hrwd Posted August 12, 2016 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!
Staehrminator Posted August 23, 2016 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
hrwd Posted August 29, 2016 Author 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.
hrwd Posted August 29, 2016 Author 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?
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