Sacred 2:Disabling The Debuff Ability
This mod removes the effect of the spell that disables your buff(s).
The original work was done by and all credit goes to Silver-D at DarkMatters.
Always remember to backup any files that you change.
To do this the spells.txt file in the scripts/shared directory will be edited. In the spells.txt there are a number of instances that look something like this. [code]mgr.defineSpell( "boss_fog_hit", { eiStateName = "cSpellCast", fxTypeCast = "", fxTypeSpell = "", duration = 0.000000, animType = "ANIM_TYPE_MAGICA", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_INVALID", causesSpellDamage = 1, tokens = { entry0 = {"et_spelldamage_ice", 210, 105, 0, 133 }, entry1 = {"et_hits_persec", 667, 0, 0, 4 }, entry2 = {"et_range_area", 1000, 0, 0, 4 }, [/code] Where we are interested in the last part [code]tokens = { entry0 = {"et_spelldamage_ice", 210, 105, 0, 133 }, entry1 = {"et_hits_persec", 667, 0, 0, 4 }, entry2 = {"et_range_area", 1000, 0, 0, 4 }, [/code] This determines the what effects the spell will have. We are interested in the entry et_closedown_buff followed by some values in brackets. The easiest way to remove the effect is to search for all instances of this line and change all these values to 0, as in: [code]entry3 = {"et_closedown_buff", 0, 0, 0, 0 }, [/code] Another way is to simply remove the entire entry (as in removing the part entry3 = {"et_closedown_buff",... when doing this just be sure that the values after entry still go from 0 to the last one without skipping a number.
Any issues or queries can be discussed in the DarkMatters Modding forum.