![]() ![]() Power: Power gained (positive number) or lost (negative number). Health: HP gained (positive number) or lost (negative number). If "0", no tag is used.Īction: action gained (positive number) or lost (negative number). Any tag here will disintegrate enemies with that tag. If "false", the effect applies to the target.ĭisintegrate: "true" or "false" if the effect causes disintegrationĭisintegrateTag: check Tag.as for available tags. TargetSelf: if "true", the effect applies to the equipment wearer. This will govern what special properties the item has.Ĭhance: %chance of the effect triggering. Restricted tree: restricts a tree from using the item. See SkillTree.as for what number means what. Requires tree: allows a tree to use the item. If "true" the standard classes that can equip that base type are able to use it. : start and close tags that deal with what classes can use the itemĭefault: can be "true" or "false". I haven't tracked down where all these come from, so I mostly copy and paste the looks from other items. There are more tags as well, including glows hue changes and more. Model: the item model when equipped to a character : the starting and closing tags that govern how the item looks This causes that green dot on the item card in game In that case, see _setsXMLClass.bin for the set effects.īacker: name of the backer that the weapon was made after. SetId: if the weapon is a part of a set, this won't be a 0. In this case, a 9 leads to RARITY_ARTIFACT.īaseMultiplier: how much the base damage/armor is multiplied by. Make sure every item you add has a unique ID or they'll start overwritting each other. Use ItemTypes.as and find the constant that matches the number. Name: the equipment name as it appears in game ![]() ![]() : the starting and closing tags tell the game that this is an equipment PassiveSkill.as Īn example of how to use these files will be in the next post. _factionRewardsFile.bin ĮquipmentSpecialEffect.as Įffect.as The good news is we can easily add new equipment to the game without touching it. To start, though, we aren't going to go into the P-Code as it is a bit more complex. Our only option in these cases is to use Edit P-Code. Editting the code with that option will result with Godfall crashing on start up. Secondly, the "Edit ActionScript" option that has (Experimental) next to it simply doesn't work for us. For one, the product is no longer being updated. If anyone else finds one, let me know, because what we're using certainly isn't perfect. JPEXS is the only unlimited free flash decompiler I could find. Put the folder someplace you can get to easily as you'll be working in there a decent amount. swf in JPEXS and "Export all parts" to a new folder. While modding your game, you are solely responsible for what happens to it. You are going to see spoilers in the code and probably in this thread. I recommend finishing the campaign before trying to mod. It will save you the trouble of having to redownloading the game and starting from scratch if something goes wrong. Back up your game before you start and do so often as you work on it. IMPERATOR ☏LA v7 is fully capable of decompiling SWF files even after they have been modified by 3rd party software.To get a first impression of the surface and functionality of IMPERATOR ☏LA v7, please refer to the Manual.For information about limits of the conversion-process, please refer to the section Limits.IMPERATOR ☏LA v7 recovers: ActionsButtons (eliminating graphically identical buttons)Classes (extracting the *.as files relative to the destination path)Components (with initialized variables)Environment Settings (backgroundcolor, framerate, height, width, etc.)Frame LabelsLibrary LinkagesMask LayersMedia Import paths (for extracted media-files)Morph ShapesPicturesShapesSoundsSound EventsSprites (MovieClips)TextfieldsVideosAll Timelines (rearranging them under FLA-compatible terms).IMPERATOR ☏LA v7 adds the two entries 'Save FLA.' and 'Save and Open FLA.' to the context menu appearing after right-clicks on SWF files in explorer windows.Before we get started, a few disclaimers: Furthermore it gives you the opportunity to extract all classes (*.as and *.mxml files) and included media files (pictures, sounds and videos) to separate files on your system. IMPERATOR ☏LA v7 generates Flex projects and FLA files with Flash 6 (MX), Flash 7 (MX 2004), Flash 8, Flash 9 (CS3) or Flash 10 (CS4) library from the selected input SWF (compiled with Adobe's/Macromedia's Flash or Adobe's Flex) and thereby makes it possible to alter the content of a SWF even when the corresponding Flex project or FLA document got lost.
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