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About Spherical

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    (2) Evoker
    (2) Evoker

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    Design, typography, and colors.

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  1. A bit of a necro post but: does anyone have a good AI schematic for this build? Looks really cool but I don't have the dexterity to handle both Tekehu and the Watcher at the same time.
  2. It seems that I'm no longer able to use the alpha/color element on sprites in the XML files. Not a super huge deal, as I can work around it - just curious why this happened with the latest patch. This means that instead of using the color tag "within" the sprite tag, I have to wrap it around the sprite instead. Which means that this: <sprite="Inline" color=#80e27eEE name="cs_health" tint=1> ...has to become this: <#80e27eEE><sprite="Inline" name="cs_health" tint=1></color> Any idea why that is, @BMac?
  3. *wakes from his slumber* A new patch is coming?! Guess I better brush up on my XML-skills then! Also: hi everyone, been a while (Ethics! Long time no see! Hope all is well with you!)
  4. It's actually scattered across a few different files. Here's a .7z-file with all my modifications to the Rogue class: https://mega.nz/#!yHYSAIDB!9ZQXjBBwy0YN37sfWZtns3UuGuLkk03iq-ffRoIFQg8 The stuff I've added are fairly self-explanatory but I'll list them here anyway: At level 1 the Rogue will be able to pick a new passive ability called "The Endless Loop", which will rewards 1 Guile per kill. Also at level 1 the Rogue will now have access to the Barbarian ability "Frenzy". When the Rogue reaches a higher level you'll be able to upgrade the ability to increase it's duration every time you kill an enemy (just like the Barbarian passive "Blood Storm"). The "Escape" ability can now be used out of combat. That's all the mod does. I've also added some new descriptions to the abilities which can be found in the .stringtable-files located in the localized-folder. Enjoy! Oh and if you don't like my other additions to the class just remove them by going into the progression table file (Rogue_Mod.gamedatabundle) as well as removing the relevant .gamedatabundle-files associated with the abilities you want to remove.
  5. SOLUTION: Managed to get it to work on a character that didn't have the ability already. Gonna try removing and then re-adding the skill using console commands to see if I can get it to work on my current character too Edit: Works on my current character after removing and then re-adding it through console commands.
  6. Welp, spent the entire day rebuilding all my gameplay mods. A lot of new variables was missing so I thought the Rogue mod might be malfunctioning due to that but it still doesn't work. I give up. The game simply doesn't want my character to gain any Guile when killing enemies. Here are the updated files if anyone is interested: https://github.com/Spherikal/PoE2-GameplayMods/tree/master/PoE2-RogueTweaks UPDATE: I finally got it to work, apparently my main character has a faulty version of the ability activated. I need to respec in order for the mod to work properly.
  7. Oh and here are two screenshots showing the ability both in the progression table in-game as well as on the character sheet: Screenshot #1 Screenshot #2
  8. Yeah, it's what I figure as well. Starting the rebuilding right now, let's hope it works better after I'm finished
  9. That is strange! Guess I'm going back to the drawing board to see if I can make it work by rebuilding it from scratch. But yes, the ability shows up fine in the progression table in-game...
  10. Heya Armakoir :D I just realized that I accidentally swapped #3 with #4 - updated my original post to make it clearer what each .gamedatabundle file does. The former #4 (now #3) should be applied whenever I kill an enemy since I'm using: "StatusEffectType": "ApplyStatusEffectOnEvent" And further down in the same file I have: "EventValue": "OnScoringKill" I thought that meant that if the requisite (OnScroingKill) is true then the game should apply the status effect (i.e. status effect ID 1ca9c9d5-3478-4315-b588-0dd167de5f31, which is the status effect that rewards the Guile point - see #4). Am I implementing this all wrong?
  11. Greetings, I've been trying to get this mod to work for a very long time but I can't for the life of me figure out why it wont work. What I'm trying to do is to give my Rogue +1 guile every time he kills an enemy. Setup: When the rogue reaches level 1 he's given a new passive ability called "Endless Loop" (see #1). The new passive ability is created using the GenericAbilityGameData tag (see #2). Scoring a kill triggers a status effect (see #3) that rewards 1 guile (see #4). Code: #1 Progression Table Entry for the New Ability: Rogue_Mod.gamedatabundle #2 Generic Ability Table: Rogue_Endless.gamedatabundle #3 Status Effect (Apply On Event) Table: Rogue_Endless_SE_ApplyOnEvent.gamedatabundle #4 Status Effect Table: Rogue_Endless_SE_AddGuile.gamedatabundle Anyone knows why this isn't working? Do I need to fulfill some kind of prerequisite (i.e. the mob has to die from a normal auto attack or similar) in order to get the +1 Guile? I'm at my wits end so any help would be greatly appreciated. Please note! All mod files can be found at my GitHub: https://github.com/Spherikal/PoE2-GameplayMods/tree/master/PoE2-RogueTweaks
  12. So this is something that I've known about for a while (and corrected in my own mod) but I thought I'd report it here all the same in the hopes that it either gets fixed or we get some clarification on what penalties various injuries actually apply. The injuries in question are: Bruised Ribs, Concussion, Sprained Wrist, Swollen Eye, and Twisted Ankle. These entries can be found in cyclopedia.stringtable and their ID's are: 126, 128, 130, 132, and 134. Example #1 - Bruised Ribs: The cyclopedia entry for Bruised Ribs states: But after looking in the game files (AFF_BruisedRibs in statuseffects.gamedatabundle) a more accurate description would be: ...as the character receive no penalty to Constitution by getting the Bruised Ribs affliction, but rather, a penalty to their Fortitude defense is applied instead. --------------------------------------------------------------------------------- In order to keep this post fairly short I'll just conclude by saying that the example above holds true for the rest of the listed injuries. None of them apply the effect described in their cyclopedia entries. So my question is this: is the cyclopedia entry wrong or am I missing something in the game files? If so, maybe you should consider re-wording the cyclopedia entries for the mentioned injuries lest you run the risk of (unnecessarily) confusing players whom might try and figure out what penalty they can expect from which injury.
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