Do we need to put a power value to it ? Or we should left it to 0 ?
Improves blood magics
Débuté par
Magissia
, nov. 24 2009 07:12
#1
Posté 24 novembre 2009 - 07:12
#2
Posté 24 novembre 2009 - 07:54
Take a look at Avernus's Robes and see how it's done there.
#3
Posté 24 novembre 2009 - 08:05
I suck at using the tool set, how i'm supposed to do it ?
#4
Posté 25 novembre 2009 - 12:54
Bump ? =/
#5
Posté 26 novembre 2009 - 11:22
Meeh ?
#6
Posté 26 novembre 2009 - 08:04
You can't open the Robeo f Avernus in the Toolset, it's DLC content.
Leaving it at 0 will certainly not have an effect. We don't know the magnitude or how exactly "Improves Blood Magic" effects it, though I'll ASSUME that it will lower the health cost of using powers while Blood Magic is active.
Leaving it at 0 will certainly not have an effect. We don't know the magnitude or how exactly "Improves Blood Magic" effects it, though I'll ASSUME that it will lower the health cost of using powers while Blood Magic is active.
#7
Posté 27 novembre 2009 - 12:01
Okay, it's why i don't found it then 
I left it at power 5, hope it's not too less or too much; but since no one know =/
I left it at power 5, hope it's not too less or too much; but since no one know =/
#8
Posté 01 décembre 2009 - 12:58
Still need more info
#9
Posté 01 décembre 2009 - 03:12
is Improved Blood Magic even implemented?
Here is the comment about it from itemprps.xls
"(Not Implemented) Blood Master - The Blood Magic Spell gives 5 mana for each point of health, not 3"
I have also looked through a number of scripts to see what it really does and have seen anything refering to the item property or anything using the effect (id=1067) though there is a constant defined for the effect
If anyone can provide a fairly quick way to either run an sql against the scripts inside the db, or a way to get save the scripts to a file, I could search for anywhere that refernces either prop or effect.
Here is the comment about it from itemprps.xls
"(Not Implemented) Blood Master - The Blood Magic Spell gives 5 mana for each point of health, not 3"
I have also looked through a number of scripts to see what it really does and have seen anything refering to the item property or anything using the effect (id=1067) though there is a constant defined for the effect
If anyone can provide a fairly quick way to either run an sql against the scripts inside the db, or a way to get save the scripts to a file, I could search for anywhere that refernces either prop or effect.
Modifié par kilrex, 01 décembre 2009 - 03:16 .
#10
Posté 01 décembre 2009 - 03:54
I spoketh too soon.
I broke down and installed the MS SQL Manager Lite or whatever and ran a query looking for scripts containing "BLOOD_MAGIC" as a string in them
(NOTE: BW has a really ugly way of storing scripts.. or more so, if you don't know how to reformat the script after getting it from the DB, it is royally FUGLY)
basically improved bm does seem to have some effect, but so far it looks like it's not dependent at all on the power rating for the property
look in this method to find out more, though not sure which script this is yet
void Ability_SubtractAbilityCost (object oCaster, int nAbility, object oItem = OBJECT_INVALID )
ok editing last post instead of adding another
Look in ability_h
The way this item property works is that without the item, the cost of the spell while you have blood magic on, is the (cost * 0.8)
with the item property the spell cost is reduced so the overall cost is
(cost *0.6)
I looks like this property is an "all or nothing" property
So giving IBM a power 100000000000000000 (will just crash the game?)
won't do anything more than a power of 1, and probably a power of 0 works just as well
It's been bugging me whether or not this worked, so this was a great excuse to finally track this property down
I broke down and installed the MS SQL Manager Lite or whatever and ran a query looking for scripts containing "BLOOD_MAGIC" as a string in them
(NOTE: BW has a really ugly way of storing scripts.. or more so, if you don't know how to reformat the script after getting it from the DB, it is royally FUGLY)
basically improved bm does seem to have some effect, but so far it looks like it's not dependent at all on the power rating for the property
look in this method to find out more, though not sure which script this is yet
void Ability_SubtractAbilityCost (object oCaster, int nAbility, object oItem = OBJECT_INVALID )
ok editing last post instead of adding another
Look in ability_h
The way this item property works is that without the item, the cost of the spell while you have blood magic on, is the (cost * 0.8)
with the item property the spell cost is reduced so the overall cost is
(cost *0.6)
I looks like this property is an "all or nothing" property
So giving IBM a power 100000000000000000 (will just crash the game?)
won't do anything more than a power of 1, and probably a power of 0 works just as well
It's been bugging me whether or not this worked, so this was a great excuse to finally track this property down
Modifié par kilrex, 01 décembre 2009 - 04:27 .
#11
Posté 01 décembre 2009 - 04:28
SHORT ANSWER:
Leave it as 0 or 1, that's all that should matter
Leave it as 0 or 1, that's all that should matter
#12
Posté 01 décembre 2009 - 10:06
There is a non-DLC, standard game item called Blood Ring, which improves Blood Magic.
You can get it by completing the extra fights in the dwarven Proving.
And it does reduce the cost of spells when using Blood Magic, greatly in fact (my Fireball went from 38 to 22, for example, with -5% fatigue).
You can get it by completing the extra fights in the dwarven Proving.
And it does reduce the cost of spells when using Blood Magic, greatly in fact (my Fireball went from 38 to 22, for example, with -5% fatigue).
#13
Posté 01 décembre 2009 - 10:21
I think it's sad that a game needs a toolset released for it in order to make it alittle bit better...<.<
#14
Posté 02 décembre 2009 - 12:05
/hug kilrex
Ty
Ty





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