Divinity: Original Sin 2

Divinity: Original Sin 2

Luminary
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Update: 3 Mar, 2023 @ 1:20pm

  • Fixed an issue with damage multipliers being improperly passed to a CDT event, which caused some scripting issues:
    • Fixed Aster Echo looping continuously until enemies died.
    • Fixed Aster Echo tooltip displaying a slightly lower amount of damage than intended for the Prismatic bonus.
    • Fixed Daybreak doing much less damage than intended when the target had Prismatic.
  • Fixed an issue with Aster Echo where it was showing the incorrect skill name.
  • Added new chat commands for changing the armor saving throw of light damage and Prismatic:
    !Luminary_MagicArmorOverride !Luminary_PhysicalArmorOverride !Luminary_NoArmorOverride

Update: 20 Feb, 2023 @ 12:31pm

  • Improved Binding Glow pull script for more consistent placement around the caster with new CDT helpers.
  • Reduced chance for eligible NPCs to receive Luminary upgrades from 15% to 12%. You can toggle the upgrades off and then on via the chat command if you want the reduced chance immediately. NPC upgrades are rolled upon the first time you enter the level, so this change is not retroactive for NPCs in your current act unless you toggle the upgrades.

Update: 15 Feb, 2023 @ 6:10pm

  • Added a new chat command
    !Luminary_ConvertMainWeapon
    that will convert your currently equipped main weapon to light damage. After the command is accepted, you will need to save and reload for the change to take effect.

Update: 29 Jan, 2023 @ 5:37pm

  • Rewrote scripts to match Custom Damage Types update.
  • Fixed a sneaky bug where the critical hit chance from Intensify was not scaling properly despite what was shown in the UI.
  • Dazzling Salvo reworked. All 4 spears now strike the same location and create concentric random blessed surfaces on impact.
  • Added new chat command to toggle Luminary skills and upgrades on enemies: !Luminary_ToggleNPCUpgrades

Update: 29 Jan, 2023 @ 5:23pm

Update: 31 May, 2022 @ 4:28pm

  • Fixed a tooltip issue with Prismatic status.
  • Added chatbox override commands:
    !Luminary_StrengthOverride !Luminary_FinesseOverride !Luminary_IntelligenceOverride !Luminary_GetAllSkills
    These commands are meant to be typed into the in-game chatbox. You may need to enter the command twice if you have not sent a chat message yet in the current play session. A confirmation message will appear in the chatbox when a command is accepted.

    The override commands will change the scaling stat of Luminary skills and weapons. After using an override command, please save and reload to update the scaling attribute for already-existing weapons. The skills command will generate skillbooks for all Luminary skills in the currently controlled character's inventory.

Update: 28 May, 2022 @ 10:17am

  • Fixed issue with Chromatic Concord not mitigating damage that was introduced last patch.

Update: 27 May, 2022 @ 12:31am

  • Fixed conditions that could cause Reflective Augury to not redirect damage.
  • Fixed tooltip issue for Intensity status.
  • Fixed tooltip issue for Luminous Infusion status.
  • Fixed basic attacks with Luminary weapons not showing up as light damage in the combat log (this was part of a CDT update).
  • Removed Conceal as a possible upgrade skill for bosses to prevent edge case dialog and Larian script issues.

Update: 23 May, 2022 @ 6:13pm

  • Fixed a tooltip issue with the SetModSkill function.

Update: 23 May, 2022 @ 5:53pm

  • Added support for Portuguese (I think 😂). The text will still be in English but tooltips should be working at least.
  • Cleaned up various tooltips.
  • Added helpers for mod authors to easily add Luminary ability/resistance amounts to their own creations or to overwrite the Luminary defaults. These functions should be called on the client and server during SessionLoading (not SessionLoaded!).
    ---Registers an ability status to be incorporated into Luminary. ---@param status string ---@param amount number ---@param displayName string function SetModAbilityStatus(status, amount, displayName) ---Registers a resistance status to be incorporated into Luminary. ---@param status string ---@param amount number ---@param displayName string function SetModResistanceStatus(status, amount, displayName) ---Registers a skill to be incorporated into Luminary. ---@param skill string StatsId of the skill ---@param skillbookId string|nil StatsId of the skillbook associated with this skill ---@param EAFlags string[]|nil Elemental Affinity flags for the skill. Luminary_Light is the blessed surfaces flag made for Luminary ---@param requirement number|nil Amount of Luminary stat necessary to equip/learn the skill function SetModSkill(skill, skillbookId, EAFlags, requirement) ---Registers a GUID's Luminary stat. ---@param guid string ---@param amount number function SetModAbilityGUID(guid, amount) ---Registers a Stat's innate Luminary stat. ---@param guid string ---@param amount number function SetModAbilityStat(guid, amount) ---Registers a template's innate Luminary stat. ---@param template string ---@param amount number function SetModAbilityTemplate(template, amount) ---Registers a GUID's innate Light Resistance. ---@param guid string ---@param amount number function SetModResistanceGUID(guid, amount) ---Registers a StatsId's innate Light Resistance. ---@param stat string ---@param amount number function SetModResistanceStat(stat, amount) ---Registers a template's innate Light Resistance. ---@param template string ---@param amount number function SetModResistanceTemplate(template, amount)
    For example:
    Ext.RegisterListener("SessionLoading", function() --Makes WET status give 5 Luminary Mods.Lumimancy.SetModAbilityStatus("WET", 5, "Wet") --Makes WET status give 50% Light Resistance Mods.Lumimancy.SetModResistanceStatus("WET", 50, "Wet") --Makes Fireball require 2 Luminary to use and gives it EA from blessed surfaces. --The skillbook param is left nil, meaning it does not require Luminary to learn. Mods.Lumimancy.SetModSkill("Projectile_Fireball", nil, {"Luminary_Light"}, 2) --Overrides the default light res value for all trompdoys from 30% to 100%. Mods.Lumimancy.SetModResistanceTemplate("FTJ_Illusionist", 100) --Gives Jahan 60% light resistance Mods.Lumimancy.SetModResistanceGUID("4d222cfd-49c8-41d3-8cb7-2a2b56232633", 60) end)