mod9 edits [Archive] - ForumsHQ

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admiralacid
Posts: 1
Joined: Tue Nov 20, 2001 6:00 am

mod9 edits [Archive] - ForumsHQ

Post by admiralacid »

i know its a payne, but mod9 rox, so ya mez well hand edit just a few things that will hold you over untill an editor comes out

-==-=-===---====Monster 10x====---===-=-==-

getcha HexWerkShop

slap that fucker in "view data as long" up on the tool bar, the giant 'L'

now, lets do, uh 'giant rat' - put your cursor in the HEX frame, and from the start of the monster name, scroll that cursor over to the 32'd "0000" -thats where the exp is

you see a value of 9 at the bottom of the screen..

well now all ya have to do is take that value 10x and plug the new hex value in their

open up the 'tools/BaseConverter' pull down that dropdown box and put it in unsignedShort and type in your Decimal: value of 90 - This Returns 005a in hex (but you need to flip flop the hex, so its really 5a00)

now alt-tab back to hexworkshop - type in 5a00 and dbl.check to make sure the new value is 90

peace and cake

Now ya just edit the few items, so you can have NO LIMITED - maybe build a small shop that sells 10th questors + eye's + a few other goodies, and bam, ya have a phat edited realm in , well 1-2 days

-=-==---===-====No LIMS + SHOPS====-===---==-=-

i'll post a quick hit on that l8er today!
admiralacid
Posts: 1
Joined: Tue Nov 20, 2001 6:00 am

Re: mod9 edits [Archive] - ForumsHQ

Post by admiralacid »

BOF-NOTE: sometimes i like using LONG mode, sometimes SHORT

OK, now that some of you have your feet wet in hand hexing - were going to work on Races, after all 200 cp's and upping the max stats is good for you...

Attached to this post is a slightly Modified HexMap of Races, once you look at the map, and have races opened in a hex editor, you shoude be able to figure everything out..

on MrBlacks HandJob page, you'll find all the other info you need.

Though races havnt changed it looks like in Mod9, i swear on the tree of life that some others have.. anyway good luck

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

#### NNNN NNNN NNNN NNNN NNNN NNNN NNNN NNNN NNNN

NNNN NNNN NNNN NNNN NNNN NN00 INT0 WIL0 STR0 HEA0

AGI0 CHA0 HPBO 0000 0000 FLG1 FLG2 FLG3 FLG4 FLG5

FLG6 0000 0000 0000 0000 STCP MOD1 MOD2 MOD3 MOD4

MOD5 MOD6 0000 0000 0000 0000 0020 2020 0000 EXP%

0000 MINT MWIS MSTR MHEA MAGI MCHA 0000 0000 0000

0000 0000 0000 0100

#### - ID number

NNNN - name

int0 - min intell

wil0 - min will

str0 - min str

hea0 - min health

agi0 - min agil

cha0 - min charm

HPBO - HitPoint Bonus

FLG# - Flags

MOD# - Modifiers for corresponding Flags

STCP - starting CP's

MINT - mAx intell

MWIL - mAx will

MSTR - mAx str

MHEA - mAx health

MAGI - mAx agil

MCHA - mAx charm

EXP% - EXP%

EOF-NOTE: I'd cut and past that in your own text editor (ttf sux)
iNViSiGOD
Posts: 0
Joined: Wed Jul 10, 2002 5:00 am

Re: mod9 edits [Archive] - ForumsHQ

Post by iNViSiGOD »

Im cataloguing all this BTW Admiral for future use. With your name in it of course. This way in the future it might be useful on MorbidFTP.
-=insipid=-

Re: mod9 edits [Archive] - ForumsHQ

Post by -=insipid=- »

looks rather similar to this pre-mod9 one that MrBlack made....

Races

Everything on this page is only for educational use. The below information is for use when viewing the wcc*.dat files with a hex editor. Notice: Changing any values in the wcc*.dat fiels will void your license agreement and Metropolis may take legal action against any public BBS running voided software.

Below is a hex map which can be used to view the Races of MajorMUD. It is in the default display of Hex Workshop, which is 8 columns of 2 bytes. Races are contained within the file named wccrace2.dat (NT) wccrace.dat (DOS).

#### NNNN NNNN NNNN NNNN NNNN NNNN NNNN

NNNN NNNN NNNN NNNN NNNN NNNN NNNN NNNN

-INT -WIL -STR -HEA -AGI -CHA HP 0000

0000 F1 F2 F3 F4 F5 F6 0000

0000 0000 0000 0000 M1 M2 M3 M4

M5 M6 0000 0000 0000 0000 0020 2020

0000 EXP 0000 +INT +WIL +STR +HEA +AGI

+CHA 0000 0000 0000 0000 0000 0000 0100

Code Key

#### WCC Number

NNNN Race Name

-INT Minimum Intel

-WIL Minimum Willpower

-STR Minimum Strength

-HEA Minimum Health

-AGI Minimum Agility

-CHA Minimum Charm

F# Flags

M# Modifiers for Corresponding Flags

EXP Exp Table

+INT Max Intel

+WIL Max Willpower

+STR Max Strength

+HEA Max Health

+AGI Max Agility

+CHA Max Charm
Xetox
Posts: 0
Joined: Thu Jan 01, 1970 12:00 am

Re: mod9 edits [Archive] - ForumsHQ

Post by Xetox »

Yea go open up Items and see if it looks the same!
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