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Feat List with IDs #14

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PapaPetro opened this issue Oct 1, 2018 · 10 comments
Open

Feat List with IDs #14

PapaPetro opened this issue Oct 1, 2018 · 10 comments

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@PapaPetro
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PapaPetro commented Oct 1, 2018

Hi,
I saw a post on http://fearlessrevolution.com/viewtopic.php?f=15&t=7995&p=62555#p62509 that said you were looking for IDs to match with Feat names.

tseblade made a json file with a pretty complete list of feats and their coresponding IDs and other attributes: http://fearlessrevolution.com/viewtopic.php?f=4&t=7964&start=345#p62503
*edit: changed link to tseblade's forum post w/ a zip to his file

I converted tseblade's feat list json into an Excel .xlsx format.
Feat List (from tseblade's json).zip

I hope this is helpful and good luck with your editor.

@astewart42
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It was I who made the post. Awesome response! Looking at the layout, I wonder if this is going to be as easy as first thought but getting the feat data was key to start.

@PapaPetro
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PapaPetro commented Oct 1, 2018

Based on my analysis, it looks like the Blueprint and ComponentName fields is the static identifier tied with the feat name. When matching IDs with other people's party.json examples, the $id and m_UniqueId fields are inconsistent as they are probably tied locally to that particular character and for Unity's object structure.

So in summary the useful global unique ID fields appear to be:
||__m_Context__AssociatedBlueprint (AssociatedBlueprint in json)
||__Blueprint (Blueprint in json)
||__m_ComponentsData__ComponentName (ComponentName in json)

*Blueprint and AssociatedBlueprint seem to contain the same duplicate data.

These three fields should be consistent across other people's computers when tying feat names to unique IDs.


@astewart42 Thanks for posting the link to get me here! Glad I could help out on this. Hopefully this well be useful for @ericfitzgerald with the editor.

@PapaPetro
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You probably already have a good understanding of the party.json structure, but if needed wakka9ca had a good summary for spells and feats with annotations in the code snippets: http://fearlessrevolution.com/viewtopic.php?f=2&t=7954&start=45#p61819

@PapaPetro
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PapaPetro commented Oct 2, 2018

Here's the original json -> conversion file. It looks like there was some data that got mis-formated under the "||__m_ComponentsData__ComponentName" field; these are for feats that have multiple components to them. Just scroll right to see the feat names.
Feats (Original).zip

@spacehamster
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I made an edit to try and display feats,
https://github.com/spacehamster/KingmakerCharacterEditor/tree/feats

It seams to me that feats and class features are treated the same, so it would be nice to get the Blueprints for those.

I'm not sure what the progressions blueprints represents

@spacehamster
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By the way, how was the blueprint data for the feats collected?

@PapaPetro
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I believe the method is to use Cheat Engine to give yourself a bunch of levels to grab feats, then marking down which feat you pick while checking the party.json file to see what it corresponds to. It's a pretty tedious process but it's the only way unless we get the dev file that has the list of blueprints.

@spacehamster
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That sounds really tedious, especially when it comes to items. I wonder if it might be easier to just compare two save files and see what changed? Something like this https://github.com/spacehamster/KingmakerCharacterEditor/tree/change_diff

@Shopify-Duncan
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On the Discord server, we have a player who has ripped all the ID's for the game into a database for SQLite.

Hope it helps. I have uploaded it here: KM Datebase 2.0 - it currently does not include the new sprite dump

@TheOneDoc
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TheOneDoc commented Oct 10, 2018

Hi,
stumbled across a complete list of items in the game neatly sorted here https://wiki.fireundubh.com/kingmaker
List was collected with the help of AssetStudio

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