Re: [RELEASE] Neverwinter Online RE-Relase (Based on DNC'S source)
I've found a way to edit all the At-wills, Encounters, Features and the rest of the things.
The schematics are not that hard to understand and they follow a particular pattern that needs a bit of experimenting.
For instance I've changed the value of the Eye of the Storm Feature to add, instead of 2 sec of activity on each 20 sec, 6 sec of activity on each 20 sec.
NodeRank is practically the "point add" to the Feat itself in this case.
Code:
PowerDef Feat_Weaponmastery
{
Targetmain Self
Targetaffected Self
Timeallowqueue 0.5
Attribkeyblock -1923608256
Attribmod
{
Attrib CritChance
Aspect BasicAbs
Applypriority 1.000000
Key -1923608256
Exprblockmagnitude
{
Statement <&0.01 * ( NodeRank("Feat_Player_Trickster_Base.Group1.Weaponmastery") + NodeRank("Feat_Player_Devoted_Base.Group2.Weaponmastery") + NodeRank("Feat_Player_Greatweapon_Base.Group4.Weaponmastery") + NodeRank("Feat_Player_Guardian_Base.Group4.Weaponmastery") + NodeRank("Feat_Player_Controller_Base.Group1.Weaponmastery") + NodeRank("Feat_Player_Scourge_Base.Group1.Weaponmastery") + NodeRank("Feat_Player_Archer_Base.Group1.Weaponmastery"))&>
}
Target Self
Stack Replace
}
IconName Icons_Powers_Feat_Assault_01
Purpose Feat
Msgdisplayname Pn.3c1ozj
Msgdescription Pd.Bijofj
Aipowerconfigdefinst
{
}
Group Feats
Type Innate
Targetvisibilitymain None
Targetvisibilityaffected None
}
Changing the very first "Statement <&0.01" into something like "Statement <&9.5" will dramatically increase the Critical Chance feat for all classes that are listed.
There is also a procedure of how the powers are applied
Code:
Attrib CritChance
Aspect BasicAbs
Applypriority 1.000000
For instance, in this case the applypriority 1.00000 practically means that it's of the highest priority, and since it's a Feat class it means it's constantly applied.
I mention this since there are BROKEN FEATURES, ENCOUNTERS, AT-WILLS etc that will go in the negative and won't show the actual numbers since the
a) Power stats are stored in one document that deals with the calculations based on the predefined calculation-points and phrases
b) Power description is stored in another document (and, yes, you may rename everything into whatever you want)
Another example
Code:
PowerDef Controller_Encounter_Conduitofice
{
Categories Implement, Special, Encounter
Targetmain Foe
Targetaffected Foe
Range 80.000000
Timeactivate 0.98
Timerecharge 18.000000
TimeOverride 0.2
Timeallowqueue 1.000000
Attribkeyblock -1723306816
Attribmod
{
Attrib ApplyPower
Aspect BasicAbs
Params ApplyPowerParams
{
Def Controller_Encounter_Conduitofice_Apply
Source ModSource
Target ModTarget
}
Applypriority 1.000000
Key -1723306816
Exprblockduration
{
Statement 5
}
Period 1.000000
Continuingfx Fx_Controller_Encounter_Icyconduit_Tornado_Enemy
}
Attribmod
{
Attrib Power
Aspect BasicAbs
Applypriority 2.000000
Key -1723306815
Exprblockmagnitude
{
Statement "PowerDef.TimeRecharge * 4"
}
Variance 0.1
Target Self
Type Magnitude
}
Animfx Controller_Encounter_Conduitofice
IconName Wizard_Encounter_Conduitofice
Purpose Encounter
Msgdisplayname Pn.Ne2ipt
Msgdescription Pd.Y7tj5t
Msgrankchange Powerdef.Rankchange.Controller_Encounter_Conduitofice
Tooltipdamagepowerdef Controller_Encounter_Conduitofice_Apply
Aipowerconfigdefinst
{
}
Group Player/Controller
Interrupts
Type Click
Overrides 1
}
Changing the parameters such as "Timerecharge 18.000000" into something like "Timerecharge 5.000000" will make the power, you guessed it, recharge faster in the UI tray of your game.
Reading those will allow you to understand how each of the powers, encounters etc are applied and what are their dependencies. Many powers have their dependencies, among which there are overall 17 types of attack and over 100 different powers that each apply their own thing rather differently.
For instance, changing the
Code:
PowerDef Feat_Chaosmagic
{
Targetmain Self
Targetaffected Self
Timeallowqueue 0.5
Attribkeyblock 1159397568
Attribmod
{
Attrib GrantPower
Aspect BasicAbs
Params GrantPowerParams
{
hDef Feat_Chaosmagic_Growth_Apply
}
Applypriority 1.000000
Key 1159397568
Exprblockduration
{
Statement 10
}
Variance 0.1
Delay 0.1
Exprblockrequires
{
Statement <&TargetIsType(Source,Target,"Foe")&>
}
Exprchanceblock
{
Statement "Application.Random <= .11 "
}
Stack Replace
Enhancementextension 1
}
Attribmod
{
Attrib GrantPower
Aspect BasicAbs
Params GrantPowerParams
{
hDef Feat_Chaosmagic_Nexus_Apply
}
Applypriority 2.000000
Key 1159397569
Exprblockduration
{
Statement 10
}
Variance 0.1
Delay 0.1
Exprblockrequires
{
Statement <&TargetIsType(Source,Target,"Foe")&>
}
Exprchanceblock
{
Statement "Application.Random <= .22 AND Application.Random > .11"
}
Stack Replace
Enhancementextension 1
}
Attribmod
{
Attrib GrantPower
Aspect BasicAbs
Params GrantPowerParams
{
hDef Feat_Chaosmagic_Fury_Apply
}
Applypriority 3.000000
Key 1159397570
Exprblockduration
{
Statement 10
}
Variance 0.1
Delay 0.1
Exprblockrequires
{
Statement <&TargetIsType(Source,Target,"Foe")&>
}
Exprchanceblock
{
Statement "Application.Random <= .33 AND Application.Random > .22"
}
Stack Replace
Enhancementextension 1
}
Attribmod
{
Attrib AttribModExpire
Aspect BasicAbs
Params AttribModExpireParams
{
Groupbyapplication 1
}
Applypriority 4.000000
Key 1159397571
Exprblockmagnitude
{
Statement 100
}
Variance 0.1
Exprblockrequires
{
Statement <&TargetIsType(Source,Target,"Foe")&>
}
Exprblockaffects
{
Statement <&(IsPowerDefThis() Or IsPowerDef(PowerDef,"Feat_Chaosmagic_Growth_Apply") or IsPowerDef(PowerDef,"Feat_Chaosmagic_Nexus_Apply")) AND ModsFromSameSource()&>
}
Exprchanceblock
{
Statement "Application.Random <= .33"
}
Enhancementextension 1
}
Attribmod
{
Attrib ApplyPower
Aspect BasicAbs
Params ApplyPowerParams
{
Def Feat_Chaosmagic_Growth_Title
Target ModTarget
}
Applypriority 1.500000
Key 1159397572
Variance 0.1
Delay 0.1
Exprblockrequires
{
Statement <&TargetIsType(Source,Target,"Foe")&>
}
Exprchanceblock
{
Statement "Application.Random <= .11 "
}
Stack Replace
Enhancementextension 1
}
Attribmod
{
Attrib ApplyPower
Aspect BasicAbs
Params ApplyPowerParams
{
Def Feat_Chaosmagic_Nexus_Title
Target ModTarget
}
Applypriority 2.500000
Key 1159397573
Variance 0.1
Delay 0.1
Exprblockrequires
{
Statement <&TargetIsType(Source,Target,"Foe")&>
}
Exprchanceblock
{
Statement "Application.Random <= .22 AND Application.Random > .11"
}
Stack Replace
Enhancementextension 1
}
Attribmod
{
Attrib ApplyPower
Aspect BasicAbs
Params ApplyPowerParams
{
Def Feat_Chaosmagic_Fury_Title
Target ModTarget
}
Applypriority 3.500000
Key 1159397574
Variance 0.1
Delay 0.1
Exprblockrequires
{
Statement <&TargetIsType(Source,Target,"Foe")&>
}
Exprchanceblock
{
Statement "Application.Random <= .33 AND Application.Random > .22"
}
Stack Replace
Enhancementextension 1
}
Exprblockenhanceattach
{
Statement <&IsPowerDef(PowerDef,"Controller_Atwill_Magicmissile") or IsPowerDef(PowerDef,"Controller_Atwill_Magicmissile_2") or IsPowerDef(PowerDef,"Controller_Atwill_Magicmissile_3") or IsPowerDef(PowerDef,"Controller_Atwill_Magicmissile_Combo")&>
}
Exprenhanceentcreate
{
Statement 1
}
IconName Icons_Powers_Feat_Chaosmagic_01
Purpose Feat
Msgdisplayname Pn.Ec66ij1
Msgdescription Pd.App6yi1
Aipowerconfigdefinst
{
}
Indextags Enhancement
Type Enhancement
}
INTO THIS :
Code:
PowerDef Feat_Chaosmagic
{
Targetmain Self
Targetaffected Self
Timeallowqueue 0.5
Attribkeyblock 1159397568
Attribmod
{
Attrib GrantPower
Aspect BasicAbs
Params GrantPowerParams
{
hDef Feat_Chaosmagic_Growth_Apply
}
Applypriority 1.000000
Key 1159397568
Exprblockduration
{
Statement 10
}
Variance 0.1
Delay 0.1
Exprblockrequires
{
Statement <&TargetIsType(Source,Target,"Foe")&>
}
Exprchanceblock
{
Statement "Application.Random <= .11 "
}
Stack Replace
Enhancementextension 1
}
Attribmod
{
Attrib GrantPower
Aspect BasicAbs
Params GrantPowerParams
{
hDef Feat_Chaosmagic_Nexus_Apply
}
Applypriority 2.000000
Key 1159397569
Exprblockduration
{
Statement 10
}
Variance 0.1
Delay 0.1
Exprblockrequires
{
Statement <&TargetIsType(Source,Target,"Foe")&>
}
Exprchanceblock
{
Statement "Application.Random <= .22 AND Application.Random > .11"
}
Stack Replace
Enhancementextension 1
}
Attribmod
{
Attrib GrantPower
Aspect BasicAbs
Params GrantPowerParams
{
hDef Feat_Chaosmagic_Fury_Apply
}
Applypriority 3.000000
Key 1159397570
Exprblockduration
{
Statement 10
}
Variance 0.1
Delay 0.1
Exprblockrequires
{
Statement <&TargetIsType(Source,Target,"Foe")&>
}
Exprchanceblock
{
Statement "Application.Random <= .33 AND Application.Random > .22"
}
Stack Replace
Enhancementextension 1
}
Attribmod
{
Attrib AttribModExpire
Aspect BasicAbs
Params AttribModExpireParams
{
Groupbyapplication 1
}
Applypriority 4.000000
Key 1159397571
Exprblockmagnitude
{
Statement 100
}
Variance 0.1
Exprblockrequires
{
Statement <&TargetIsType(Source,Target,"Foe")&>
}
Exprblockaffects
{
Statement <&(IsPowerDefThis() Or IsPowerDef(PowerDef,"Feat_Chaosmagic_Growth_Apply") or IsPowerDef(PowerDef,"Feat_Chaosmagic_Nexus_Apply")) AND ModsFromSameSource()&>
}
Exprchanceblock
{
Statement "Application.Random <= .33"
}
Enhancementextension 1
}
Attribmod
{
Attrib ApplyPower
Aspect BasicAbs
Params ApplyPowerParams
{
Def Feat_Chaosmagic_Growth_Title
Target ModTarget
}
Applypriority 1.500000
Key 1159397572
Variance 0.1
Delay 0.1
Exprblockrequires
{
Statement <&TargetIsType(Source,Target,"Foe")&>
}
Exprchanceblock
{
Statement "Application.Random <= .11 "
}
Stack Replace
Enhancementextension 1
}
Attribmod
{
Attrib ApplyPower
Aspect BasicAbs
Params ApplyPowerParams
{
Def Feat_Chaosmagic_Nexus_Title
Target ModTarget
}
Applypriority 2.500000
Key 1159397573
Variance 0.1
Delay 0.1
Exprblockrequires
{
Statement <&TargetIsType(Source,Target,"Foe")&>
}
Exprchanceblock
{
Statement "Application.Random <= .22 AND Application.Random > .11"
}
Stack Replace
Enhancementextension 1
}
Attribmod
{
Attrib ApplyPower
Aspect BasicAbs
Params ApplyPowerParams
{
Def Feat_Chaosmagic_Fury_Title
Target ModTarget
}
Applypriority 3.500000
Key 1159397574
Variance 0.1
Delay 0.1
Exprblockrequires
{
Statement <&TargetIsType(Source,Target,"Foe")&>
}
Exprchanceblock
{
Statement "Application.Random <= .33 AND Application.Random > .22"
}
Stack Replace
Enhancementextension 1
}
Exprblockenhanceattach
{
Statement <&HasPowerCat(powerDef,"Atwill") OR HasPowerCat(powerDef,"Encounter") OR HasPowerCat(powerDef,"Daily")&>
}
Exprenhanceentcreate
{
Statement 1
}
IconName Icons_Powers_Feat_Chaosmagic_01
Purpose Feat
Msgdisplayname Pn.Ec66ij1
Msgdescription Pd.App6yi1
Aipowerconfigdefinst
{
}
Indextags Enhancement
Type Enhancement
}
Effectively makes it to be activated by Either At-Will, Encounter and Daily power and not ONLY Magic Missile At-will as it's presented. It's statement is changed effectively, but it needs a new tooltip which is changed in another sense.
So what I did there is changing the
Code:
[COLOR=#666666]Statement <&IsPowerDef(PowerDef,"Controller_Atwill_Magicmissile") or IsPowerDef(PowerDef,"Controller_Atwill_Magicmissile_2") or IsPowerDef(PowerDef,"Controller_Atwill_Magicmissile_3") or IsPowerDef(PowerDef,"Controller_Atwill_Magicmissile_Combo")&>
into
Code:
[/COLOR]Statement <&HasPowerCat(powerDef,"Atwill") OR HasPowerCat(powerDef,"Encounter") OR HasPowerCat(powerDef,"Daily")&>
Note how the PowerDef of the Magicmissile_2 and 3 as well as Combo are each presented as unique activators for the actual Renegade feature Chaos Magic. After Mod 2 it was changed because, well, it sucks, but so did many other things which still need fixing.