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Morphing System Demystification

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Here is where I saw the gamerscore morph:
Hero Sword
Object_65920 0x9434ACD4
5F6317D5(parent) 0x6056C4DA
C3318103(InventoryItemComponent) 0xAFE5B571
CB48AF55(CustomisableWeaponComponent) 0x55E9E4B3
FC8A57C5(PhysicsSimulationDynamicComponent) 0x74D86551


Object_38003 0x55E9E4B3 - (CustomisableWeaponComponent)
5F6317D5(parent) 0x6F004B84
AAD269A9(WeaponLevelEffects) 0x56A45C18
ADE01734(WeaponConditionalEffectGroups) 0x6E64F5FB
E8C28664(LevelScriptTable) LivingSwordLevelScripts
EE359486(IsLivingWeapon) 1


Object_48993 0x6E64F5FB - (WeaponConditionalEffectGroups)
07183D79(ParticleEffectGroup) 0x6DFFBEC0
42DB9347(DyeEffectGroup) 0xBA1B6FB6
5F6317D5(parent) 0x1D3BB0BD
88ACD50E(SecondaryMeshEffectGroup) 0xFB5095F5
A69B5F42(PrimaryMeshEffectGroup) 0x7C618976


Object_55202 0x7C618976 - (PrimaryMeshEffectGroup)
5F6317D5(parent) 0xE3CB2B9E
6830086B(ConditionalAugments) 0x61804C7F
80DB2D70(ForceApplyLevel) 4
9BDB879F(NumberToDeal) 18
C91E62B8(NumberActiveAllowed) 1


Object_43210 0x61804C7F - (ConditionalAugments)
5F6317D5(parent) 0xDD7C5EC3
805981F8(Condition) 0x512342BD
805981F8(Condition) 0xE974DF33
805981F8(Condition) 0x98B7335A
805981F8(Condition) 0x07564025
805981F8(Condition) 0x83EEEE04
805981F8(Condition) 0xC67F97A7
805981F8(Condition) 0xD76CF0FE
805981F8(Condition) 0xEC0C9239
805981F8(Condition) 0xB02996C8
805981F8(Condition) 0xC43A005B
805981F8(Condition) 0x2DE4CDE2
805981F8(Condition) 0xA6ACF68D
805981F8(Condition) 0xAE28B8CC
805981F8(Condition) 0xAFE2ED4F
805981F8(Condition) 0x9A914E06
805981F8(Condition) 0x3892E121
805981F8(Condition) 0x6600F810
805981F8(Condition) 0x16077283


objhash C67F97A7
objdata 31BCF0A2 Augment
objdata ECAA489A parent

objhash ECAA489A
objdata 00000018 Type
objdata E9DEBBDC Augment
objdata 000061A8 RequiredValue
objdata 789F5617 parent
objdata 1B554EF1 NameTag | INV_ITEM_WEAPON_LIVING_PRIMARY_NAME_GAMERSCORE

The required value would be 25k.
It's also the condition of 2 other weapons but I didn't trace those backwards.
 
Page 24, The Hero's Way, Hero Status Panel, Sub Section "Combat Stats and Hero Level":
"... together, these combat stats go toward a hidden stat: Hero Level. Hero Level starts at 1 and eventually goes all the way to 10. Your Hero Level determines enemy difficulty and loot quality."
There you have it, happy?
 
Ah, okay. I just read the rest of it. The part that I was looking for was the part that said you gain experience that goes toward your Hero Level by "dealing damage and scoring kills with a particular type of attack."
 
I don't think I'm going to like these definitions.
It's actually not that bad. Pretty much the same as Fable 1 definitions, only this time we have all the property names but not the object names. It also looks like the hierarchy actually DOES something this time around. Fable 1 'inherited' entries seemed to do nothing...
 
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