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PostPosted: Thu Sep 25, 2003 10:20 pm 
 Post subject: Cubemain Op Column Secret Unveiled !!
 
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Here's a start of a comprehensive list of op value for cubemain.txt :
More will follow later.


Cubemain Ops (1.10)

op      Skip recipe if ...
--------------------------------------------------------
 1      DayOfMonth is less than Param or greater than Value
 2      DayOfWeek != Value ( 1 = Sunday, ...)


~~~~~~ 10519 ~~~~~~~~~~ Stat.Accr

 3      player stat(param) < value
 4      player stat(param) > value
 5      player stat(param) = value
 6      player stat(param) ! value


~~~~~~ 10521 ~~~~~~~~~ Stat.Base

 7      player stat(param) < value
 8      player stat(param) > value
 9      player stat(param) = value
10      player stat(param) ! value


~~~~~~ 10522 ~~~~~~~~~ Stat.Bonus  (accr - base)

11      player stat(param) < value
12      player stat(param) > value
13      player stat(param) = value
14      player stat(param) ! value


        Fail Item if ...
--------------------------------------------------------


~~~~~~ 10519 ~~~~~~~~~

15      item stat(param) < value
16      item stat(param) > value
17      item stat(param) = value
18      item stat(param) ! value


~~~~~~ 10521 ~~~~~~~~~

19      item stat(param) < value
20      item stat(param) > value
21      item stat(param) = value
22      item stat(param) ! value


~~~~~~ 10522 ~~~~~~~~~

23      item stat(param) < value
24      item stat(param) > value
25      item stat(param) = value
26      item stat(param) ! value


27      pItem->OtherID != value
28      pItem->QuestDiff < ptGame->Diff
        (only checked if Quest and QuestDiffCheck are 1)





EDIT : updated list with free codE.
The 11->14 are still unknown :-/

EDIT : late correction, fixed incorrect formula.

11->14 still unknown, I can't get a single stuff out of it ^^
My best bet will be that it will work for input2 etc .... but no :-/

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Last edited by Joel on Wed Mar 15, 2006 6:48 pm, edited 5 times in total.

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PostPosted: Fri Sep 26, 2003 12:35 am 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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You're the man, Joel.
I'm sure I can get great use out of this.

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PostPosted: Fri Sep 26, 2003 12:53 am 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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Opcode 11 is a bit weird, it works only if input1.stat.accr is 0. There are some other opcodes that are also quite hard to understand what they really do.

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PostPosted: Fri Sep 26, 2003 8:20 am 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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kingpin";p="129737 wrote:
Opcode 11 is a bit weird, it works only if input1.stat.accr is 0. There are some other opcodes that are also quite hard to understand what they really do.


I'm pretty sure that op code 11->14 are the same as 15->18 but for input1.stat.base as the code use the same d2common function in both case.

But the great question is what does stat.base means for an item ???

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PostPosted: Fri Sep 26, 2003 10:26 am 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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well, the base AC for an armor, base min and max damage for a weapon, etc?

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PostPosted: Fri Sep 26, 2003 10:36 am 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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oh true !!!

we have tried the recipes with jewels and charms ....
that's maybe that :D

but that will be quite limited (ac,durability,dmg,speed, ... whatelse ?)

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PostPosted: Fri Sep 26, 2003 10:56 am 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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maybe there is an op that checks if the item is mettalic or not

as example, works with swords but not with a wood sword

not sure but its a possibility
other things that items also can have is Block percentage or penalty on run/walk.

don't have more ideas and the ones I submitted is possible to not be on that list.

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PostPosted: Fri Sep 26, 2003 11:00 am 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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Well the bitfield is not a stat from itemstatscost but merely a feature added on top of everything.

however, we can test if the run penalty is not base fast run/walk of an armor ....

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PostPosted: Fri Sep 26, 2003 11:12 am 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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Joel";p="129807 wrote:
oh true !!!

we have tried the recipes with jewels and charms ....
that's maybe that :D

but that will be quite limited (ac,durability,dmg,speed, ... whatelse ?)


dunno, i just thought that's what it was, i never implied it actually had to make any sense :mrgreen:

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PostPosted: Fri Sep 26, 2003 1:08 pm 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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You da man!

*happy dance*
Just one question: what's 'cube lightning'? 28 never did anything for me, so I'm curious. ;)

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PostPosted: Fri Sep 26, 2003 1:51 pm 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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28 is related to quest recipes (khalim,shaft of kign).
It seems it just fire off the lignting in the cube when quest reciep is performed

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PostPosted: Fri Sep 26, 2003 1:52 pm 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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Brother Laz";p="129833 wrote:
You da man!

*happy dance*
Just one question: what's 'cube lightning'? 28 never did anything for me, so I'm curious. ;)


it maybe that animation that appears on the cube when you fix the Staff or the Kalim's will.

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PostPosted: Fri Sep 26, 2003 1:59 pm 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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Quote:
Just one question: what's 'cube lightning'? 28 never did anything for me, so I'm curious.


This is quest related. My guess is that it only works for items related to a quest. So, the lightning can't be showed without some code editing. Afj666 made a code change to get the light effect showed in 1.09.

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PostPosted: Sat Sep 27, 2003 2:31 am 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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Look in the op handling code to see if it reads the quest field from the items table (weapons/armor/misc). There may be a construct using a 012A displacement such as:

mov eax, [esi+12A]
test eax,eax

where esi would have the record pointer. (I picked eax and esi at random, they could be almost any register, the important thing is the displacement value.)

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PostPosted: Sat Sep 27, 2003 4:04 am 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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why oh why aren't there more than one op?

i thought about getting jewel property joining(usemod/usetype or what it was, but it probably doesn't work that way :() but i don't want it to work with large ias/dmg/-req.

but then again -req isn't the most overpowering thing in the world, and i still haven't gotten a single ias jewel, so restricting it to %dmg would be enough.


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PostPosted: Sat Sep 27, 2003 11:42 pm 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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I made this topic a sticky until the listing is complete... this one will be a nice resource once it is finished :)

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PostPosted: Mon Sep 29, 2003 7:51 am 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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Has anyone done any testing on these? Everything I have tried has had no effect. Could these not be activated yet?


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PostPosted: Mon Sep 29, 2003 8:40 am 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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Well, all the aformentioned op code works.
rememebr to use stat ID not name !

like :

op = 6
param = 31
value = 10

will enable a recipe only if player's AC is equal to 10.
param = armor_class will not work.

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PostPosted: Tue Sep 30, 2003 8:32 am 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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Op:     Param:  Value:  Effect:
15      stat    value   Valid recipe if (input1.stat.accr <= value)
16      stat    value   Valid recipe if (input1.stat.accr >= value)

I think these two are transposed; 15 should be >= and 16 <=

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PostPosted: Tue Dec 16, 2003 9:44 pm 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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how do the free op codes work? By this I mean, can we use them to create our own checks? If so, would it require code editing, or would it be done in the txt files somewhere?

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PostPosted: Tue Dec 16, 2003 11:43 pm 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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The Free opcodes requires code editing to add our own custom checks.

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PostPosted: Wed Dec 17, 2003 9:54 pm 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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kingpin";p="145050 wrote:
The Free opcodes requires code editing to add our own custom checks.



Is there a tutorial on how this can be accomplished?

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PostPosted: Wed Dec 17, 2003 10:25 pm 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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No, there are no tutorial. Don't even know if anyone has added extra opcodes. Joel has just mentioned that there are room for additional opcodes.

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PostPosted: Thu Jan 29, 2004 8:25 am 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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Is there a code that checks for single skills, not combined single skills?


Last edited by Vegabond_635 on Thu Jan 29, 2004 8:28 am, edited 1 time in total.

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PostPosted: Mon Mar 29, 2004 6:18 am 
 Post subject: Re: Cubemain Op Column Secret Unveiled !!
 
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Note that the OP Column list is for 1.10s. When I have been trying today for first time in final version. This list doesn't anylonger seems to be correct. So this would explain the trouble other seems to have.

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