I would like to know the issues. so when you post an issue you have, please provide all the information below. otherwise your post will be hidden. This Mod does not support other mods other than MY MODS. To discover compatible/incompatible mods, Please provide more information. Ensure this mod is not working without other mods loaded. The issue while you use this mod with others will not be prioritized. Please check BUGS page first if the issues you have are there.
DO NOT ASK IF WARFERER IS SUPPORTED. IT IS NOT SUPPORTED EXPLICITLY. I NEED TO UNLOCK THE VOCATION FIRST
Required information
version info of this mod.
version info of REFramework.
whether you are using other mods or not.
let me know if you try and could reproduce the problem without any other mods
the error message. (stack trace. if any)
the moment you encounter wrong behavior. i.g. on death, on launch, etc
list of mods you use. and the order of the mods (if any)
For Prescient/Augural Flare, adjusting "local FLARE_MULTIPLIER" works for the most part when I get a 4 to 7 hit chain. However, when I get the maximum 8 hit chain, the finishing explosion still uses the vanilla action rate of 30. My intention was too nerf the entirety of Augural Flare to x0.5. I don't mind nerfing it down to x0.36 to compensate for the unchanging max stack finisher for now, since that incentivizes me to only use the spell while the boss is down, or at least makes it more risky to use while the boss is active. I just thought it'd be worth bringing up in case you're willing to look into this.
I'm using version 1.1.2.
I'm also using Damage Numbers mod to keep track of action rate.
that is not how the flare works. idk if you can actually see action rate by using Damage Number because real action rate at calculate damage function for finish explosion is 20. the version i used was old so i only could see the final damage which calculated from action rate/other stats/gear/state/etc. also even if you could see the action rate in the mod it could be old cache of action rate since my code run in a hook function on the moment the system calculate actual damage. so i snippet output of actual vanilla action rate and how it actually works. so flare has 4 type of explosion and they have their own action rate. so the finish explosion is always stronger than others. so the multiplier affects finish explosion as well. depends on number of chains the order of explosion changes a bit. i could provide the multipliers for each type of explosion but that is pointless since sum of attack rates by given multipliers is always can be achieved by one single multiplier. for instance you can flatten the action rates by specifying each explosion but sum of those is exactly same. especially as a matter of flare, it doesn't miss hit. so you correctly nerf it down to x0.5. its just how the flare and action rate works. set lower for lower damaga. Btw since this is how the game work, to set individual action rate for other spell such as meteor means something only if you could control which attack will hit more likely. -- attack rate is action rate. its just an alias for my debug purpose -- example of longer chain attack rate 3.75 hash 3543475679 -- small explosion attack rate 15.0 hash 2949517138 -- first explosion attack rate 15.0 hash 340281505 -- mid explosion attack rate 3.75 hash 3543475679 -- small explosion attack rate 15.0 hash 340281505 -- mid explosion attack rate 3.75 hash 3543475679 -- small explosion attack rate 15.0 hash 340281505 -- mid explosion attack rate 3.75 hash 3543475679 -- small explosion attack rate 20.0 hash 3321228649 -- finish explosion
-- example of shorter chain attack rate 15.0 hash 2949517138 -- first explosion attack rate 3.75 hash 3543475679 -- small explosion attack rate 3.75 hash 3543475679 -- small explosion attack rate 15.0 hash 340281505 -- mid explosion attack rate 20.0 hash 3321228649 -- finish explosion
-- example of x0.5 attack rate 7.5 hash 2949517138 -- first explosion attack rate 1.875 hash 3543475679 -- small explosion attack rate 7.5 hash 340281505 -- mid explosion attack rate 1.875 hash 3543475679 -- small explosion attack rate 10.0 hash 3321228649 -- finish explosion
The multiplier I set in Variable Magic works properly for all hits, including the 20 action rate finisher, when my Flare is less than the maximum number of stacks, which is 8 hits. I was never aware of "small" explosion action rate, because it always just fizzes out completely if I don't build at least 4 stacks within the first 3 seconds.
In the example above where I set it to 0.36, the mid explosions go down to 5.4 and the non-max stack finisher goes down to 7.2. But when I achieve max stacks, the action rate stays at 30. Not 10.8 at x0.36 like it's supposed to, or 15 at x0.5 like I originally wanted, just 30. Personally, I use Heavensward Sunder to achieve max stacks just because I like hammers, but you can do the obvious thing of using skull splitter.
I've toggled my Damage Numbers settings to display both the final Damage and in parentheses, the action rate.
Also, if you check the mod Balanced Combat 2, and scroll down to the changes for Augural Flare, it states that the original action rates are 15 for mid explosion, 20 for non-max stack finisher, and 30 for the max stack finisher. The reason why I'm not using that mod now and relying on this one to nerf Flare instead is because I want to give Dullahan - Modular Vocation Balance a try.
in this context original action rate means at the point where the hook runs. i dont know other mods and as i mentioned in post above i dont support any compatibility. you need to turn off every other mods to validate the issue or provide all the information i required. so your issue seems simply because you use other mods. this mod itself working fine as i snippet output. if you want to make sure if its working fine, uninstall all other mods including cache by other mods which they might do then edit code to print modified rate to check actual value like this. if this mod is missing hash number of max stack finish explosion you can tell me which hash of flare so i can add. attack_user_data:set_field("ActionRate", new_rate) -- line 235 or around 235 if not print(new_rate) -- just print here to check the value damage_info:set_field("<AttackUserData>k__BackingField", attack_user_data) end print("hash", hash_) -- output all action rate. so you can observe action rate with its hash(action)
EDIT: hook runs here app.HitController.calcDamageValue(app.HitController.DamageInfo) remember this mod detects which shell hash(which attack/spell) so if other mod use other spell/attack then what you are seeing could be not finish explosion. you can validate by printing the hash in other mod file if possible. finish explosion hash is 3321228649 which is grabbed from humanshellparamdata_jobmagic.user.2
REEDIT: im gonna try to hit max count somehow (probably have to use some mod to make it easier.) since there is no max stack i observed. btw i presume the action rate 30 is not finish explosion if you use other mod or simply missing in this mod. if the action hash was not finish explosion you can edit code to include it by yourself easily(or even in case the hash is simply missing till i update the mod). literally any action that deals damage you can observe from code above. action does not has to be spell. -- anywhere around here line 99-ish to 140-ish [HALIDOM_HASH] = { multiplier = nil, scale = HALIDOM_SIZE_SCALE, cache = nil }, [YOUR DESIRED ACTION HASH] = {multiplier = 0.5, scale = nil, cache = nil}, -- like this. dont forget comma [CELERITY_HASH] = { multiplier = nil, scale = CELERITY_SIZE_SCALE, cache = nil }, [HIGH_HALIDOM_HASH] = { multiplier = nil, scale = HALIDOM_SIZE_SCALE, cache = nil }, [HIGH_CELERITY_HASH] = { multiplier = nil, scale = CELERITY_SIZE_SCALE, cache = nil },
i used a summoned enemy to reproduce max stack hit. by checking the video that could only happens on enemy or even upon death of enemy. when i have time to reproduce it ill check it. currently im busy for other mods and i just found subtle bug in this version. if i could know the hash i can fix it in a min anyway.
actually, there is some hash codes(missing its comments) in user.2 file which one of them could be max stack finish. i will just include this hash since it will take time to confirm it by myself. so ill upload as alpha version. if you have time to confirm it please let me know if its the hash.
EDIT i uploaded version 1.2.1a which include print function. so you can open the console i.e. Spawn Debug Console and see the value. if you verify the affect to max stack finish explosion please let me know
I'm also using custom difficulty to nerf my damage down to 0.2 using the Nightmare difficulty preset, but that shouldn't be affecting action rates displayed in brackets by Damage Numbers. Also, just for good measure, I didn't record this, but I did an unmodded mock run(except Variable Magic and Damage Numbers of course), and I'm still getting 30 finisher on Max stack and 20 finisher on smaller chains. Had to do this on a cyclops since everything dies to quick without custom difficulty. Even though I was pretty confidant no other mods were affecting Augural Flare, I apologize for not doing this sooner, but I was hesitant to disable a long list of reframework mod settings baked into my save before I realized I could just reload from Inn Save once I was finished with my unmodded mock runs. But I digress.
Also, I don't know off the top of my head how to print the hash, but if I figure it out, I'd be happy to help. I'm gonna start off browsing through "re2_framework_log.txt" and see what I can dig up.
EDIT: Actually, I'll get back to you after testing the latest alpha update.
FYI debug console is easy to open. just in the REFramework window click Script Runner -> Spawn Debug Console. if .lua script has function print() the result will show up on the console. re_2_framework_log.txt is log from REFramework itself and if the .lua implement code to log information. in my script its simply print since this way you can observe the affect in real time.
Oh, I see. That's quite handy! That... Certainly would have saved us a lot of trouble if I knew about that. Seems like common sense but I've never had to use that before for troubleshooting. ^^;;
For now, I'm happy to report that you got the right hash. Here's my print with "local FLARE_MULTIPLIER = 0.5" on Variable Magic.
Normal Finisher 1.875 hash 3543475679 No Character,try get from <DamageHitController>k__BackingField Still No Character,Ignore 7.5 hash 340281505 Add Damage Number 1389.0in(-15.77,24.45,63.97): 1389 [7.50] ! Add Damage Number 9.0163202285767in(-16.63,27.15,56.95): 9 [0.16] Add Damage Number 31.552000045776in(-6.97,29.48,50.42): 31 [0.40] 10.0 hash 3321228649 Add Damage Number 1852.0in(-15.88,24.93,64.17): 1852 [10.00] !
Max Stack Finisher 7.5 hash 340281505 Add Damage Number 869.40008544922in(-19.96,26.32,54.79): 869 [7.50] 1.875 hash 3543475679 No Character,try get from <DamageHitController>k__BackingField Still No Character,Ignore 15.0 hash 2810699174 Add Damage Number 2173.5in(-21.31,28.08,55.53): 2173 [15.00] !
Anyhow, tyvm for the fix! Always enjoy all of your mods.
thanks for the confirmation! so it was the hash without any comment in the user.2 file. Originally i was going to read the file in script automatically but some of them are only for healing, some of them doesnt even have attack rate such as a half of seism effects. so i did bit damn code architeture which has some advantages such as anyone can easily add new action by print and check the hash. also the mod does not have to rely on other mods. my point is if you want to add more action to modify you can do so by following the instruction i put previous replies.
i'm sorry but, when i use you'r mod, the damage increased by the float number but not normally. x) if i set variable 2 (damage 10 for exemple), the spell inflicts 10 and 20, 40, 80, 160, 320 over time. in fact only one spell for kill boss.
could be cache data. but before that i need more information as i required above. please provide at least these information below. Required information
version info of this mod.
whether you are using other mods or not.
let me know if you try and could reproduce the problem without any other mods
the moment you encounter wrong behavior. i.g. on death, on launch, etc
list of mods you use. and the order of the mods (if any)
i checked just now. it works fine here and this is the log(both vars are set as 2.0). tried high flagration and high levin. please let me know how to reproduce(only this mod enabled. spells you encountered this issue. copy of the config lines. situations) new_rate is the result. register new shell1544425783 -- this hash is flagration new_rate 0.85000002384186 -- this is the updated rate register new shell1544425783 new_rate 0.85000002384186 register new shell1544425783 new_rate 0.85000002384186 register new shell1544425783 new_rate 0.85000002384186 register new shell1544425783 new_rate 0.85000002384186 register new shell1544425783 new_rate 0.85000002384186 register new shell1544425783 new_rate 0.85000002384186 register new shell2443240160 register new shell2443240160 -- levin hash new_rate 1.1000000238419 -- levin rate register new shell3322200037 register new shell3322200037 new_rate 1.1000000238419 register new shell3322200037 register new shell3322200037 new_rate 1.1000000238419
local FLAGRATION_MULTIPLIER = 1.0 local LEVIN_MULTIPLIER = 1.0 local FRIGOR_MULTIPLIER = 1.0 local ANODYNE_ATTACK_UNDEAD_MULTIPLIER = 1.0 local SEISM_MULTIPLIER = 1.0 local SALAMANDER_MULTIPLIER = 1.0 local HAGOL_MULTIPLIER = 1.0 local THUNDERMINE_DAMAGE_MULTIPLIER = 1.0 local DECANTER_SAP_MULTIPLIER = 1.0 local FLARE_MULTIPLIER = 1.0 local EMPYREAN_MULTIPLIER = 1.0 local EMPYREAN_ATTACK_UNDEAD_MULTIPLIER = 1.0
-- Spell effect size(area) scale: setting 2.0 means 2 times bigger. local FLAGRATION_SIZE_SCALE = 1.5 local LEVIN_SIZE_SCALE = 1.0 local FRIGOR_SIZE_SCALE = 1.0 local ANODYNE_SIZE_SCALE = 3.0 local HALIDOM_SIZE_SCALE = 3.0 local CELERITY_SIZE_SCALE = 3.0 local SEISM_SIZE_SCALE = 1.5 local SALAMANDER_SIZE_SCALE = 1.5 local HAGOL_SIZE_SCALE = 1.0 local THUNDERMINE_SIZE_SCALE = 1.5 local FLARE_SIZE_SCALE = 1.0 local EMPYREAN_SIZE_SCALE = 1.0 -- CAUTION: NOT GOOD FOR YORU EYES!!
-- SUPER OP if you want -- CHANGE THIS VALUE TO true REQUIRES RESTART THE GAME! set this true to keep pulsing until running out of the orb lifetiem. local UNLIMITED_THUNDERMINE = false
-- CONFIG: 1.0 as vanilla value. every values have to be float number. use float like 1.0 not 1. -- damage multipliers local FLAGRATION_MULTIPLIER = 1.0 local LEVIN_MULTIPLIER = 3.0 local FRIGOR_MULTIPLIER = 1.0 local ANODYNE_ATTACK_UNDEAD_MULTIPLIER = 1.0 local SEISM_MULTIPLIER = 1.0 local SALAMANDER_MULTIPLIER = 2.0 local HAGOL_MULTIPLIER = 3.0 local THUNDERMINE_DAMAGE_MULTIPLIER = 1.0 local DECANTER_SAP_MULTIPLIER = 1.0 local FLARE_MULTIPLIER = 1.0 local EMPYREAN_MULTIPLIER = 1.0 local EMPYREAN_ATTACK_UNDEAD_MULTIPLIER = 1.0 -- Spell effect size(area) scale: setting 2.0 means 2 times bigger.
local FLAGRATION_SIZE_SCALE = 1.0 local LEVIN_SIZE_SCALE = 2.0 local FRIGOR_SIZE_SCALE = 1.0 local ANODYNE_SIZE_SCALE = 1.0 local HALIDOM_SIZE_SCALE = 1.0 local CELERITY_SIZE_SCALE = 1.0 local SEISM_SIZE_SCALE = 1.0 local SALAMANDER_SIZE_SCALE = 2.5 local HAGOL_SIZE_SCALE = 1.5 local THUNDERMINE_SIZE_SCALE = 1.0 local FLARE_SIZE_SCALE = 1.0 local EMPYREAN_SIZE_SCALE = 1.0 -- CAUTION: NOT GOOD FOR YORU EYES!!
how did you check the attack rate keeps increase itself? did you edit the lua by yourself and logged? are you really sure it happens EVERY SPELLS? because i cannot reproduce on my end at all. could be specific spells according to your config. EDIT: okay i tried every spells only a couple of spells get exponentially high. move to bag report and the fixed version will be released soon RE-EDIT: Fixed in version 1.1.2
hey. Love what you're doing with the mods and that you're trying to keep them to lua scripts rather than directly modifying the user2 files.
Have you looked into any of the magic archer abilities at all? If so I'm just curious if you thought it would be easy to increase the airtime/distance of the blaze arrow.
If you're just focusing on mage/sorcerer or you havent gotten to MA yet then no worries. I would reccomend adding lifetime options for spells like empyrean as well. I modded empyrean so that it lasts for a few minutes since I like to use them as beacons in caves.
It would be super rad if empyrean actually did something to undead after their initial explosion (Like set fire to all undead within range or create a windpushback effect to all undead within range continuously) but that's probably outside of the scope you're planning on.
i didnt look for user2 files much. i code hook functions and print lots of fields of structures in order to find attributes. however in user2 files some files have fields for comment. so you can refer that. well it is written in japanese so it may be harder to everyone who doesnt speak japanese(luckly im japanese tho). simply it is exhausting to check skill names in english version. for instance Frigor is called フロストスパイク(frost spike). so far only salamander was salamander in both lang.
as i said in the description i will not take any requests and suggestions for this mod. although i mentioned more attributes will come in future updates. including those. i already include more than lifetime as well(only for thundermine cuz i like it)
EDIT: oh btw in modding heaven discord server, alphaZomega figured out how to use Shell. so i presume someone is gonna create new spells/effect like that soon.
ah. Gotcha. And yea the japanese isn't really a big deal since I can just paste everything into google translate and the language is descriptive enough to make it obvious which skills are which. I just haven't gotten into lua scripting at all, but am trying to see how you guys accomplish the same goals since it seems like a much more elegant and more stable way of modifying things than packing and unpacking user2 files.
Well, that and the fact that despite feeling like I am modifying the correct parameters I still haven't been able to accomplish what I feel like should be very simple parameter tweaks. I understand what your code is doing, but not HOW it's doing it, so it looks like I'll just be watching lua tutorials for the next couple weeks. Plus I feel like that way it will help me when I modify other games as well. lua scripting carries over, knowing user2 parameter structure in DD2....not so much.
I’m not Lua user in general. In fact it’s my very first time to use lua. Coding part isn’t hardest part if you are a programmer with somewhat experiences (even the language you never used) but a real problem is a domain knowledge such as how the game engine works if you know you can guess when you hack something. I’m not a video game dev however I was in video game industry as an AI researcher so I have basic understanding of video game engine. Plus this is not work I can write messy codes. although I don’t like messy architecture/code. but as a matter of modding I need to worried about the lua performance. Lua is not JIT(as far as I remember). So in some case it’s better to pack user2 file which is far better performance.
Perhaps, but it's a total mystery as to why certain parameters in the user2 files have zero bearing over what they are supposed to do lol. I gave up trying to increase duration of MA candescent orb and flight time of blazefang arrow, because all the usual parameters have had zero impact and change a lua script is easier to trouble shoot in game.
all the attribute is called multiplier. it is just literal. i.e. original value * 1 = original value. if you multiply 2 to the values it means 2 times more. if 0.5 then half the damage rate(actions have damage basic rate which internally called action rate). what this does is simply multiply the actions rates.
32 comments
Ordinary Offensive Magic enhanced mage/sorcerer normal attack. inspired by Zoltraak, Frieren.
REFramework version
Must download Nightly924 or higher due to the game updates
version 2.0.0
- add UI
- can save the mod config
- thundermine interval time is now configurable.
version 1.2.1
- fix: potential error msg when throw enemy on explosive obj.
- fix: the mod affects flare max stack on finishing explosion(distinguish from normal finishing explosion) .
version 1.2.0
- support meteoron, mael storm, paean
version 1.1.2
- fixed: a couple of spells unintentionally increased its attack rate exponentially when configured.
version 1.1.1
- feature: new config for size of spell effects/AoE. DONT MAKE THE EFFECTS TOO BIG! SOME SPELLS HURTS YOUR EYES
- LIST OF SPELLS
- #FAGRATION #LEVIN #FRIGOR #ANODYNE #HALIDOM #CELERITY #SEISM #SALAMANDER #HAGOL #THUNDERMINE #FLARE #EMPYREAN
version 1.0.1
- Fixed: an initialization issue
- Confirmed the flare multiplier works for both prescient/augural flare
version 1.0.0I would like to know the issues. so when you post an issue you have, please provide all the information below. otherwise your post will be hidden.
This Mod does not support other mods other than MY MODS. To discover compatible/incompatible mods, Please provide more information.
Ensure this mod is not working without other mods loaded. The issue while you use this mod with others will not be prioritized.
Please check BUGS page first if the issues you have are there.
DO NOT ASK IF WARFERER IS SUPPORTED. IT IS NOT SUPPORTED EXPLICITLY. I NEED TO UNLOCK THE VOCATION FIRST
Required information
I'm using version 1.1.2.
I'm also using Damage Numbers mod to keep track of action rate.
so i snippet output of actual vanilla action rate and how it actually works. so flare has 4 type of explosion and they have their own action rate. so the finish explosion is always stronger than others. so the multiplier affects finish explosion as well. depends on number of chains the order of explosion changes a bit.
i could provide the multipliers for each type of explosion but that is pointless since sum of attack rates by given multipliers is always can be achieved by one single multiplier. for instance you can flatten the action rates by specifying each explosion but sum of those is exactly same. especially as a matter of flare, it doesn't miss hit.
so you correctly nerf it down to x0.5. its just how the flare and action rate works. set lower for lower damaga.
Btw since this is how the game work, to set individual action rate for other spell such as meteor means something only if you could control which attack will hit more likely.
-- attack rate is action rate. its just an alias for my debug purpose
-- example of longer chain
attack rate 3.75
hash 3543475679 -- small explosion
attack rate 15.0
hash 2949517138 -- first explosion
attack rate 15.0
hash 340281505 -- mid explosion
attack rate 3.75
hash 3543475679 -- small explosion
attack rate 15.0
hash 340281505 -- mid explosion
attack rate 3.75
hash 3543475679 -- small explosion
attack rate 15.0
hash 340281505 -- mid explosion
attack rate 3.75
hash 3543475679 -- small explosion
attack rate 20.0
hash 3321228649 -- finish explosion
-- example of shorter chain
attack rate 15.0
hash 2949517138 -- first explosion
attack rate 3.75
hash 3543475679 -- small explosion
attack rate 3.75
hash 3543475679 -- small explosion
attack rate 15.0
hash 340281505 -- mid explosion
attack rate 20.0
hash 3321228649 -- finish explosion
-- example of x0.5
attack rate 7.5
hash 2949517138 -- first explosion
attack rate 1.875
hash 3543475679 -- small explosion
attack rate 7.5
hash 340281505 -- mid explosion
attack rate 1.875
hash 3543475679 -- small explosion
attack rate 10.0
hash 3321228649 -- finish explosion
In the example above where I set it to 0.36, the mid explosions go down to 5.4 and the non-max stack finisher goes down to 7.2. But when I achieve max stacks, the action rate stays at 30. Not 10.8 at x0.36 like it's supposed to, or 15 at x0.5 like I originally wanted, just 30. Personally, I use Heavensward Sunder to achieve max stacks just because I like hammers, but you can do the obvious thing of using skull splitter.
I've toggled my Damage Numbers settings to display both the final Damage and in parentheses, the action rate.
Also, if you check the mod Balanced Combat 2, and scroll down to the changes for Augural Flare, it states that the original action rates are 15 for mid explosion, 20 for non-max stack finisher, and 30 for the max stack finisher. The reason why I'm not using that mod now and relying on this one to nerf Flare instead is because I want to give Dullahan - Modular Vocation Balance a try.
attack_user_data:set_field("ActionRate", new_rate) -- line 235 or around 235 if not
print(new_rate) -- just print here to check the value
damage_info:set_field("<AttackUserData>k__BackingField", attack_user_data)
end
print("hash", hash_) -- output all action rate. so you can observe action rate with its hash(action)
EDIT:
hook runs here
app.HitController.calcDamageValue(app.HitController.DamageInfo)
remember this mod detects which shell hash(which attack/spell) so if other mod use other spell/attack then what you are seeing could be not finish explosion. you can validate by printing the hash in other mod file if possible. finish explosion hash is 3321228649 which is grabbed from humanshellparamdata_jobmagic.user.2
REEDIT:
im gonna try to hit max count somehow (probably have to use some mod to make it easier.) since there is no max stack i observed.
btw i presume the action rate 30 is not finish explosion if you use other mod or simply missing in this mod. if the action hash was not finish explosion you can edit code to include it by yourself easily(or even in case the hash is simply missing till i update the mod). literally any action that deals damage you can observe from code above. action does not has to be spell.
-- anywhere around here line 99-ish to 140-ish
[HALIDOM_HASH] = { multiplier = nil, scale = HALIDOM_SIZE_SCALE, cache = nil },
[YOUR DESIRED ACTION HASH] = {multiplier = 0.5, scale = nil, cache = nil}, -- like this. dont forget comma
[CELERITY_HASH] = { multiplier = nil, scale = CELERITY_SIZE_SCALE, cache = nil },
[HIGH_HALIDOM_HASH] = { multiplier = nil, scale = HALIDOM_SIZE_SCALE, cache = nil },
[HIGH_CELERITY_HASH] = { multiplier = nil, scale = CELERITY_SIZE_SCALE, cache = nil },
https://www.youtube.com/watch?v=yawuRmUc-xs
EDIT
i uploaded version 1.2.1a which include print function. so you can open the console i.e. Spawn Debug Console and see the value. if you verify the affect to max stack finish explosion please let me know
Also, I don't know off the top of my head how to print the hash, but if I figure it out, I'd be happy to help. I'm gonna start off browsing through "re2_framework_log.txt" and see what I can dig up.
EDIT:
Actually, I'll get back to you after testing the latest alpha update.
debug console is easy to open. just in the REFramework window click Script Runner -> Spawn Debug Console. if .lua script has function print() the result will show up on the console.
re_2_framework_log.txt is log from REFramework itself and if the .lua implement code to log information. in my script its simply print since this way you can observe the affect in real time.
For now, I'm happy to report that you got the right hash. Here's my print with "local FLARE_MULTIPLIER = 0.5" on Variable Magic.
Normal Finisher
1.875
hash 3543475679
No Character,try get from <DamageHitController>k__BackingField
Still No Character,Ignore
7.5
hash 340281505
Add Damage Number 1389.0in(-15.77,24.45,63.97): 1389 [7.50] !
Add Damage Number 9.0163202285767in(-16.63,27.15,56.95): 9 [0.16]
Add Damage Number 31.552000045776in(-6.97,29.48,50.42): 31 [0.40]
10.0
hash 3321228649
Add Damage Number 1852.0in(-15.88,24.93,64.17): 1852 [10.00] !
Max Stack Finisher
7.5
hash 340281505
Add Damage Number 869.40008544922in(-19.96,26.32,54.79): 869 [7.50]
1.875
hash 3543475679
No Character,try get from <DamageHitController>k__BackingField
Still No Character,Ignore
15.0
hash 2810699174
Add Damage Number 2173.5in(-21.31,28.08,55.53): 2173 [15.00] !
Anyhow, tyvm for the fix! Always enjoy all of your mods.
i'm sorry but, when i use you'r mod, the damage increased by the float number but not normally. x)
if i set variable 2 (damage 10 for exemple), the spell inflicts 10 and 20, 40, 80, 160, 320 over time.
in fact only one spell for kill boss.
can you chek it please ?
ty
PS: this mod is so fun ;p
could be cache data. but before that i need more information as i required above. please provide at least these information below.Required information
new_rate is the result.
register new shell1544425783 -- this hash is flagration
new_rate 0.85000002384186 -- this is the updated rate
register new shell1544425783
new_rate 0.85000002384186
register new shell1544425783
new_rate 0.85000002384186
register new shell1544425783
new_rate 0.85000002384186
register new shell1544425783
new_rate 0.85000002384186
register new shell1544425783
new_rate 0.85000002384186
register new shell1544425783
new_rate 0.85000002384186
register new shell2443240160
register new shell2443240160 -- levin hash
new_rate 1.1000000238419 -- levin rate
register new shell3322200037
register new shell3322200037
new_rate 1.1000000238419
register new shell3322200037
register new shell3322200037
new_rate 1.1000000238419
ty for reply :)
version 1.1.1
try with all mods off
with and without all mod, the same
try with reload, restart, etc
local FLAGRATION_MULTIPLIER = 1.0
local LEVIN_MULTIPLIER = 1.0
local FRIGOR_MULTIPLIER = 1.0
local ANODYNE_ATTACK_UNDEAD_MULTIPLIER = 1.0
local SEISM_MULTIPLIER = 1.0
local SALAMANDER_MULTIPLIER = 1.0
local HAGOL_MULTIPLIER = 1.0
local THUNDERMINE_DAMAGE_MULTIPLIER = 1.0
local DECANTER_SAP_MULTIPLIER = 1.0
local FLARE_MULTIPLIER = 1.0
local EMPYREAN_MULTIPLIER = 1.0
local EMPYREAN_ATTACK_UNDEAD_MULTIPLIER = 1.0
-- Spell effect size(area) scale: setting 2.0 means 2 times bigger.
local FLAGRATION_SIZE_SCALE = 1.5
local LEVIN_SIZE_SCALE = 1.0
local FRIGOR_SIZE_SCALE = 1.0
local ANODYNE_SIZE_SCALE = 3.0
local HALIDOM_SIZE_SCALE = 3.0
local CELERITY_SIZE_SCALE = 3.0
local SEISM_SIZE_SCALE = 1.5
local SALAMANDER_SIZE_SCALE = 1.5
local HAGOL_SIZE_SCALE = 1.0
local THUNDERMINE_SIZE_SCALE = 1.5
local FLARE_SIZE_SCALE = 1.0
local EMPYREAN_SIZE_SCALE = 1.0 -- CAUTION: NOT GOOD FOR YORU EYES!!
-- SUPER OP if you want
-- CHANGE THIS VALUE TO true REQUIRES RESTART THE GAME! set this true to keep pulsing until running out of the orb lifetiem.
local UNLIMITED_THUNDERMINE = false
-- damage multipliers
local FLAGRATION_MULTIPLIER = 1.0
local LEVIN_MULTIPLIER = 3.0
local FRIGOR_MULTIPLIER = 1.0
local ANODYNE_ATTACK_UNDEAD_MULTIPLIER = 1.0
local SEISM_MULTIPLIER = 1.0
local SALAMANDER_MULTIPLIER = 2.0
local HAGOL_MULTIPLIER = 3.0
local THUNDERMINE_DAMAGE_MULTIPLIER = 1.0
local DECANTER_SAP_MULTIPLIER = 1.0
local FLARE_MULTIPLIER = 1.0
local EMPYREAN_MULTIPLIER = 1.0
local EMPYREAN_ATTACK_UNDEAD_MULTIPLIER = 1.0
-- Spell effect size(area) scale: setting 2.0 means 2 times bigger.
local FLAGRATION_SIZE_SCALE = 1.0
local LEVIN_SIZE_SCALE = 2.0
local FRIGOR_SIZE_SCALE = 1.0
local ANODYNE_SIZE_SCALE = 1.0
local HALIDOM_SIZE_SCALE = 1.0
local CELERITY_SIZE_SCALE = 1.0
local SEISM_SIZE_SCALE = 1.0
local SALAMANDER_SIZE_SCALE = 2.5
local HAGOL_SIZE_SCALE = 1.5
local THUNDERMINE_SIZE_SCALE = 1.0
local FLARE_SIZE_SCALE = 1.0
local EMPYREAN_SIZE_SCALE = 1.0 -- CAUTION: NOT GOOD FOR YORU EYES!!
EDIT:
okay i tried every spells only a couple of spells get exponentially high. move to bag report and the fixed version will be released soon
RE-EDIT:
Fixed in version 1.1.2
I'm going to download it right away
Have you looked into any of the magic archer abilities at all? If so I'm just curious if you thought it would be easy to increase the airtime/distance of the blaze arrow.
If you're just focusing on mage/sorcerer or you havent gotten to MA yet then no worries. I would reccomend adding lifetime options for spells like empyrean as well. I modded empyrean so that it lasts for a few minutes since I like to use them as beacons in caves.
It would be super rad if empyrean actually did something to undead after their initial explosion (Like set fire to all undead within range or create a windpushback effect to all undead within range continuously) but that's probably outside of the scope you're planning on.
as i said in the description i will not take any requests and suggestions for this mod.
although i mentioned more attributes will come in future updates. including those. i already include more than lifetime as well(only for thundermine cuz i like it)
EDIT:
oh btw in modding heaven discord server, alphaZomega figured out how to use Shell. so i presume someone is gonna create new spells/effect like that soon.
Well, that and the fact that despite feeling like I am modifying the correct parameters I still haven't been able to accomplish what I feel like should be very simple parameter tweaks. I understand what your code is doing, but not HOW it's doing it, so it looks like I'll just be watching lua tutorials for the next couple weeks. Plus I feel like that way it will help me when I modify other games as well. lua scripting carries over, knowing user2 parameter structure in DD2....not so much.