

- #Jpexs free flash decompiler add class how to#
- #Jpexs free flash decompiler add class mod#
- #Jpexs free flash decompiler add class mods#
- #Jpexs free flash decompiler add class code#
The Scrying Orbs became especially helpful. To that end, I've modified the shops on my game to sell a bit more.
#Jpexs free flash decompiler add class how to#
The best thing you can do is figure out how to speed up that process.
#Jpexs free flash decompiler add class mods#
The first thing I want to share is that testing mods can get really old, really fast. I also can't speak of the balance of stuff I've done, but I will say I'm in the process of making items a lot less strong. Some of this goes beyond what I've discussed so far (simple equipment mods). Instead, I'll drop some pics of some of what I've done.
#Jpexs free flash decompiler add class mod#
Początkowo opublikowane przez Hatter:Anything you've moded in you'd like to share? I was going to write up on how to mod different enemy groups, but I don't have time to do that this weekend. Next post will be how to insert an item into the game. Subtract 1000 from the id and look up the remainder in Tag.as. Stat id="1000+": If the id number is more than 1000, the stat is for a resistance. MonsterSkill.as, PassiveSkill.as, and Skill.as are all available to use. Stat id="80": This adds a skill to the item. "tier" adds the value amount that much per item tier (or 1/3 the value per level), and "relic" is a relic effect. "fixed" gives a static value that does not change. Check Effect.as and find the constant that matches the number. In this case, we have a 6 which leads to TRIGGER_WHEN_HEALING.ĮffectId: if not a 0, it will apply an Effect. Remove: removes an amount of debuffs (if targeting party) or buffs (if targeting an enemy) 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.
#Jpexs free flash decompiler add class 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. Before we get started, a few disclaimers:
