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Докладване на проблем с превода
You need to extract the game file to be able to modify the stats.
In the game folder there is a vpk folder with all the files, download GCF scape and extract the files, then you cna open them with a text editor and change the values to whatever you want
The key to what I seek definitely lies in each NPC's .qct files. This will probably vary per spell, weapon, and element, but I modified the Orc's .qct file to test out one of my desired changes.
I modified this section:
"Vulnerabilities_spells"
{
"fire" "1" // Immune to fire 0. Damage multiplier 2.
"air_3" "2" // Immune to lightning 0. Damage multiplier 2.
"shock_water" "2" // Immune to electricity in water 0. Damage multiplier 2.
}
Into this:
"Vulnerabilities_spells"
{
"fire" "0.1" // Immune to fire 0. Damage multiplier 2.
"air_3" "2" // Immune to lightning 0. Damage multiplier 2.
"shock_water" "2" // Immune to electricity in water 0. Damage multiplier 2.
}
The end-result is that the Orcs now had an affinity to ALL fire-based attacks, melee, spells, or otherwise, and as a result, took forever to kill with the Fire Staff weapon and Fire Arrow spell.
As the user who replied to me on May 11, 2020 pointed out (Named QWERTY at time of writing), this change would likely have no effect on damage from Oil Flask-induced fire collisions or igniting NPCs doused with it via throwing, to which end he was 100% correct.
As such, it is unlikely that any sort of additional behavior beyond damage output for Spells sporting greater Game FX, such as the Fireball one, will be present. Will update this post with further testing results.
Incidentally, it may be possible to nullify damage and other effects from specific fire-based spells by replacing the field keyname "fire" with one tied to a specific spell, like "fire_2" (Fire Trap) - will confirm later.