Author Topic: New mod project for Atlantis DLC  (Read 2183 times)

0 Members and 1 Guest are viewing this topic.

Not Yet Rated!

Offline Bumbleguppy

  • Forum Moderator
  • Full Member
  • *
  • Topic Author
  • Posts: 583
  • Country: us
  • Karma: +23/-0
    • View Profile
    • Awards
Re: New mod project for Atlantis DLC
« Reply #15 on: 17 July 2019, 00:16:01 »
Looks great!

It could also spawn little cryptworms as larva too

Not Yet Rated!

Offline nargil66

  • Forum Moderator
  • Full Member
  • *
  • Posts: 1411
  • Country: bg
  • Karma: +20/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: New mod project for Atlantis DLC
« Reply #16 on: 18 July 2019, 15:18:44 »
Hey, nice wasps! And those turrets really resemble hives :) 
 

Not Yet Rated!

Offline Bumbleguppy

  • Forum Moderator
  • Full Member
  • *
  • Topic Author
  • Posts: 583
  • Country: us
  • Karma: +23/-0
    • View Profile
    • Awards
Re: New mod project for Atlantis DLC
« Reply #17 on: 18 July 2019, 19:14:09 »
Discovered a niche but very interesting trick in the database today.

I wanted to spawn the Adept's Didem with random caster skills as affixes, so I created a table that did that.

Then I copied the unique caster helm tables and made master tables by the name of the originals. So like casterhelm_e01.dbr is now a master table and casterhelm_e01_static.dbr is the original.

In the master table I added the new static table and the table that spawns the Adept's Diadem with affixes.

Here's the trick:

In the loottables/head/mastertables/uniques/ is a file called "headall_eo1.dbr" that is a master table. It includes the melee and caster helm table reference. However, my new caster helm master table is in there now.

So I tested it in game and gave unique helms from the "head_all" master tables to all the Maenads in Knossos Epic.

Sure enough, the "headall" master table points to the "helmcaster" master table that points to the "helmcaster_static" & Adept's Didem loot tables and it works.

Master loot tables CAN POINT TO OTHER MASTER LOOT TABLES.

Verified.

Not Yet Rated!

Online sauruz

  • Slayer of Titans
  • Global Admin
  • Full Member
  • *
  • Posts: 1152
  • Country: pt
  • Karma: +16/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: New mod project for Atlantis DLC
« Reply #18 on: 27 July 2019, 18:10:41 »
With the last update (2.8 ) , they add a button skill ( any char can make have it) that orders all pet to attack / move at your command, before it was f7 or something. It might help  pet classes users having a fast easy way to organize the attacks/strategies
"Welcome to new home, be nice and strong ! "

Not Yet Rated!

Offline Bumbleguppy

  • Forum Moderator
  • Full Member
  • *
  • Topic Author
  • Posts: 583
  • Country: us
  • Karma: +23/-0
    • View Profile
    • Awards
Re: New mod project for Atlantis DLC
« Reply #19 on: 27 July 2019, 18:18:06 »
I always assign that to my middle mouse button. I'm glad it includes all pets instead of the first 5 like the original version.

Not Yet Rated!

Offline Bumbleguppy

  • Forum Moderator
  • Full Member
  • *
  • Topic Author
  • Posts: 583
  • Country: us
  • Karma: +23/-0
    • View Profile
    • Awards
Re: New mod project for Atlantis DLC
« Reply #20 on: 28 July 2019, 23:46:33 »


Pets still can't target Surtr in melee in his second form, second position. I tried the "specialExtent" setting upping it to 7m and actorRadius as well, no go.

I guess I will have to include the game map so I can nudge the quest location towards solid ground a little some time.

Not Yet Rated!

Online sauruz

  • Slayer of Titans
  • Global Admin
  • Full Member
  • *
  • Posts: 1152
  • Country: pt
  • Karma: +16/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: New mod project for Atlantis DLC
« Reply #21 on: 29 July 2019, 00:25:34 »
mhm the problem still remains i see,

Did you tried re sumon the pets when that happens ?

Thta heatshield take alot of fire dmg, neat :p
"Welcome to new home, be nice and strong ! "

Tags: