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CodeTalker

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Posts posted by CodeTalker

  1.  

    Honestly if it's only adjusting mobs down 1 level, or up to a maximum of 2 levels, that would be a little disappointing. 

     

    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:

     

    "$type": "Game.GameData.CharacterStatsGameData, Assembly-CSharp", 

       "DebugName": "CHA_CRE_Naga_Sea_Shaman",

       "ID": "89f87aef-c391-490e-8f6e-894a05e0a9a2",

       "Components": [{

         "$type": "Game.GameData.CharacterStatsComponent, Assembly-CSharp",

         "DisplayName": 258,

         "Gender": "Neuter",

         "RaceID": "834dbc64-f9d9-4f6c-a905-521715a4fbb9",

         "SubraceID": "00000000-0000-0000-0000-000000000000",

         "CultureID": "00000000-0000-0000-0000-000000000000",

         "CharacterProgressionTableID": "83f597d5-6ca1-4ad0-a9fd-681b7848e679",

         "BaseClassLevel": 9,

         "SpeakerID": "88e449f3-ca6d-41d3-b687-c16d0871bcc4",

         "NakedArmorMaterial": "Flesh",

         "CreatureTypeGDID": "aece4934-43fc-4dc7-966a-76c53f884538",

         "BestiaryEntryID": "67205c73-6cb5-4215-9008-a0f54d3234c5",

         "BackgroundID": "05594ae8-9d20-4592-97b5-62a1d69c1ddb",

         "KeywordsIDs": [],

         "BaseMight": 9,

         "BaseConstitution": 12,

         "BaseDexterity": 11,

         "BasePerception": 15,

         "BaseIntellect": 18,

         "BaseResolve": 12,

         "SkillsList": [],

         "ImmuneToEngagement": "false",

         "ImmuneToAttacks": "false",

         "PerceptionType": "Normal",

         "StealthDetectionID": "4b59d454-61f3-472f-906f-ff36afd861c0",

         "StealingAdjustmentID": "00000000-0000-0000-0000-000000000000",

         "StartingMaxEngageableEnemyCount": 0,

         "StartingAttackSpeedMultiplier": 1,

         "StartingRateOfFireMultiplier": 1,

         "StartingReloadTimeMultiplier": 1,

         "PersonalityID": "00000000-0000-0000-0000-000000000000",

         "AnimationAudioEventListID": "3d34733f-ec17-4462-b1b0-037f66eb6d5e",

         "MinLevelAdjustment": -2,

         "MaxLevelAdjustment": 4,

         "IsNamedCharacter": "false"

     

     

    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
                }]
            }]
        }
    
    
    
    
    • Like 1
  2. 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 ?

  3. 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 ?

     

  4. 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 ?

  5. 1st:

     

          Enchantment of whispers yenwood  called "Silence the Dead"  is not working correctly.

     

          I checked the items.gamedatabundle  file and found the parameters of "Silence the Dead "  StatusEffects  were null as below.

     

    {"$type":"Game.GameData.ItemModGameData, Assembly-CSharp","DebugName":"Silence_the_Dead","ID":"3749dc01-a177-47fd-a5cc-2e942e6e4f6e","Components":[{"$type":"Game.GameData.ItemModComponent, Assembly-CSharp","DisplayName":1583,"HideFromUI":"true","EnchantCategory":"None","Cost":0,"DisplayEvenIfCostZero":"false","CursesItem":"false","StatusEffectsOnEquipIDs":[],"StatusEffectsOnLaunchIDs":[],"StatusEffectsOnAttackIDs":[],"AbilityModsOnEquipIDs":[],"OnEquipVisualEffects":[],"DamageProcs":[],"AbilitiesOnEquipIDs":[]}]}

     

     

    2nd:

     

          Quest "Lost Dues in Good Faith" won't start if first time conversation with Kahn you ask for double golds reward from her.

     
     
  6. Start as a paladin or cipher you can see the weapon glows in combat when paladin uses flame of devotion or cipher starts soul whip,but the effects disappear after you reload the game.

     

    I know maybe 3.05 will be the last patch of PoE and this is not a major bug, but I still hope it will be fixed IF there will be one more patch.

    I had played PoE as paladin 300 hours and found this issue in 3.05 recently.Really don't wish playing my favorite class with this issue in the final version of PoE.

     

     

     

     

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