Fable3mod
Discussions for modifying Fable 3

Home » Modding Forums » Modding Discussion » Weapon Augments and ScriptTag (Looking for a list of viable ScriptTags )
Weapon Augments and ScriptTag Sat, 11 July 2020 09:45 Go to next message
EdgyBoye89 is currently offline  EdgyBoye89
Messages: 2
Registered: July 2020
Location: USA
Junior Member
Heya,

I was wondering if anyone had a complete list of the ScriptTag entries used for weapon augments? Trying to add some easy augments for various weapons to my script mod, and I'm having trouble finding them in the GDB Editor. Currently looking at the Inquisitor sword, but I'll probably do it for other weaps too. I managed to grab a few of them from another thread, and I would have asked there, but I try not to necro threads when possible. I try to limit my use of the dark arts to in-game stuff ;)
Annnnnnyway, if someone has a list, or some suggestions on how to narrow my search, I'd appreciate the help.

Thanks,
j
Re: Weapon Augments and ScriptTag Sat, 18 July 2020 23:25 Go to previous messageGo to next message
Artofeel is currently offline  Artofeel
Messages: 195
Registered: August 2013
Location: Russia
Senior Member
not sure if that is what you are looking for
Toggle Spoiler
Re: Weapon Augments and ScriptTag Thu, 23 July 2020 15:29 Go to previous messageGo to next message
Tasty is currently offline  Tasty
Messages: 6
Registered: July 2020
Junior Member
How would one use this to upgrade weapons?
Re: Weapon Augments and ScriptTag Sun, 26 July 2020 11:55 Go to previous messageGo to next message
EdgyBoye89 is currently offline  EdgyBoye89
Messages: 2
Registered: July 2020
Location: USA
Junior Member
Artofeel wrote on Sat, 18 July 2020 23:25
not sure if that is what you are looking for
Toggle Spoiler
[/align]
Looks useful, at least Smile I should be able to apply the conditions listed, though I'll have to run through a couple of them first to check. You posted something similar on another thread, like I mentioned above, and I'm using some of that code in my own script. Just going to have to run through and change
ScriptFunction.AddUpgradeStatToWeapon({amount_to_add = 99999, ranged = true, text_tag = "DigSpot"})
to whichever condition ends up being needed for the Inquisitor.

In any case, you've saved me a lot of time. Thanks mate!

[Updated on: Sun, 26 July 2020 12:03]

Report message to a moderator

Re: Weapon Augments and ScriptTag Sun, 26 July 2020 14:07 Go to previous messageGo to next message
Tasty is currently offline  Tasty
Messages: 6
Registered: July 2020
Junior Member
I have found these script tag entries in globals however this is all I could find.
CRIMINAL_BROUGHT_IN
SHOOTING_RANGE_SCORE
JobGold
SLAVE_BROUGHT_IN
MORTAR_RANGE_SCORE
HadOrgyWithNumPeople
does anyone know if there are more than this?
Re: Weapon Augments and ScriptTag Sun, 26 July 2020 22:39 Go to previous messageGo to next message
Artofeel is currently offline  Artofeel
Messages: 195
Registered: August 2013
Location: Russia
Senior Member
EdgyBoye89 wrote on Sun, 26 July 2020 23:55
You posted something similar on another thread
ohhh.. yeah... now I remember what is ScriptTag for Weapon Augments
what I posted is not that what you need
Tasty wrote on Mon, 27 July 2020 02:07
I have found these script tag entries in globals however this is all I could find.
yes that's all globals.gdb have and I couldn't find in .gdb files more
in scripts there is 'AddAmountForConditionalAugments' and it use 'text_tag' so it gets STRING variable from somewhere...
here
miscellaneous\saveload\postscriptsloaded.lua
miscellaneous\saveload\miscfunctions.lua
030322  0612000C           [084] getglobal      6   18       ; CustomisableWeapon
030326  060E0C86           [085] getfield_r1    6   6   14   ; AddAmountForConditionalAugments
03032A  07000A0E           [086] move           7   5      
03032E  08040000           [087] getfield       8   0   4    ; text_tag
030332  09000000           [088] getfield       9   0   0    ; amount_to_add
030336  06010804           [089] call_i         6   4   1  
03033A  040F0000           [090] getfield       4   0   15   ; hero_only
as example of CRIMINAL_BROUGHT_IN
118E  0362000C           [303] getglobal      3   98       ; Carrying
1192  03630686           [304] getfield_r1    3   3   99   ; AddAmountForConditionalAugments
1196  044D000C           [305] getglobal      4   77       ; QuestManager
119A  044E0886           [306] getfield_r1    4   4   78   ; HeroEntity
119E  05640032           [307] loadk          5   100      ; "CRIMINAL_BROUGHT_IN"
11A2  0617000C           [308] getglobal      6   23       ; Gameflow
11A6  06650C86           [309] getfield_r1    6   6   101  ; CriminalBroughtInWeaponModAmount
11AA  03010804           [310] call_i         3   4   1  
so you can see
'text_tag' is 'CRIMINAL_BROUGHT_IN'
and
'amount_to_add' is 'CriminalBroughtInWeaponModAmount'
maybe it get it from scripts?
try this
miscellaneous\augmentationtype.lua
Toggle Spoiler
or
miscellaneous\augmentationstrings.lua
Toggle Spoiler
Re: Weapon Augments and ScriptTag Thu, 30 July 2020 07:47 Go to previous messageGo to next message
Tasty is currently offline  Tasty
Messages: 6
Registered: July 2020
Junior Member
I don't quite understand is this how the script should look?

ScriptFunction.AddUpgradeStatToWeapon({amount_to_add = 99999, ranged = true, text_tag = "AUGMENTATION_VAMPIRIC"})

Or is this an entirely new way of upgrading weapons? if so can you give me an example of what it should look like?
Sorry for asking so much, I just don't know what I'm doing and really want to 100% the game.
And as you know some of the augments require GFWL and can no longer be completed.
Sorry for the wall of text and thank you your help so far.

[Updated on: Thu, 30 July 2020 07:48]

Report message to a moderator

Re: Weapon Augments and ScriptTag Thu, 30 July 2020 09:42 Go to previous messageGo to next message
Artofeel is currently offline  Artofeel
Messages: 195
Registered: August 2013
Location: Russia
Senior Member
Tasty wrote on Thu, 30 July 2020 19:47
ScriptFunction.AddUpgradeStatToWeapon({amount_to_add = 99999, ranged = true, text_tag = "AUGMENTATION_VAMPIRIC"})
yes
just replace text_tag
but I don't try it so I don't even know if this is correct text_tags
let me now if some of these tags worked
Re: Weapon Augments and ScriptTag Thu, 30 July 2020 11:30 Go to previous messageGo to next message
Tasty is currently offline  Tasty
Messages: 6
Registered: July 2020
Junior Member
Thanks for the reply. I've tried all of augments but none of them seem to work.
Are there any other ScriptTag variables that might work?
Re: Weapon Augments and ScriptTag Fri, 31 July 2020 06:34 Go to previous messageGo to next message
Artofeel is currently offline  Artofeel
Messages: 195
Registered: August 2013
Location: Russia
Senior Member
nope, it's hard to find it
especially when you are not playing...
try guessing ;)
Re: Weapon Augments and ScriptTag Fri, 31 July 2020 10:45 Go to previous message
Tasty is currently offline  Tasty
Messages: 6
Registered: July 2020
Junior Member
okay, thanks for your help.
Previous Topic: [Mod Request]Dragging villagers to work
Next Topic: Script using
Goto Forum:
  


Current Time: Sat Nov 23 06:16:27 PST 2024

Total time taken to generate the page: 0.01733 seconds