hrwd Posted August 12, 2016 Share Posted August 12, 2016 So, I wanted to change something obvious for my first try. Hence I chose Blessed was Wengridh and its Reflex save. I've opened the module in UABE and looked into "MonoBehavior" asset(MB base, yeah). Now, I need to find something that makes sense to modify Reflex. Inside there is this PhraseData m_phraseData which contains Array Array(int size = 2) and AA contains 0 and 1. When I open 0, I get: Generic Mono data UInt8 IsHostile = 0 (this means it's a friendly effect) int Apply = 0 (no idea what this is) int AffectsStat = 16(it affects stat 16, which I understand is mov.speed because of next two lines) int DmgType = 8(I take it this means it increases, not decreases a number- a plus basically) float Value = 1.20(and THIS IS IT! When you look it up on wiki, it says it increases MS by +1.2{sound familiar?}) . . . So 0 is the MS part, which means 1 MUST be Reflex part, right? When I open it, the only two different things are: AffectsStat is 8(must be Reflex) and Value is 10.00(now this sounds VERY familiar). It simply has got to be the part reserved for modifying Reflex save. So, what's wrong? I found it in hex code and edited it to be +15.00. Replaced the file, which even says outright that Stat 8 is affected by Value 15.00. But it doesn't work in the game! Neither the tooltip, neither the ability(it still changes Reflex by 10). WTF did I do wrong? Did I miss something? ...I just want to edit values so ratios are better dam it! Link to comment Share on other sites More sharing options...
Staehrminator Posted August 23, 2016 Share Posted August 23, 2016 So, I wanted to change something obvious for my first try. Hence I chose Blessed was Wengridh and its Reflex save. I've opened the module in UABE and looked into "MonoBehavior" asset(MB base, yeah). Now, I need to find something that makes sense to modify Reflex. Inside there is this PhraseData m_phraseData which contains Array Array(int size = 2) and AA contains 0 and 1. When I open 0, I get: Generic Mono data UInt8 IsHostile = 0 (this means it's a friendly effect) int Apply = 0 (no idea what this is) int AffectsStat = 16(it affects stat 16, which I understand is mov.speed because of next two lines) int DmgType = 8(I take it this means it increases, not decreases a number- a plus basically) float Value = 1.20(and THIS IS IT! When you look it up on wiki, it says it increases MS by +1.2{sound familiar?}) . . . So 0 is the MS part, which means 1 MUST be Reflex part, right? When I open it, the only two different things are: AffectsStat is 8(must be Reflex) and Value is 10.00(now this sounds VERY familiar). It simply has got to be the part reserved for modifying Reflex save. So, what's wrong? I found it in hex code and edited it to be +15.00. Replaced the file, which even says outright that Stat 8 is affected by Value 15.00. But it doesn't work in the game! Neither the tooltip, neither the ability(it still changes Reflex by 10). WTF did I do wrong? Did I miss something? ...I just want to edit values so ratios are better dam it! The tooltip will not change I believe, you'll need to edit the text files for that. But the ability itself should be changed. Do your stats on the C screen change accordingly when you're using the chant? 1 Link to comment Share on other sites More sharing options...
hrwd Posted August 29, 2016 Author Share Posted August 29, 2016 So, I wanted to change something obvious for my first try. Hence I chose Blessed was Wengridh and its Reflex save. I've opened the module in UABE and looked into "MonoBehavior" asset(MB base, yeah). Now, I need to find something that makes sense to modify Reflex. Inside there is this PhraseData m_phraseData which contains Array Array(int size = 2) and AA contains 0 and 1. When I open 0, I get: Generic Mono data UInt8 IsHostile = 0 (this means it's a friendly effect) int Apply = 0 (no idea what this is) int AffectsStat = 16(it affects stat 16, which I understand is mov.speed because of next two lines) int DmgType = 8(I take it this means it increases, not decreases a number- a plus basically) float Value = 1.20(and THIS IS IT! When you look it up on wiki, it says it increases MS by +1.2{sound familiar?}) . . . So 0 is the MS part, which means 1 MUST be Reflex part, right? When I open it, the only two different things are: AffectsStat is 8(must be Reflex) and Value is 10.00(now this sounds VERY familiar). It simply has got to be the part reserved for modifying Reflex save. So, what's wrong? I found it in hex code and edited it to be +15.00. Replaced the file, which even says outright that Stat 8 is affected by Value 15.00. But it doesn't work in the game! Neither the tooltip, neither the ability(it still changes Reflex by 10). WTF did I do wrong? Did I miss something? ...I just want to edit values so ratios are better dam it! The tooltip will not change I believe, you'll need to edit the text files for that. But the ability itself should be changed. Do your stats on the C screen change accordingly when you're using the chant? No, they did not. That is why I started this topic. I mean, I am not speaking of adding functionalities, just editing stats here or there. I could try it again, ofc. Link to comment Share on other sites More sharing options...
hrwd Posted August 29, 2016 Author Share Posted August 29, 2016 Here's my Weng txt file: 0 MonoBehaviour Base 0 PPtr<GameObject> m_GameObject 0 int m_FileID = 0 0 int ,m_PathID = 19 1 UInt8 m_Enabled = 1 0 PPtr<MonoScript> m_Script 0 int m_FileID = 0 0 int m_PathID = 14 1 string m_Name = " " 0 PPtr<$Texture2D> Icon 0 int m_FileID = 0 0 int m_PathID = 8 0 DatabaseString DisplayName 0 int StringTable = 6 0 int StringID = 640 0 DatabaseString Description 0 int StringTable = 6 0 int StringID = 641 1 string Tag = " " 0 int Level = 1 0 int VocalizationNumber = 3 0 int DefendedBy = 5 0 PhraseData m_phraseData 0 Array Array (2 items) 0 int size = 2 [0] 0 Generic Mono data 1 UInt8 IsHostile = 0 0 int Apply = 0 0 int AffectsStat = 16 0 int DmgType = 8 0 float Value = 1.200000 0 float ExtraValue = 0.000000 0 int IntervalRate = 0 0 PPtr<$GameObject> OnStartVisualEffect 0 int m_FileID = 0 0 int m_PathID = 17 0 PPtr<$GameObject> OnAppliedVisualEffect 0 int m_FileID = 0 0 int m_PathID = 20 0 PPtr<$GameObject> OnStopVisualEffect 0 int m_FileID = 0 0 int m_PathID = 0 0 int VisualEffectAttach = 6 0 PPtr<$Texture2D> Icon 0 int m_FileID = 0 0 int m_PathID = 0 0 PPtr<$Affliction> AfflictionPrefab 0 int m_FileID = 0 0 int m_PathID = 0 [1] 0 Generic Mono data 1 UInt8 IsHostile = 0 0 int Apply = 0 0 int AffectsStat = 8 /// 8 is Reflex, I double checked it by examining Snake's Reflexes 0 int DmgType = 8 /// 8 is + I take it 0 float Value = 20.000000 /// It was 10 pretty obviously, this is what I changed 0 float ExtraValue = 0.000000 0 int IntervalRate = 0 /// I'll skip the visual / trap etc part for now(it's exactly the same one as in MS above) . . . 0 vector Afflictions 0 Array Array (0 items) 0 int size = 0 0 PPtr<$GameObject> OnChanterVisualEffect 0 int m_FileID = 0 0 int m_PathID = 0 0 int ChanterVisualEffectAttach = 14 ...why does this not work? Link to comment Share on other sites More sharing options...
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