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BlazeMaster

 
Tavern Dweller
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posted October 25, 2025 02:35 PM |
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BlazeMaster said: How can I change the color of the crystal dragon's breath effect?
Anyone knows?
this effect's texture is grey but the game renders it as purple ingame.
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Laserstorm

 
Tavern Dweller
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posted November 29, 2025 12:32 AM |
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I'm not sure how active this thread is anymore, but I am hoping someone is still around to help with this creature ability mod I am trying to make
I was planning to create a new ability called "Impact Shot", which would cause a unit's ranged attack to stagger any unit hit by it, resetting their ATB value back to 0. On top of that, I also want it to reduce their defense by a certain amount each time (Think Rust Dragons). I also need it to be AOE as well. I already have an AttackPattern.xdb file that handles the 3x3 damage logic.
Here's a summary of what I did.
The Executable
The first I did was modify the header flag for the relocation table at 0x31C in order to write executable code to that section. (That section is used for debugging purpose, so it shouldn't be necessary to run the game.)
40 00 00 42 --> 40 00 00 E0
Next, I went to the address at the end of the block of code that handles mapping creature abilities to internal ids at 0x7E0B28 in order to make a jump to my new code at 0xD16200.
6A 18 C7 06 00 00 00 00 --> E9 D3 E8 A8 00 90 90 90
This is my custom code to map Impact Shot to an internal id.
81 FA AF 00 00 00 75 0E 68 00 01 67 01 E8 2E 5B 3C FF 8B C6 5E C3 6A 0D C7 06 00 00 00 00 E9 0D 17 57 FF
Then, at 0xD16300, I placed the text string for the ID. (ABILITY_IMPACT_SHOT)
41 42 49 4C 49 54 59 5F 49 4D 50 41 43 54 5F 53 48 4F 54
Lastly, I hooked the text string parser function for the abilities at 0x7E26D3 to my custom code at 0xD163F0
5F 33 C0 5E C3 --> E9 18 3D 53 00
8B 46 04 8B 0E 2B C1 83 F8 13 75 16 50 68 00 75 11 01 51 FF D7 83 C4 0C 85 C0 75 08 5F B8 AF 00 00 00 5E C3 5F 33 C0 5E C3
Types.xml
I made four changes here. The first one was to add an entry to the CombatAbility enumeration table like so.
<Item> <Name>ABILITY_IMPACT_SHOT</Name>
<Value>175</Value>
</Item>
Next, I increase the amount of data objects/entries/etc. in the CombatAbility class table by one.
<Item>
<Key>ref_table_num_objs</Key>
<Data>
<Type>01000000</Type> <Data>176</Data> <-- From 175
</Data>
</Item>
I then increased the min and max elements in that same table by 1.
<Constraints>
<Item> <__ClassTypeID>270062596</__ClassTypeID>
<__ObjectData>
<MinElements>176</MinElements> <-- From 175 <MaxElements>176</MaxElements> <-- From 175
</__ObjectData>
</Item>
</Constraints>
Finally, I added Impact Shot to the other abilities enumeration entries table.
<Item>ABILITY_IMPACT_SHOT</Item>
CombatAbilities.xdb
Added Impact Shot to this reference table.
<Item>
<ID>ABILITY_IMPACT_SHOT</ID>
<obj>
<CombatLogTexts/>
<NameFileRef href="/Text/Game/Creatures/Creature_abilities/ImpactShot/Name.txt"/>
<DescriptionFileRef href="/Text/Game/Creatures/Creature_abilities/ImpactShot/Description.txt"/>
<ActivatedSpell>SPELL_NONE</ActivatedSpell>
</obj>
</Item>
Creature.xdb
And, of course, I added the entry to the creature's ability list.
<Item>ABILITY_IMPACT_SHOT</Item>
Result?
Despite all that, the ability's name and description do not show up in when viewing the unit's stats and descriptions. (The ability is just a dummy tag so far and doesn't have any logic associated with it.) The game runs with the modded exe but the ability's text doesn't show up. Also, whenever I use types.xml I get weird UI scaling issues.
Any help with this would be greatly appreciated!
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dredknight

    
     
Honorable
Legendary Hero
disrupting the moding industry
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posted November 29, 2025 08:32 PM |
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Hello! Come to 5.5 discord and send me a message there (dredknight). this is a elaborate topic and is not that convinient to go back and forth on it here.
I see you have made some progress but the offsets/address you provide does not fit the database I have so this is a place we can start.
____________
Join our official discord channel
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jantz

 
Tavern Dweller
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posted December 04, 2025 12:57 PM |
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Hi, is it possible to give a creature its own new unique melee splash attack? For ex. 2 cells, like cyclop crushing but only those 2 closer cells.
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