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!
mod9 edits [Archive] - ForumsHQ
-
AdmiralAcid
- Posts: 0
- Joined: Tue Nov 20, 2001 6:00 am
Re: mod9 edits [Archive] - ForumsHQ
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)
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)
Re: mod9 edits [Archive] - ForumsHQ
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
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
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
Re: mod9 edits [Archive] - ForumsHQ
Yea go open up Items and see if it looks the same!