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Dungeon siege 2 broken world patch 2.4
Dungeon siege 2 broken world patch 2.4




dungeon siege 2 broken world patch 2.4

"radius(#POP)invisible()iphi(#POP)phi(#POP)" Get a random radius for the foundation orb. Get a random starting position for the foundation orb. the rotational speed of orb$, which is the foundation of the tornado. 1 and 2, and the other half it's between -1 and -2. Half the time we get another random range between First, get a simple number between zero and one. Sound play s_e_spell_sj_tornado_sm at #TARGET_POSITION dist 20 30 Target_type_flags = tt_conscious_enemy | tt_unconscious_enemy Įffect_script = dsx_sj_tornado_chain_caster Spell behaviour is affected by their associated world/global/effect.gas for DS1. Where do I alter how spells behave? I also wanted to make the shadowjumper's chain tornado behave like acid gas or incinerate. I'm not really familiar with this in DS1 but i guess there are!? Now if you also wish to do more damage while the buff is active, you had to add alterations to do so for melee/ranged/magic. The comment behind the // just points on the (in)transparent fact that the current attack interval has to be multiplied with 0.8 to match the description of being 25% faster (you will do 5 hits instead of 4). So attackModifier won't affect (directly) the damage output, it only will reduce the attack duration of everybody who gets the 'Haste' buff (to fight faster, while walkModifier only treats/increases the moving speed). However updates_on_transformed is listed twice (this redundancy already existed in the original file but i didn't see it yesterday) which may cause problems as soon as different values are assigned.Ībout the 'Haste' buff, attackModifier is a property of which is skrit file and no regular component (since not listed in component.gas). Mana_cost_modifier should only exist once (if you look at the posted code, the second mana_cost_modifier is behind // so it will be ignored). Is this a damage boost or nerf? I was thinking about creating a new melee spell that boosts your attack speed greatly, and drops your damage. I found this on the spell haste.ĪttackModifier = 0.8 // ( 1 / 0.8 = 1.25 )

dungeon siege 2 broken world patch 2.4

I was looking around a bit and was wondering.

dungeon siege 2 broken world patch 2.4

Ghoulz wrote: Ooohh, you can have more than 1 of the same modifier eh? No harm in having 3 mana cost modifiers and 3 values? Updates_on_transformed = false // we don't want this spell to play its effects on transformed creaturesĭuration = ( ( #magic < #spell_max_level ) ? ( 12 * #magic ) : ( 12 * #spell_max_level ) ) Target_type_flags_not = tt_actor_pack_only | tt_summoned Target_type_flags = tt_human_party_member | tt_and | tt_conscious_friend for the transformed monster/buff spell bugĮffect_duration = ( ( #magic < #spell_max_level ) ? ( 12 * #magic ) : ( 12 * #spell_max_level ) ) Inventory_icon = b_gui_ig_i_ic_sp_004_inv In DSLoA, i've tried the following successfully with #melee and #dex :ĭescription = "Surrounds the Target with a shell of magical energy, adding to Armor." Īction* = call_sfx_script( "nature_spell_sparkle" ) Ĭondition* = receive_world_message("we_dropped") You also will see there where ] are additionally needed.Īlso check out component.gas about the differences between #melee (target related) and #src_melee (caster related), it may become critical if a formula depends on a target that isn't available yet.Įdit: I've just made a little test. But compare it once with the existing spell formulas, conditions within formulas should be well possible. So even worse to hear that about example 1. I tried example 1 and the game crashed when I tried to view one of the spells.Ībout example 2, eventually multipling a conditional term is no good idea. I tried different ways, and example 2 doesn't seem to work.






Dungeon siege 2 broken world patch 2.4