Bezlonir 53 Posted June 14, 2015 Share Posted June 14, 2015 Hey all. I'm curious what the limits are of how you can modify spells. I was playing around with copying parts of Untouchable Force into Ancient Bark to create a poison cloud effect (stat-wise only). The only way I was able to get a poison damage pulse was by copying the Untouchable Force spellClass. This basically made it act like Untouchable Force, in which mostly only tokens that effect the enemy work. So I couldn't get poison resistance from the buff, then. So, do you figure that it is only possible to make spells that are functionally like spells that exist in the game? As far as we can tell, there's nowhere we can edit that really breaks down how the spells work, if I understand. Link to comment
Flix 5,116 Posted June 14, 2015 Share Posted June 14, 2015 Buffs can be tricky. Many only support certain tokens. I learned by trial and error. There are plenty of instances where a buff provides both protection and damage pulses to enemies. Here are some you might try out: spellClass = "cSpellSeLichtaura", spellClass = "cSpellHeFeuerhaut", Although now that I think about, spellClass = "cSpellTwSchockpulse", ought to support both a resistance bonus and damage pulses. Here's the spell entry for the CA Blade Shield (based on Untouchable Force) from my D2 mod. Maybe it will give some insight: mgr.defineSpell( "tw_en_schockpulse", { eiStateName = "cSpellCast", fxTypeCast = "FX_MM_STAMPFEN", fxTypeSpell = "FX_ENEMY_SPIKESHIELD_C", fxTypeCastSpecial = "FX_TW_CAST_M", duration = 10.000000, animType = "ANIM_TYPE_SM15", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM02-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_baseVW", 500, 500, 0, 5 }, entry1 = {"et_hits_persec", 1000, 0, 0, 4 }, entry2 = {"et_range_near", 1000, 0, 0, 4 }, entry3 = {"et_base_armor_phy", 250, 150, 0, 41 }, entry4 = {"et_spelldamage_physical", 210, 130, 0, 133 }, entry5 = {"et_chance_bleeding", 550, 8, 0, 5 }, entry6 = {"et_spelldamage_physical", 125, 65, 1, 133 }, entry7 = {"et_damping_phy", 200, 0, 2, 41 }, entry8 = {"et_chance_block_missile", 300, 10, 3, 37 }, entry9 = {"et_chance_stun", 500, 1, 4, 133 }, entry10 = {"et_spelldamage_physical", 125, 65, 5, 133 }, entry11 = {"et_chance_reflect_CC", 350, 4, 6, 41 }, }, fightDistance = 0.000000, aspect = "EA_TW_ENERGY", cooldown = 0.000000, soundProfile = 0, cost_level = 400, cost_base = 400, focus_skill_name = "skill_TW_energy_focus", lore_skill_name = "skill_TW_energy_lore", spellClass = "cSpellTwSchockpulse", spellcontroltype = "eCAtype_t_buff", sorting_rank = 5, }) 1 Link to comment
Legosp 14 Posted July 24, 2015 Share Posted July 24, 2015 Limits :D this game is in that tottaly weird, when I use spell like blizard (High elf) or something biger from Dragon Mage, game star lags. Even if I have all setings on Low, and try use teleport CA high elf or leap attack (Shadow Warrior) for long distance. It is to laugh. CA looks like they were created a 5 year old child, nothing special, and even than that spels laging, if I use upgrade CA what is that? Biggest joke in videogame. Has anyone repaired that lags? Link to comment
Flix 5,116 Posted July 24, 2015 Share Posted July 24, 2015 Well, those are all spells from my Diablo 2 mod so I'm responsible for the lag in those cases. And I did my best to cobble together spells and spell fx that resembled the originals. Maybe upgrade your computer. 1 Link to comment
Legosp 14 Posted July 24, 2015 Share Posted July 24, 2015 No it´s not your fault, because that lags iis also in vanilla game. I try it. Yes I have old PC but not much, (from year 2010-2011) I don´t think that is because my computer is old. Link to comment
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