Cubemain Op Column Secret Unveiled !!

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Cubemain Op Column Secret Unveiled !!

Post by Joel » Thu Sep 25, 2003 10:20 pm

Here's a start of a comprehensive list of op value for cubemain.txt :
More will follow later.

Code: Select all


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 :-/
Last edited by Joel on Wed Mar 15, 2006 6:48 pm, edited 5 times in total.
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Re: Cubemain Op Column Secret Unveiled !!

Post by pmpch » Fri Sep 26, 2003 12:35 am

You're the man, Joel.
I'm sure I can get great use out of this.
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Re: Cubemain Op Column Secret Unveiled !!

Post by kingpin » Fri Sep 26, 2003 12:53 am

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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Re: Cubemain Op Column Secret Unveiled !!

Post by Joel » Fri Sep 26, 2003 8:20 am

[quote=kingpin";p="129737"]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.[/quote]

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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Re: Cubemain Op Column Secret Unveiled !!

Post by Forsaken » Fri Sep 26, 2003 10:26 am

well, the base AC for an armor, base min and max damage for a weapon, etc?
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Re: Cubemain Op Column Secret Unveiled !!

Post by Joel » Fri Sep 26, 2003 10:36 am

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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Re: Cubemain Op Column Secret Unveiled !!

Post by Vendanna » Fri Sep 26, 2003 10:56 am

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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Re: Cubemain Op Column Secret Unveiled !!

Post by Joel » Fri Sep 26, 2003 11:00 am

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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Re: Cubemain Op Column Secret Unveiled !!

Post by Forsaken » Fri Sep 26, 2003 11:12 am

[quote=Joel";p="129807"]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 ?)[/quote]

dunno, i just thought that's what it was, i never implied it actually had to make any sense :mrgreen:
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Re: Cubemain Op Column Secret Unveiled !!

Post by Brother Laz » Fri Sep 26, 2003 1:08 pm

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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Re: Cubemain Op Column Secret Unveiled !!

Post by Joel » Fri Sep 26, 2003 1:51 pm

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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Re: Cubemain Op Column Secret Unveiled !!

Post by Vendanna » Fri Sep 26, 2003 1:52 pm

[quote=Brother Laz";p="129833"]You da man!

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

it maybe that animation that appears on the cube when you fix the Staff or the Kalim's will.
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Re: Cubemain Op Column Secret Unveiled !!

Post by kingpin » Fri Sep 26, 2003 1:59 pm

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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Re: Cubemain Op Column Secret Unveiled !!

Post by Myhrginoc » Sat Sep 27, 2003 2:31 am

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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Re: Cubemain Op Column Secret Unveiled !!

Post by adamantine » Sat Sep 27, 2003 4:04 am

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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Re: Cubemain Op Column Secret Unveiled !!

Post by Alkalund » Sat Sep 27, 2003 11:42 pm

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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Re: Cubemain Op Column Secret Unveiled !!

Post by Kraj » Mon Sep 29, 2003 7:51 am

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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Re: Cubemain Op Column Secret Unveiled !!

Post by Joel » Mon Sep 29, 2003 8:40 am

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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Re: Cubemain Op Column Secret Unveiled !!

Post by Kyrene » Tue Sep 30, 2003 8:32 am

Code: Select all

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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Re: Cubemain Op Column Secret Unveiled !!

Post by reiyo_oki » Tue Dec 16, 2003 9:44 pm

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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Re: Cubemain Op Column Secret Unveiled !!

Post by kingpin » Tue Dec 16, 2003 11:43 pm

The Free opcodes requires code editing to add our own custom checks.

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Re: Cubemain Op Column Secret Unveiled !!

Post by Mastadex » Wed Dec 17, 2003 9:54 pm

[quote=kingpin";p="145050"]
The Free opcodes requires code editing to add our own custom checks.
[/quote]


Is there a tutorial on how this can be accomplished?
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Re: Cubemain Op Column Secret Unveiled !!

Post by kingpin » Wed Dec 17, 2003 10:25 pm

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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Re: Cubemain Op Column Secret Unveiled !!

Post by Vegabond_635 » Thu Jan 29, 2004 8:25 am

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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Re: Cubemain Op Column Secret Unveiled !!

Post by kingpin » Mon Mar 29, 2004 6:18 am

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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