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According to my testing and tweaks I made to progressiontables gamedatabundle, it is indeed the case - AdjustedLevelAmount 1 increases character level by 1 etc. I was able to raise the AdjustedLevelAmount values to +4 levels max in the progressiontables game bundle. Then it appears there is a hard cap which is set for every character individually in the character gamedatabundle. For example, let's look at Naga Sea Shaman entry: According to this , every enemy has a baselevel and max / min level adjustment amount. Here is my thoughts on code of levelscaling. I have not tested it yet. { "$type": "Game.GameData.CharacterLevelScalingTableGameData, Assembly-CSharp", "DebugName": "CL-DefaultScalingRules", /* default rule for normal enemies */ "ID": "311137d5-67c2-40ec-b21a-cf8dbd64ae1f", "Components": [{ "$type": "Game.GameData.CharacterLevelScalingTableComponent, Assembly-CSharp", "ExpectedCharacterLevelAdjustments": [{ "ExpectedDifferenceMin": -50, "ExpectedDifferenceMax": -2, /* if -50 <= characterlevel - enemybaselevel <= -2 "AdjustedLevelAmount": -1 enemyscalinglevel = enemybaselevel - 1 */ }, { "ExpectedDifferenceMin": -1, /* if -1 <= characterlevel - enemybaselevel <= 1 "ExpectedDifferenceMax": 1, enemyscalinglevel = enemybaselevel */ "AdjustedLevelAmount": 0 }, { "ExpectedDifferenceMin": 2, /* if characterlevel - enemybaselevel = 2 "ExpectedDifferenceMax": 2, enemyscalinglevel = enemybaselevel + 1 */ "AdjustedLevelAmount": 1 }, { "ExpectedDifferenceMin": 3, /* if 3 <= characterlevel - enemybaselevel <= 50 "ExpectedDifferenceMax": 50, enemyscalinglevel = enemybaselevel + 2 */ "AdjustedLevelAmount": 2 }] }] }, { "$type": "Game.GameData.CharacterLevelScalingTableGameData, Assembly-CSharp", "DebugName": "CL-DefaultScalingRules_NamedCharacters", /* scaling rule for the enemies who have specific names */ "ID": "f2af3656-2352-483e-8dac-511ec8061734", "Components": [{ "$type": "Game.GameData.CharacterLevelScalingTableComponent, Assembly-CSharp", "ExpectedCharacterLevelAdjustments": [{ "ExpectedDifferenceMin": -50, "ExpectedDifferenceMax": -2, "AdjustedLevelAmount": -1 }, { "ExpectedDifferenceMin": -1, "ExpectedDifferenceMax": 1, "AdjustedLevelAmount": 0 }, { "ExpectedDifferenceMin": 2, "ExpectedDifferenceMax": 2, "AdjustedLevelAmount": 1 }, { "ExpectedDifferenceMin": 3, "ExpectedDifferenceMax": 3, "AdjustedLevelAmount": 2 }, { "ExpectedDifferenceMin": 4, "ExpectedDifferenceMax": 4, "AdjustedLevelAmount": 3 }, { "ExpectedDifferenceMin": 5, "ExpectedDifferenceMax": 50, "AdjustedLevelAmount": 4 }] }] }, { "$type": "Game.GameData.CharacterLevelScalingTableGameData, Assembly-CSharp", "DebugName": "CL-DefaultScalingRules_SideQuest", /* scaling rule for the enemies in sidequest */ "ID": "29276145-43e8-400c-b9c1-9ea63a0298ce", "Components": [{ "$type": "Game.GameData.CharacterLevelScalingTableComponent, Assembly-CSharp", "ExpectedCharacterLevelAdjustments": [{ "ExpectedDifferenceMin": -50, "ExpectedDifferenceMax": -3, "AdjustedLevelAmount": -2 }, { "ExpectedDifferenceMin": -2, "ExpectedDifferenceMax": -2, "AdjustedLevelAmount": -1 }, { "ExpectedDifferenceMin": -1, "ExpectedDifferenceMax": 1, "AdjustedLevelAmount": 0 }, { "ExpectedDifferenceMin": 2, "ExpectedDifferenceMax": 2, "AdjustedLevelAmount": 1 }, { "ExpectedDifferenceMin": 3, "ExpectedDifferenceMax": 3, "AdjustedLevelAmount": 2 }, { "ExpectedDifferenceMin": 4, "ExpectedDifferenceMax": 50, "AdjustedLevelAmount": 3 }] }] }
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Excuse me. I had successfully added the goldpacts knight 's flames of devotion and its upgradable abilities - eternal devotion and shared flames into the goldpact knihgts' ability tree. And it works well. I m getting a new strat to add paladin Pallegina's vielo vidorio ability and its two upgradable version (eternal_devotion_vielo_vidorio and shared_flames_vielo_vidorio ) into her ability tree. But there is not a urgradable ability for vielo vidorio in the original abilities.gamedatabundle ( For goldpact knights flame_of_devotion_goldpactknights,eternal_devotion_goldpactknights and shared_flame_goldpactknights already exist in the file ) As a part of flames devotion vielo vidorio code below: { "$type": "Game.GameData.WeaponAttackAbilityGameData, Assembly-CSharp", "DebugName": "Vielo_Vidorio", "ID": "72864613-52e4-40d9-b871-3e057b09d739", So should I need to create two abilities like this? { "$type": "Game.GameData.WeaponAttackAbilityGameData, Assembly-CSharp", "DebugName": "Eternal_flame_Vielo_Vidorio", "ID": "", The problem is almost the same here. I can't figure out how to assign the "ID" a value , without it I can't make the PT tables in progressiontables.gamedatabundle to add the abilities into the ability tree of game. Could anyone help ?
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I want to add flames deveotion goldpact knight ability into the ability tree and make it upgrade to eternal flames or shared flames , but there are some problems I can't figure out. Here is a part of code flames of devotion for bleak walkers. { "Note": "CL 1 - Flames of Devotion Bleak Walkers", "Category": "General", "UnlockStyle": "AutoGrant", "ActivationObject": "Self", "AddAbilityID": "85c147f5-dffc-4a5e-8083-71db95d6203d", "RemoveAbilityID": "00000000-0000-0000-0000-000000000000", "Prerequisites": { "MinimumCharacterLevel": 1, "PowerLevelRequirement": { "Class": "Paladin", "MinimumPowerLevel": 1 }, "RequiresAbilityID": "00000000-0000-0000-0000-000000000000", "Conditional": { "Operator": 0, "Components": [{ "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean ProgressionTableHasAbility(Guid)", "Parameters": ["658a35ed-5549-47f5-b9df-0dbd999cb0b6"], "UnrealCall": "", "FunctionHash": -1793712019, "ParameterHash": -1548046530 }, "Not": true, "Operator": 0 }, So...Should I creat a new table like this? { "Note": "CL 1 - Flames of Devotion Goldpact Knights", "Category": "General", "UnlockStyle": "AutoGrant", "ActivationObject": "Self", "AddAbilityID": "823909bc-6577-4fd3-b746-c7f76f07ae5a", "RemoveAbilityID": "00000000-0000-0000-0000-000000000000", "Prerequisites": { "MinimumCharacterLevel": 1, "PowerLevelRequirement": { "Class": "Paladin", "MinimumPowerLevel": 1 }, "RequiresAbilityID": "00000000-0000-0000-0000-000000000000", "Conditional": { "Operator": 0, "Components": [{ "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean ProgressionTableHasAbility(Guid)", "Parameters": ["221eb3cc-a415-400e-81a5-0505f283670c"], "UnrealCall": "", "FunctionHash": "ParameterHash": }, The problem is I can't figure out FunctionHash and ParameterHash. How can I get this value ?
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Tekehu is immune to all the effect of druid's Moonwell (healing and buff). The combat log shows: Tekehu ( Moonwell ) Hits Tekehu , but Tekehu is immune! ( Maybe he is also immune to other water keyword restoration spell of druid , I have not tested yet ) I know he is a marine godlike , but the description of marine says he is only immune to water attacks. So Moonwell is treated as a minus damage spell , is this a bug or design ?