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        <title>DokuWiki def_editing</title>
        <description></description>
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       <dc:date>2026-05-06T11:03:49-07:00</dc:date>
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        <dc:format>text/html</dc:format>
        <dc:date>2007-04-27T01:36:51-07:00</dc:date>
        <title>def_editing:amour_types</title>
        <link>http://fabletlcmod.com/wiki/doku.php?id=def_editing:amour_types&amp;rev=1177663011&amp;do=diff</link>
        <description>ARMOUR

Types

	*  0 - Weapon Damage
	*  1 - Melee Damage
	*  2 - Lightning Damage
	*  3 - Fire Damage
	*  4 - Projectile Damage
	*  5 - Explosion Damage
	*  6 - Drain Life Damage
	*  7 - Unknown Damage (Possible Heal??)
	*  8 - Force Push Damage
	*</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2006-08-18T00:18:16-07:00</dc:date>
        <title>def_editing:augment_ability_bits</title>
        <link>http://fabletlcmod.com/wiki/doku.php?id=def_editing:augment_ability_bits&amp;rev=1155885496&amp;do=diff</link>
        <description>In order to calculate what Abilites an Augment has simply add the values together.
   sharpening   = 1
   Silver          = 2
   Flame         = 4
   Lightning    = 8
   Piercing       = 16
   Health         = 32
   Will             = 64
   Experiance  = 128
   Flame(2)     = 256
   Will(2)        = 512</description>
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        <dc:date>2006-08-17T23:31:33-07:00</dc:date>
        <title>def_editing:basic_cdef_linking</title>
        <link>http://fabletlcmod.com/wiki/doku.php?id=def_editing:basic_cdef_linking&amp;rev=1155882693&amp;do=diff</link>
        <description>When Opening an Object, Creature, Buidling, etc etc etc (Hence forth refered to simply as “Objects”), your given the option to add and delete Cdefs.


Note of Warning: When adding cdefs to an “Object”. Currently the Cdefs are ordered by the CDefName number. Low to High. Hopefully this can be automated in the next released version of Fable Explorer.</description>
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        <dc:date>2006-08-18T00:22:47-07:00</dc:date>
        <title>def_editing:body_slot_bits</title>
        <link>http://fabletlcmod.com/wiki/doku.php?id=def_editing:body_slot_bits&amp;rev=1155885767&amp;do=diff</link>
        <description>In order to calculate what slots on the body are occupied simply add the values together.
   None           = 0
   Feet            = 1
   Legs           = 2
   Hips           = 4
   Torso         = 8
   Head           = 16
   Arms          = 32
   Hands         = 64
   Lower Face = 128
   Middle Face = 256
   Upper Face  = 512</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2007-04-30T23:42:10-07:00</dc:date>
        <title>def_editing:context_sensitivity</title>
        <link>http://fabletlcmod.com/wiki/doku.php?id=def_editing:context_sensitivity&amp;rev=1178001730&amp;do=diff</link>
        <description>* note: Tables are pulled from misc_def_types.h

Type

	*  CONTEXT_SENSITIVE_GUILD_SEAL
	*  CONTEXT_SENSITIVE_LAMP
	*  CONTEXT_SENSITIVE_HEALTH
	*  CONTEXT_SENSITIVE_MANA
	*  CONTEXT_SENSITIVE_EXPRESSION
	*  CONTEXT_SENSITIVE_OPINION_EXPRESSION
	*  CONTEXT_SENSITIVE_GIFT</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2007-03-23T13:52:27-07:00</dc:date>
        <title>def_editing:cutscenes</title>
        <link>http://fabletlcmod.com/wiki/doku.php?id=def_editing:cutscenes&amp;rev=1174683147&amp;do=diff</link>
        <description>Cutscenes

Generally speaking cutscenes are non-playable sequences of events in a videogame. In Fable, they work the same way. Cutscenes are implemented using a simple scripting language, but more on that below.

Note! This is work in progress. Anything could change at any moment.</description>
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        <dc:date>2006-08-17T22:41:55-07:00</dc:date>
        <title>def_editing:new_clothing_template</title>
        <link>http://fabletlcmod.com/wiki/doku.php?id=def_editing:new_clothing_template&amp;rev=1155879715&amp;do=diff</link>
        <description>*  OBJECT-&gt;OBJECT_NEW_ITEM
		*  CTextureReplacementDef (Good for reusing an exsiting model with a new texture)
			*  New Texture added here

		*  New Mesh added here (Folded item used when spawning)
		*  CAppearanceModifierDef
			*  New Mesh added here</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2006-08-17T22:51:44-07:00</dc:date>
        <title>def_editing:new_melee_weapon_template</title>
        <link>http://fabletlcmod.com/wiki/doku.php?id=def_editing:new_melee_weapon_template&amp;rev=1155880304&amp;do=diff</link>
        <description>*  OBJECT-&gt;OBJECT_NEW_ITEM
		*  CTextureReplacementDef (Good for reusing an exsiting model with a new texture)
			*  New Texture added here

		*  New Mesh added here 
		*  CInventoryDef
			*  New Texture added here (For the HUD Icon)
			*  New Text entry added here</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2006-08-17T22:43:16-07:00</dc:date>
        <title>def_editing:new_suit_template</title>
        <link>http://fabletlcmod.com/wiki/doku.php?id=def_editing:new_suit_template&amp;rev=1155879796&amp;do=diff</link>
        <description>*  THING-&gt;HERO_SUIT_NEW_ITEM 
		*  CHeroSuitDef (Just an array of objects needed for the complete suit)
		*  CInventoryDef
			*  New Texture added here (For the HUD Icon)
			*  New Text entry added here (For the Suit's Title)
			*  New Text entry added here</description>
    </item>
    <item rdf:about="http://fabletlcmod.com/wiki/doku.php?id=def_editing:player_stats&amp;rev=1176784501&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2007-04-16T21:35:01-07:00</dc:date>
        <title>def_editing:player_stats</title>
        <link>http://fabletlcmod.com/wiki/doku.php?id=def_editing:player_stats&amp;rev=1176784501&amp;do=diff</link>
        <description>Stat Numbers:
   2		-- initial (unlisted)
   3		-- Base (Possibly stubble)
   4		-- Age
   5		-- Age (2??)
   6		-- Evil
   7		-- Good
   8		-- Skill
   9		-- Skill (2??)
   10		-- Will
   11		-- Strength (Overridden By Skill)
   12		-- Strength (2?? used in skeleton morph)
   13		-- Weak (used in skeleton morph)
   14		-- Fat (used in skeleton morph, also had some other flags set)
   16		-- Evil (2?? used with hair morph)
   17		-- Berserk (used in skeleton morph, also had some other flags set)…</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2006-08-30T02:57:22-07:00</dc:date>
        <title>def_editing:simulation_buildings</title>
        <link>http://fabletlcmod.com/wiki/doku.php?id=def_editing:simulation_buildings&amp;rev=1156931842&amp;do=diff</link>
        <description>Building Types

Add these together to spawn npc's from the CVillagePeopleDef list of the Village your using.
Home               = 1
Hero Centre        = 2
School             = 4
Warehouse          = 8 (Needs markers for the NPC??)
Shop               = 16
Tavern             = 32 (Needs markers for the NPC??)
Gaurd Hut          = 64 (Needs markers for the NPC??)
Unknown            = 128 
MarketStall        = 256
Servants           = 512
Apprentice         = 1024
Gaming             = 2048 (Needs ma…</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2010-07-08T09:34:01-07:00</dc:date>
        <title>def_editing:undocumented_entries</title>
        <link>http://fabletlcmod.com/wiki/doku.php?id=def_editing:undocumented_entries&amp;rev=1278606841&amp;do=diff</link>
        <description>0B27A80D-&gt;“Type”
It's listed in many many Definitions, and corresponds to the misc_def_types.h file.
The enums have been listed where found.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2007-04-10T21:33:07-07:00</dc:date>
        <title>def_editing:village_tasks</title>
        <link>http://fabletlcmod.com/wiki/doku.php?id=def_editing:village_tasks&amp;rev=1176265987&amp;do=diff</link>
        <description>Village tasks defined in CVillageDef


0 = Lamps
1 = Patrol (Patrol the area)
2 = ??
3 = Security Sweep (Sweep the area after a crime has been commited)
4 = ??


Notes:

Still 2 unknowns. Used in: 


KnotHoleGlade = 2 &amp; 4 

BowerStone = 2 &amp; 4 (All 3 areas)</description>
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