Nice program [Archive] - ForumsHQ

syntax53
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Re: Nice program [Archive] - ForumsHQ

Post by syntax53 »

Originally posted by Tsunami

Yeah but they only left so much room for exp so that field only goes up to 65k, they woulda had to either move it or do what they did, multiply it by the field i mentioned.



no, that's what I'm saying. the room that they've provided is 4-bytes of data ('00000000' of hex = 4 bytes) which is a LONG integer. unsigned long integers can have a value of 0 to 4,294,967,295. if it were only 2 bytes, a SHORT integer ('0000' of hex), then it would have a max value of 65,535.
Tsunami
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Re: Nice program [Archive] - ForumsHQ

Post by Tsunami »

You say it is 4 bytes because you don't know what the fields before it and after it do?
Tsunami
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Re: Nice program [Archive] - ForumsHQ

Post by Tsunami »

How much room would a number need if it was from -65k to +65k? In the past monsters were able to give negative experience.
syntax53
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Re: Nice program [Archive] - ForumsHQ

Post by syntax53 »

Originally posted by Tsunami

You say it is 4 bytes because you don't know what the fields before it and after it do?



WTF ARE YOU TALKING ABOUT?! ... please dont tell me you are looking at the hex maps for mod 8.



Originally posted by syntax53

hex maps (look under mod 9)



in my hexmaps (under mod9 on mud hex) it says



MR 0000 EXP HP ENRG HPRG ABL1





i put a between EXP and HP because it takes up for bytes of data. it's not 0000 or ???? after it. you really need to do your homework on data types and hexing before you do this.



Byte = 1 byte = 0 to 255

Signed Integer = 2 bytes = -32,768 to 32,767

Unsigned Integer = 2 bytes = 0 to 65,535

Signed Long Integer = 4 bytes = -2,147,483,648 to 2,147,483,647

Unsigned Long Integer = 4 bytes = 0 to 4,294,967,295
iNViSiGOD
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Re: Nice program [Archive] - ForumsHQ

Post by iNViSiGOD »

Saiyans? they rocked.
Tsunami
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Re: Nice program [Archive] - ForumsHQ

Post by Tsunami »

Eh well I'm just trying to explain why they did it that way, it's all new to me.. what I posted is still correct. How do you tell that the exp field takes up 4 bytes? I'm sure if it worked to edit longer numbers than 65k in there then y'all would have done it by now, so seems like there's another explanation.
syntax53
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Re: Nice program [Archive] - ForumsHQ

Post by syntax53 »

Just and FYI tsunami ... you are right in there being a multiplier for exp but why they did it i have no idea. the data area can easily hold 4 billion experience ... don't ask me.
Tsunami
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Re: Nice program [Archive] - ForumsHQ

Post by Tsunami »

I think the 00 byte before the undead flag sets maximum followers if it's a leader type monster.. that's about all I can come up with in the monsters right now.
Tsunami
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Re: Nice program [Archive] - ForumsHQ

Post by Tsunami »

Just noticed while answering a question that abilities 89-91 you have listed as PunchAvg, KickAvg, and JumpKAvg, when I believe they raise accuracy, and I thought I'd tell you the 'Avg' thing is confusing. Also:

Ability 37 & 38 GIVE picklock & traps, ability 179 & 180 RAISE it if you already have it.

Ability 67 does in fact make you walk faster (but only to a point so that it only matters if you're heavy.)

Ability 73 cancels spells that affect the ability in the value (ie dispellmagic +107 cancels spells giving the "blind" ability), but probably only certain ones..

Ability 79 did use to make spellcasting impossible but not sure it's still working.

Ability 83 has the same affects as 82 (curse) so you can't remove an item but it also makes it not drop at death (unlike 82).. although the item is still unequipped at death so it kinda doesn't work right.

Ability 88 raises max HP.. used on items (beaded belt) not sure about spells.

Ability 99 changes DR by the % in the value (is cast by some Mod 9 monsters with negative values.)

Ability 164 does what you said except with EndCast not CastSp.. for spells like thunderclap.
Raybdbomb
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Re: Nice program [Archive] - ForumsHQ

Post by Raybdbomb »

you should ask syntax if you can join the development krew
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