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Deprecated function: The each() function is deprecated. This message will be suppressed on further calls in remember_me_form_alter() (line 78 of /var/www/siegetheday.org/sites/all/modules/contrib/remember_me/remember_me.module).

DS1 Alteration notes... can anyone fill in the blanks?

I have a .txt file that contains the majority, if not all of the alterations available in Dungeon Siege and LOA. I have notes beside each one so I remember what they do, but there are some that I have listed as unknown. Can anyone confirm my list and give me any insight on ones that I don't know about according to the list? Any input is GREATLY appreciated!

ALTER_MAX_LIFE // Increases Maximum Health
ALTER_LIFE // Increases current health.. used for regen and healing spells
ALTER_LIFE_RECOVERY_UNIT // increases health regeneration
ALTER_LIFE_RECOVERY_PERIOD // do we need to reduce this to increase health regen?
ALTER_MAX_MANA // Increases Maximum Mana
ALTER_MANA // Increases current mana... used for chakra like effects
ALTER_MANA_RECOVERY_UNIT // increases Mana Regeneration
ALTER_MANA_RECOVERY_PERIOD // do we need to reduce this to increase mana regen?
ALTER_STRENGTH // increases STR stat
ALTER_INTELLIGENCE // increases INT stat
ALTER_DEXTERITY // increases DEX stat
ALTER_MELEE // increases Melee skill level
ALTER_RANGED // increases Ranged skill level
ALTER_NATURE_MAGIC // increases Nature Magic skill level
ALTER_COMBAT_MAGIC // increases Combat Magic skill level
ALTER_STRENGTH_TO_INTELLIGENCE // Reduces STR by x and increases INT by x... use negative for inverse
ALTER_STRENGTH_TO_DEXTERITY // Reduces STR by x and increases DEX by x... use negative for inverse
ALTER_INTELLIGENCE_TO_DEXTERITY // Reduces INT by x and increases DEX by x.. use negative for inverse
ALTER_MELEE_TO_RANGED // Reduces Melee Skill by x and increases Ranged skill by x.... use negative for inverse
ALTER_MELEE_TO_NATURE_MAGIC // Reduces Melee Skill by x and increases Nature Skill by x... use negative for inverse
ALTER_MELEE_TO_COMBAT_MAGIC // Reduces Melee Skill by x and increases Combat Skill by x... use negative for inverse
ALTER_RANGED_TO_NATURE_MAGIC // Reduces Ranged Skill by x and increases Nature Skill by x... use negative for inverse
ALTER_RANGED_TO_COMBAT_MAGIC // Reduces Ranged Skill by x and increases Cature Skill by x... use negative for inverse
ALTER_NATURE_MAGIC_TO_COMBAT_MAGIC // Reduces Nature Skill by x and increases Combat Skill by x... use negative for inverse
ALTER_MELEE_DAMAGE_MIN // increases minimum melee damage
ALTER_MELEE_DAMAGE_MAX // increasees maximum melee damage
ALTER_RANGED_DAMAGE_MIN // increases minimum ranged damage
ALTER_RANGED_DAMAGE_MAX // increases maximum ranged damage
ALTER_CUSTOM_DAMAGE // allows for dealing of custom damage .... types = fire/cold/lightning/poison/acid/flee/petrify (min and max values)
ALTER_CUSTOM_DAMAGE_MELEE // allows for dealing custom damage w/ melee attacks (min and max values)
ALTER_CUSTOM_DAMAGE_RANGED // allows for dealing custom damage w/ ranged attacks (min and max values)
ALTER_CUSTOM_DAMAGE_CHANCE // controls the 'proc chance' of when to activate our custom damage.... types must match from chance to attack type
ALTER_CUSTOM_DAMAGE_CHANCE_MELEE // controls the proc chance of when to activate our custom damage w/ melee attacks
ALTER_CUSTOM_DAMAGE_CHANCE_RANGED // controls the proc chance of when to activate our custom damage w/ ranged attacks
ALTER_LIFE_STEAL // Melee attacks return x Health and adds x armor-ignoring damage to attacks
ALTER_MANA_STEAL // Melee attacks return x Mana and adds x armor-ignoring damage to attacks
ALTER_LIFE_BONUS // Melee attacks return x Health
ALTER_MANA_BONUS // Melee attacks return x Mana
ALTER_PIERCING_DAMAGE_CHANCE // Increases chance to ignore armor with melee and ranged attacks
ALTER_PIERCING_DAMAGE_CHANCE_MELEE // Increases chance to ignore armor with melee attacks
ALTER_PIERCING_DAMAGE_CHANCE_RANGED // Increases chance to ignore armor with ranged attacks
ALTER_PIERCING_DAMAGE_CHANCE_AMOUNT // Unknown - need counsel
ALTER_PIERCING_DAMAGE_CHANCE_AMOUNT_MELEE // Unknown - need counsel
ALTER_PIERCING_DAMAGE_CHANCE_AMOUNT_RANGED // Unknown - need counsel
ALTER_PIERCING_DAMAGE_RANGE // Unknown - need counsel... maybe counts for both melee and ranged?
ALTER_PIERCING_DAMAGE_RANGE_MELEE // Adds piercing damage to all melee attacks... has min(value=) and max(max_vlaue=) values
ALTER_PIERCING_DAMAGE_RANGE_RANGED // Adds piercing damage to all ranged attacks... has min and max values
ALTER_DAMAGE_BONUS_TO_UNDEAD // Deals bonus damage to enemies in the Undead membership?
ALTER_DAMAGE_BONUS_TO_TYPE // Deals bonus damage to enemies of a specific type... ones declared in monster_types.gas? How do we define the type?
ALTER_CHANCE_TO_HIT // Increases chance to hit with melee and ranged attacks
ALTER_CHANCE_TO_HIT_MELEE // Increases chance to hit with melee attacks
ALTER_CHANCE_TO_HIT_RANGED // Increases chance to hit with ranged attacks
ALTER_EXPERIENCE_GAINED // Increases the amount of experience gained multiplicatively.... value = 10; is a 10% increase... NOT 10 exp per hit.
ALTER_ARMOR // Increases Armor value
ALTER_INVINCIBILITY // Unknown... need counsel
ALTER_BLOCK_DAMAGE // Reduces all damage types TAKEN by a percentage.... value = 10; reduces all damage taken by 10%
ALTER_BLOCK_MELEE_DAMAGE // Reduces melee damage TAKEN by a percentage
ALTER_BLOCK_RANGED_DAMAGE // Reduces ranged damage TAKEN by a percentage
ALTER_BLOCK_COMBAT_MAGIC_DAMAGE // reduces combat magic damage TAKEN by a percentage... note that all monster spell damage is classified as combat magic damage
ALTER_BLOCK_NATURE_MAGIC_DAMAGE // reduces nature magic damage TAKEN by a percentage
ALTER_BLOCK_PIERCING_DAMAGE // reduces piercing damage TAKEN by a percentage.... does this have any effect outside of pvp without modding mobs to deal piercing damage?
ALTER_BLOCK_CUSTOM_DAMAGE // reduces custom damage TAKEN by a percentage....
ALTER_BLOCK_PART_DAMAGE // Unknown - need counsel... does this block an exact amount of damage? value = 10; will reduce damage taken per hit by 10?
ALTER_BLOCK_PART_MELEE_DAMAGE // Unknown - need counsel
ALTER_BLOCK_PART_RANGED_DAMAGE // Unknown - need counsel
ALTER_BLOCK_PART_COMBAT_MAGIC_DAMAGE // Unknown - need counsel
ALTER_BLOCK_PART_NATURE_MAGIC_DAMAGE // Unknown - need counsel
ALTER_BLOCK_PART_PIERCING_DAMAGE // Unknown - need counsel
ALTER_BLOCK_PART_CUSTOM_DAMAGE // Unknown - need counsel
ALTER_CHANCE_TO_BLOCK_MELEE_DAMAGE // Increases chance to reduce melee damage to zero by a percentage
ALTER_CHANCE_TO_BLOCK_RANGED_DAMAGE // Increases chance to reduce ranged damage to zero by a percentage
ALTER_CHANCE_TO_BLOCK_CMAGIC_DAMAGE // Increases chance to reduce combat magic damage to zero by a percentage
ALTER_CHANCE_TO_BLOCK_NMAGIC_DAMAGE // Increases chance to reduce nature magic damage to zero by a percentage
ALTER_CHANCE_TO_BLOCK_MELEE_DAMAGE_AMOUNT // Unknown - need counsel
ALTER_CHANCE_TO_BLOCK_RANGED_DAMAGE_AMOUNT // Unknown - need counsel
ALTER_CHANCE_TO_BLOCK_CMAGIC_DAMAGE_AMOUNT // Unknown - need counsel
ALTER_CHANCE_TO_BLOCK_NMAGIC_DAMAGE_AMOUNT // Unknown - need counsel
ALTER_CHANCE_TO_DODGE_HIT // Increases chance to dodge melee and ranged attacks by a percentage
ALTER_CHANCE_TO_DODGE_HIT_MELEE // Increases chance to dodge melee attacks by a percentage
ALTER_CHANCE_TO_DODGE_HIT_RANGED // Increases chance to dodge ranged attacks by a percentage
ALTER_REFLECT_DAMAGE // Reflects x% of damage taken back to melee attackerss... how is it calculated? after armor or before?
ALTER_REFLECT_DAMAGE_CHANCE // Chance to activate alter_reflect_damage's amount. defaults to 100% if not used and alter_reflect_damage is present.
ALTER_REFLECT_PIERCING_DAMAGE // Reflects x% of piercing damage taken.... useless outside of pvp again?
ALTER_REFLECT_PIERCING_DAMAGE_CHANCE // Chance to activate alter_reflect_piercing_damage
ALTER_MANA_SHIELD // Damage taken is reduced by x% and taken from mana instead... value = 10; will make user take 90% Health damage and 10% Mana damage.
///////////////////////////////////
///////////DSX MODIFIERS
///////////////////////////////////
ALTER_RANGED_RANGE // Increases Range on a ranged weapon... does this work on any weapon for odd results?
ALTER_RENDER_SCALE // Adjusts the size accordingly of the target... should be used with multiply_value for best results.
ALTER_SPELL_DAMAGE // Increases Spell damage.. Must this have imbued_group = ? Must this have is_imbued = true? ... needs multiply value
ALTER_SPELL_COST // Decreases Spell mana cost.... same questions from above apply here
ALTER_SPECIAL_DEFENSE // percentage chance to proc special defense... uses special_defense = ; and special_defense.skrit parameters in alteration

Need to add the following to the list because I missed them:

ALTER_NMAGIC_DAMAGE_MIN // Increases the minimum damage that direct damage nature magic spells do. Does not work in original DS.
ALTER_NMAGIC_DAMAGE_MAX // Increases the maximum damage that direct damage nature magic spells do. Does not work in original DS.
ALTER_CMAGIC_DAMAGE_MIN // Increases the minimum damage that direct damage combat magic spells do. Does not work in original DS.
ALTER_CMAGIC_DAMAGE_MAX // Increases the maximum damage that direct damage combat magic spells do. Does not work in original DS.
ALTER_GOLD_VALUE // directly alters the gold value of an item. Never used or have seen used, so testing needed to know if it's automatically multiplicative or is a flat value.
ALTER_REQUIREMENTS // Unused.... altering requirements, according to notes in Components.gas, is as supposed to be like this (untested/unconfirmed):

alteration = ALTER_LIFE;
value = 0;
description = "Reduces the Strength requirement of this item by 2.";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
equip_requirements = strength:-2;

Interesting. For what are those alterations used? Is this for modding purposes or a kind of cheat system?

SeriousToni wrote:
Interesting. For what are those alterations used? Is this for modding purposes or a kind of cheat system?

SeriousToni, These items are used for making custom items such as armor and weapons, so that not every item is the same; and different levels of the same item can have different properties.

Elf

SeriousToni, these alterations are the hard-coded 'bonuses' that can appear on equipment in Dungeon Siege: Legends of Aranna. Example: You find a blue magical item that is a 1-handed sword. It comes with its basic stats, and then it comes with a modifier because it's a magical item. This is a list of alterations that can potentially appear on the item. Some of them are unused by the original pcontent system, but were still coded into the game by GPG. Any of them can be used on an item and it will be valid.

The only 'cheat' system in the game is in single player, but characters from SP can be imported to MP. Typing, for example, +drdeath into the chat system in single player will give you a character with maxed out skills and stats at level 150. These alterations have nothing to do with that, even though you can achieve the same effect by creating an item that has +140 strength, dexterity, intelligence, and +150 melee, ranged, nature magic, and combat magic skills.

Happy dungeoneering Smile

Thank you for the explanation guys - now I understand what's this all about finally Laughing out loud

I tested a few things out last night with ALTER_BLOCK_CUSTOM_DAMAGE which I found to be somewhat interesting.

I gave Phrak's a magic and enchantment block and [enchantment_manager] similar to Rock Beasts, and then gave them 50% custom damage block with ALTER_CUSTOM_DAMAGE. I set the custom_damage = fire and then put +8 fire custom damage on the starter knife, and lowered the knife's min and max damage to 1. I had a knife that did 9-9 damage, 8 of which was fire. I also had the additional 2-4 starting melee damage that a character starts out with without a weapon on, so I was doing 11-13 melee damage. I went to melee the Phrak, and I was hitting it for 6~7 damage a hit. This leads me to believe that ALTER_BLOCK_CUSTOM_DAMAGE works exactly as intended and can be used to implement pseudo-elemental resistances, but unfortunately, there doesn't seem to be any way to make magical spells do custom damage since they are either flagged as combat magic damage or nature magic damage.

I've considered making a mod where armor is normalized across enemies based on their power level, and then giving each mob their own unique resistances to Melee, Ranged, Nature, Combat, Piercing, and Custom damage types using the appropriate ALTER_BLOCK_ alterations.