel. Link to comment
Llama8 8 Author Share Posted May 24, 2011 Uploaded v0.2 with some DM changes: Dragon Magic aspect. Dragon Form has different mods, the first mod of each tier now shifts the Dragon Mage into increasingly more powerful dragons mod 1a - Draconic channelling - Intent concentration allows the Dragon Mage to transform into a more powerful dragon mod 1b - Wyrm's Fury - Tear your enemy limb from limb with the true power of a dragon (0% + 4% per level damage bonus) mod 2a - Draconic channelling - Intent concentration allows the Dragon Mage to transform into a more powerful dragon mod 2b - Basilisk's Talon - Pierce even the toughest armour (5% + 0.5% chance to ignore armour) mod 3a - Draconic channelling - Intent concentration allows the Dragon Mage to transform into a more powerful dragon mod 3b - Dragon Soul'd - The Dragon Mage aligns his thought processes to the great drakes and is able to change his form more frequently (33% + 0.2% per level cooldown reduction) Dragon Berserk is now Dragon's Wrath. Dragon's Wrath allows you to focus the wrath of a dragon into your melee & ranged attacks, enhancing your damage and chance to hit. mod 1a - Basilisk's Talon - Pierce even the toughest armour ( mod 1b - White Dragon's Favour - Gaining the favour ofa White Dragon allows the Dragon mage to channel the fury of the North ( mod 2a - Vulnerability - Dragons often do more damage then their foes expect ( mod 2b - Vampire - A dragon's attack can drain the very life force from a foe ( mod 3a - Dragon's Fury - A dragon's fury is great indeed, so much so that they often smite opponents nearby their target ( mod 3b - Dragon Sight - A dragon's sight is keen & enemies cannot evade their wrath ( Eternal Flame has had fire damage added (7 + 7 per level) in addition to the normal damage over time Elemental Magic aspect. Whirlwind now does physical + ice damage (30 + 15 per level per element), previously it did pure physical (50 + 25 per level) mod 3a - Disorientate - The constant buffetting distracts opponents & makes it harder for them to hit the Dragon Mage (50 + 2 per level) Magic Barrier is now Armageddon. Armageddon rains down fiery death from the sky. This spell drops 255 meteors (the cap) over 17 seconds with a radius of ~5.7m, it is strongly advised to disable screen shake in the customoptions.txt file before using the spell. There is also a display bug where the damage on the tooltip is roughly 1/10 of the actual damage done per rock. mod 1a - Hellfire - Burn your enemies with the fires of creation (16.9 + 5.6 per level fire damage) mod 1b - Devastation - The fires of creation sometimes find a chink in your opponents armour & deal additional damage (9.9% + 0.1% per level chance to critical hit) mod 2a - Arcane Fire - Tear your opponents apart with eldritch energies (16.9 + 5.6 per level magic damage) mod 2b - Tempest - Increase the torrent of Death From Above (+10.5 hits per second, +70%, reduces the duration from 17 seconds to 10 seconds) mod 3a - Nickel-Iron Core - Crush your foes with really big rocks (16.9 + 5.6 per level physical damage) mod 3b - Explosive - Sometimes the rocks explode on impact (+50% chance for splash damage) Destroyer has the damage type changed to fire & a chance for knockback (50% + 1% per level) Protector has had it's AI changed such that it will now cast the CAs that Ascaron gave it, as well as a brand new root CA (dm_protector_root in spell.txt if you wish to look it up). The new root CA has the following tokens/stats: Duration of 10 seconds + 0.5 seconds per level Range of 50 (0.285m, this is the same as an unmodded Tangling Vines, so it will sometimes "miss" moving targets) 0.8 + 0.02 per level hits per second 30 + 15 per level physical damage 20% + 0.3% per level chance to stun Mentalism aspect: Combat Trance is now Psychic Hammer. Psychic Hammer damages and stuns enemies in a small area for a short duration. mod 1a - Reverberation - The blow from Psychic Hammer is so intense that it echos on for several seconds (1 hit per sec) mod 1b - Psychic Force - Intent concentration increases the force of the psychic blow (25 + 12.5 per level physical damage) mod 2a - Hammer Blow - Wounded opponents often don't survive even a single Psychic Hammer (25% + 0.5% per level Deathblow) mod 2b - Concussion - The blow can be so intense that it knocksback opponents (33% chance to knockback) mod 3a - Confuse - Those affected by Spychic Hammer can often find it hard to concentrate during battle (16.7 + 0.4 opponent CA regen) mod 3b - Debilitate - If Psychic Hammer hits the right areas of the brain an opponent can be left feeling nauseous and weak (10% + 0.2% per level opponent stat debuff) Link to comment
Stormwing 40 Share Posted May 24, 2011 Grand! That'll give the transformations some much longed beef! Will be giving this a try later today. Gotta get some sleep before though... Link to comment
bayaz2215 0 Share Posted June 12, 2011 Hello all, new poster long time sacred 2 and TG player just wanted to say thanks very much to llama!! this mod is incredible!! Thanks much llama keep up the great work! Mello Stello Link to comment
King Angel 69 Share Posted June 18, 2011 Nice work Llama you release and for all character? Link to comment
Dewberry 0 Share Posted July 13, 2011 I installed and I am impressed. Great work and thank you Link to comment
Asmo 1 Share Posted August 19, 2011 (edited) Hello. I installed Generic mod enabler in Sacred 2 files, and then made MODS folder in Sacred 2 and copy pasted Llama's mod there. Then I clicked >> from avaliable mods. Its said mod is active, but my dragon mage has Magic Wall etc, like this mod doesn't work on my PC. Please help. Edited August 19, 2011 by Asmo Link to comment
Legend Aadil 4 Share Posted August 22, 2011 This has really brought the standard back up for Dragon Mage. Thanks very much. Link to comment
Asmo 1 Share Posted August 22, 2011 Still dont know what I did wrong that I dont have addon working. Could anyone tell step by step how to install this? I got community patch (newest one), got generator enabler, got llama's mod, generator shows him as mod but when I am opening game its not working. Help please. Link to comment
Legend Aadil 4 Share Posted August 22, 2011 Have you put the mod from the group 'available mods' to 'active mods'? Are you sure the folder destination and everything is correct? Re-go over it Link to comment
Dragon Brother 619 Share Posted August 22, 2011 You have to make sure that everything is setup in the correct folder structure, where the enabler runs, and what folders you apply. The game has to be setup to run in the main install folder and I would check that when the mod is enabled that it is placing the files in the correct place. It may be you have an extra folder that is placing the mod inside the wrong directory. Link to comment
Asmo 1 Share Posted August 23, 2011 Have you put the mod from the group 'available mods' to 'active mods'? Are you sure the folder destination and everything is correct? Re-go over it As its written in my post.... I did. Please read my post carefully. @Dragon Brother: Yes I did. I installed Generic Mod Enabler in Sacred 2 folder. Then I put Llama's mod in MODS folder and run Generic Mod Enabler. I choose Llama's mod from Avaliable mods, clicked on ">>" and put in Acrive mods. And it doesnt work. I did it like 10 times already. My Dragon Mage still has old CA. Also when I made new one, he also had old CA. Also tried to run game with Generic Mod Enabler open. My computer is win 7 64 bit maybe thats the problem? Link to comment
Dragon Brother 619 Share Posted August 23, 2011 Have you put the mod from the group 'available mods' to 'active mods'? Are you sure the folder destination and everything is correct? Re-go over it As its written in my post.... I did. Please read my post carefully. @Dragon Brother: Yes I did. I installed Generic Mod Enabler in Sacred 2 folder. Then I put Llama's mod in MODS folder and run Generic Mod Enabler. I choose Llama's mod from Avaliable mods, clicked on ">>" and put in Acrive mods. And it doesnt work. I did it like 10 times already. My Dragon Mage still has old CA. Also when I made new one, he also had old CA. Also tried to run game with Generic Mod Enabler open. My computer is win 7 64 bit maybe thats the problem? So if you browse to the location of the mod folder and open it the very next location has the locale/pak/scripts folders there? Perhaps try running it as administrator. Link to comment
Asmo 1 Share Posted August 23, 2011 Yep it does. Well tbh I didnt try to run it as Administrator. It can be key. Gonna try it after I come back from work. Thanks for help Link to comment
Legend Aadil 4 Share Posted August 23, 2011 Administrator is a good idea Dragon Brother. Link to comment
Asmo 1 Share Posted August 23, 2011 After running on Administrator on both Sacred 2 and mob its same effect. Well looks like I will have to survive without mod. Thanks for help anyway Link to comment
FlyingFox89 0 Share Posted September 1, 2011 Hi there Llama! Some awesome work you've done here! I was wondering, how do you change the spell names and token name/descriptions? I've been doing some combat art modification myself, but I havn't figured out that.. THanks mate! Link to comment
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