Home » Fable TLC » Discussion » Definition Editing » ARMOUR entries
ARMOUR entries [message #55082] |
Wed, 25 November 2009 09:13 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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1. Finding the ARMOUR entry:
1a. Always go through the root entry. Always. Open the CREATURE entry whose ARMOUR entry you want to edit.
1b. Browse its CDefs, find and open the CHitLocationsDef.
1c. In the CHitLocationsDef, there will be a HIT_LOCATION entry listed. Open it.
Note 1: Sometimes there are more than just one HIT_LOCATION entry, for example, CREATURE_ASSASSIN links to two entries. The names of these entries gives away which one you'll want to edit, HIT_LOCATION_BANDIT and HIT_LOCATION_CREATURE_HEAD. For this one, go with HIT_LOCATION_BANDIT.
Note 2: There are some HIT_LOCATION entries that FE/CBox can't open, throwing a mismatch error. If this happens, let me know which entry it is - I'm currently working on building on the def.xml to allow more entries to work (in my spare time).
1d. In the HIT_LOCATION entry, there will be a link to an ARMOUR entry, open it.
2. Editing the ARMOUR entry:
2a. Of course I always suggest duplicating the entry and relinking as desired, but for the purposes of this tutorial I'll skip that. Seriously though, duplicate the entry, don't edit the original. I've posted elsewhere how to do this.
2b. Content of the entry:4F1221A7 - AugmentationResponseThis is an array. The first value tells Fable (and FE) how many items are in the array. If you add or subtract items, edit the count to reflect those changes.
Each array item has two pieces, the first determines which type of augment(s) the item is applied to. A breakdown of the list:
1 - Sharpening
2 - Silver
4 - Fire
8 - Lightning
16 - Piercing
32 - Health
64 - Will
128 - Experience
256 - Flame (actually 'Hobbe Killer'; unused)
512 - Will (actually 'Bandit Slayer'; unused)
You can also add combinations to the array by adding together the numbers of the augments in the combination. If I wanted to make an augment response specific to a weapon that had health, will and experience augmentations, I'd put 224. Sharpening and silver, I'd put 3.
The second piece of the array item is the damage multiplier to be set.
So if I wanted fire + lightning combo to deal 10x damage, the first item would be 12 and the second item would be 10. If I want something to me invulnerable or resistant to fire augments, I'd put 4 for the first and less than 1 for the second. Okay, easy enough, moving on to the next bit. E8DCE48C - DamageTypeResponseThis is another array, works just like the last array except it isn't for augments.
The first bit is what type of damage:
0 - Melee Damage
1 - Unarmed Damage
2 - Lightning Damage
3 - Fire Damage
4 - Projectile Damage
5 - Explosion Damage
6 - Drain Life Damage
7 - Unknown Damage
8 - Force Push Damage
9 - Holy Spell Damage
10 - Unholy Spell Damage
The second bit is the multiplier. So if I want something to be invulnerable to fists and swords and everything else, I'd have 11 items in the array, one for each type, and for each one I'd put a 0 in the multiplier field. If I wanted something that could only be killed with lightning spells, I'd put something higher than 0 in the lightning type item. Got it? No? Too bad, we're moving on. 6F099188 - ArmourThresholdsAnother array. First bit is type. I think it uses the same armour types listed for the previous array. The second bit is another multiplier, of course, but what it's for I don't know. I would like to think that it determines how much damage can be blocked before taking damage. Play with this if you want. And the rest.
The next three bits are booleans.
The first one is labeled, and it's exactly what it says. 0 - normal. 1 - every hit will knock the creature down.
The second one is unlabeled, but I think it's like an 'invincible' on/off switch, 0 is normal, 1 is invincible, maybe.
The third one is unknown. But like the others, 0 - normal. 1 - don't know, try it.
DamageMaterial and BlockMaterial link to material entries. These tell the game what effects to use on hits.
[Updated on: Wed, 25 November 2009 11:18] Report message to a moderator
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