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saintpietro

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saintpietro414

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22 comments

  1. txismyson
    txismyson
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    will you be so kind to add a version with both 1.9 light and heavy attack, really like this mod!
  2. BardNieboard
    BardNieboard
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    Could you make a version where you have to use the runewright Severance on the sword so that all light/heavy attacks, whril and rend have +0.5 range? I think Severance makes whril and rend too strong and other attacks are not very useful, but 1.1 range for all attacks still seems too strong to me, especially if it doesn't require any sword upgrades. Could you edit the Severance to only extend each sword attack by +0.5 range?
  3. newuxtreme
    newuxtreme
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    I managed to make this work on Next Gen W3EER or Redux Enhanced Version.

    1. You need to find the Combat.ws files (PLEASE MAKE SURE TO BACKUP FIRST!)

    2. Then find this line in the file, which since this file is from W3EER, you can find this line, it's different from the description in OP's advice.
    event OnPreAttackEvent(animEventName : name, animEventType : EAnimationEventType, data : CPreAttackEventData, animInfo : SAnimationEventAnimInfo )

    3. Then underneath it paste this :

    if((W3PlayerWitcher)parent)
    {
    if(data.attackName == 'attack_heavy_special')
    {
    data.rangeName = 'runeword2_heavy';
    weaponEntity = thePlayer.inv.GetItemEntityUnsafe(thePlayer.inv.GetItemFromSlot(data.weaponSlot));
    weaponEntity.PlayEffectSingle('heavy_trail_extended_fx');
    }
    else if(data.attackName == 'attack_light_special')
    {
    data.rangeName = 'runeword2_light';
    weaponEntity = thePlayer.inv.GetItemEntityUnsafe(thePlayer.inv.GetItemFromSlot(data.weaponSlot));
    weaponEntity.PlayEffectSingle('light_trail_extended_fx');
    }
    else if(data.attackName == 'attack_light')
    {
    data.rangeName = 'runeword2_light';
    weaponEntity = thePlayer.inv.GetItemEntityUnsafe(thePlayer.inv.GetItemFromSlot(data.weaponSlot));
    weaponEntity.PlayEffectSingle('light_trail_extended_fx');
    }
    else if(data.attackName == 'attack_heavy')
    {
    data.rangeName = 'runeword2_heavy';
    weaponEntity = thePlayer.inv.GetItemEntityUnsafe(thePlayer.inv.GetItemFromSlot(data.weaponSlot));
    weaponEntity.PlayEffectSingle('heavy_trail_extended_fx');
    }
    }

    4. Save, load up your game and test out the extended range on all of your swords regardless of the Runes you have installed! :)

    Here's an image of my edited combat.ws from W3EER on the left, and the script I downloaded from the mod on the right.



    Also note the code given in the description is WRONG. It actually shows up with an event call error. However, the code in the downloadable file is correct. That's what I modified into the combat.ws on my end.

    Another note, if you already have a bunch of files editing your combat.ws, you will have to open up your FINAL combat.ws (right click on the combat.ws on the right hand side, it will give you an option to 'open merged file', and then do the same instructions from above.)

    Edit 2 : Thanks for this OP, I was searching for something like this, can't believe there's only one person that's made such a mod.
    1. newuxtreme
      newuxtreme
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      After playing a few days I realized something weird.

      I was getting the notification for extended range by visuals in the game, but my rend was for sure not hitting at an extended range. Which is ironic since I am a rend only player for the most part lol.

      Anyways I updated the mod to NOT have extended range no normal attacks, but to have extended rend and whirl on EVERY sword, not even needing Prolongation.

      https://pastebin.com/G72GgVLM
    2. Brotherhood46650
      Brotherhood46650
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      Thanks it works but do you know how to extend the range of the heavy counter attack's slash it is the only attack that still has the normal range?
    3. yemegard
      yemegard
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      Sorry to bother you, I modified the text in combat.ws as you said (I opened the link you provided and copied them) but it didn't work, can you give me some advice?
  4. Yvonne69
    Yvonne69
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    I wanted to try it out but having errors. Got conflict with a mod "Ciri Dodge At Geralt". Hope can make a compatibility with these 2 mods. Thanks!
  5. MyDudesMod
    MyDudesMod
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    hey man, nice mod.

    How to add range for counter attack's slash with heavy slash effect??

    or 

    how to make heavy attack only horizontal combo?

    thanks :)
  6. Seanwsutter
    Seanwsutter
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    can you make a version disables the trailing light effect on the attacks. Could I do that manually myself?
    1. janza0
      janza0
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      +1
    2. saintpietro414
      saintpietro414
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      tested quite a lot, seems the range need to combine with data.range and weaponEntity to take effect, so disable light effect may not work
  7. itztabby
    itztabby
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    Great mod, thanks for sharing with us.
  8. PotatoesMarsh
    PotatoesMarsh
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    Soo how can I change my light attack into 1.9 range? anyone done the testing that I can just copy the codes? Thank you beforehand.
    1. saintpietro414
      saintpietro414
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      else if(data.attackName == 'attack_light')
                              {
                                      data.rangeName = 'runeword2_heavy';       
                                      weapjavascript-event-stripped thePlayer.inv.GetItemEntityUnsafe(thePlayer.inv.GetItemFromSlot(data.weaponSlot));
                                      weaponEntity.PlayEffectSingle('heavy_trail_extended_fx'); 
                              }

  9. zlddlddu
    zlddlddu
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    if((W3PlayerWitcher)parent)
    {
    if(data.attackName == 'attack_heavy_special')
    {
    data.rangeName = 'runeword2_heavy';
    data.rangeName = 'runeword2_light';

    weaponEntity = thePlayer.inv.GetItemEntityUnsafe(thePlayer.inv.GetItemFromSlot(data.weaponSlot));
    weaponEntity.PlayEffectSingle('heavy_trail_extended_fx');
    weaponEntity.PlayEffectSingle('light_trail_extended_fx');
    }
    else if(data.attackName == 'attack_light_special')
    {
    data.rangeName = 'runeword2_heavy';

    weaponEntity = thePlayer.inv.GetItemEntityUnsafe(thePlayer.inv.GetItemFromSlot(data.weaponSlot));
    weaponEntity.PlayEffectSingle('light_trail_extended_fx');
    }
    ???else if(data.attackName == 'attack_light')
    {
    data.rangeName = 'runeword2_heavy';

    weaponEntity = thePlayer.inv.GetItemEntityUnsafe(thePlayer.inv.GetItemFromSlot(data.weaponSlot));
    weaponEntity.PlayEffectSingle('light_trail_extended_fx');
    }
    else if(data.attackName == 'attack_heavy')
    {
    data.rangeName = 'runeword2_heavy';

    weaponEntity = thePlayer.inv.GetItemEntityUnsafe(thePlayer.inv.GetItemFromSlot(data.weaponSlot));
    weaponEntity.PlayEffectSingle('light_trail_extended_fx');
    }
    }

      red font parts are different as your description in your mod file. so I have a question.

     1. I have to delete data.rangeName = 'runeword2_heavy'; or data.rangeName = 'runeword2_light'; in first red part?

     2. 'runword2_heavy is 1.9f range?
    1. saintpietro414
      saintpietro414
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      my mistake, its a test mod for my own use, i try to figure out the range,  only change the date.rangeName seems no effect in game,
      you need to combine data.rangeName = 'runeword2_heavy'; and weaponEntity.PlayEffectSingle('heavy_trail_extended_fx');

      and I search all .ws script file but couldn't found the description for runeword range, 
       in r4play.ws there has attackLength = 1.9f; the actual range may link to entity instead of date, i will do more testiing
  10. ssjkl
    ssjkl
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    I don't know programming, I have read the description but still don't understand how to change the attack range I want
    1. saintpietro414
      saintpietro414
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                              else if(data.attackName == 'attack_light')
                              {
                                      data.rangeName = 'runeword2_heavy';       
                                      weapjavascript-event-stripped thePlayer.inv.GetItemEntityUnsafe(thePlayer.inv.GetItemFromSlot(data.weaponSlot));
                                      weaponEntity.PlayEffectSingle('heavy_trail_extended_fx'); 
                              }
                              else if(data.attackName == 'attack_heavy')
                              {
                                      data.rangeName = 'runeword2_heavy';                                 
                                      weapjavascript-event-stripped thePlayer.inv.GetItemEntityUnsafe(thePlayer.inv.GetItemFromSlot(data.weaponSlot));
                                      weaponEntity.PlayEffectSingle('heavy_trail_extended_fx');        
                              }

      just like this, I tested couple hours, the range increase works, can cut down two foe with one blow, but not remarkable feel the difference between 1.1 and 1.9? I think its due to game animation
    2. ssjkl
      ssjkl
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      Thank you in advance. I mean if I want to change the attack range to 1.6 times how do I do it.
    3. saintpietro414
      saintpietro414
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      not very sure, I checked in  r4play.ws
      if ( actionType == EBAT_SpecialAttack_Light || actionType == EBAT_SpecialAttack_Heavy )
      {
      attackLength = 1.9f;
      attackAngle= 90.f;
      }

      seems  Whirl and Rend are use same 1.9f
    4. ssjkl
      ssjkl
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      Well, it seems I shouldn't bother with this.But thank you again.