Cubemain Op Column Secret Unveiled !!

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Re: Cubemain Op Column Secret Unveiled !!

Post by Joel » Mon Mar 29, 2004 8:30 am

So we may ave to recheck it and apply corrections ^^
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Re: Cubemain Op Column Secret Unveiled !!

Post by Kraj » Mon Mar 29, 2004 6:10 pm

I know that 15, 16 and 18 are correct, after fixing the transposition Kyrene posted. 7 and 8 may have the same transposition, since correct the pattern appears to be ">=", "<=", "!=", "==".

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Re: Cubemain Op Column Secret Unveiled !!

Post by kingpin » Mon Mar 29, 2004 8:26 pm

Code: Select all

3       stat    value   Valid recipe if (stat.accr >= value) 
4       stat    value   Valid recipe if (stat.accr <= value) 
5       stat    value   Valid recipe if (stat.accr != value) 
6       stat    value   Valid recipe if (stat.accr == value) 
This is the ones I have tested. I can get 3 to work, but not the rest. Either my test is wrong or 4-6 has changed.

What I want is to test the character level. Have wrote the following.

OP/PARAM/VALUE
3/12/10

This recipe should only be avaible to Level 10 characters or above and it do work for level10 characters and above, but not with below. So, this seems atleast to work. Thats why I'm wondering why the others isn't working or is I'm just lucky that got it to work with >= and stat.accr doesn't work to check level at all?

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Re: Cubemain Op Column Secret Unveiled !!

Post by Joel » Mon Mar 29, 2004 9:06 pm

5 and 6 works i use it like 10 times in my mod ^^
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Re: Cubemain Op Column Secret Unveiled !!

Post by mouse » Sat Apr 17, 2004 2:15 am

I'm getting some strange results, wondering if someone can help me out. what i'm trying to do is have a tiered cube system for adding enhanced damage to a weapon - ie if the weapon's current ED <=99 = specific recipe, ED >99 different recipe, etc. Here is the error line:

Code: Select all

op..param..value..numinputs..input1..input2..output.......mod1...min...max
16..17/25...99......2...............weap....~st......"useitem"..dmg%..3......3......
i've tried op 15 as well, and params 17 (item_maxdamage_percent) and 25(damagepercent) because I wasn't sure which would be the items actual damage percent stat. also note that both params/stats seem to have the same effect.

here's what happens:
item with damage percent <= 99 = add +1 to maximum damage
item with damage percent > 99 = add 3% to enhanced damage (the DESIRED affect)

how in the world am i getting the +1 max damage affect? i have NO other recipes using a single ~st and a weapon.
Last edited by mouse on Sat Apr 17, 2004 2:16 am, edited 1 time in total.

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Re: Cubemain Op Column Secret Unveiled !!

Post by DeClineD » Sat Apr 17, 2004 4:57 pm

I've had similar problem with getting +max dmg instead of something else... Maybe its just something it puts there always if there's a error/missing something...
Like "An Evil Force" with strings...?
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Re: Cubemain Op Column Secret Unveiled !!

Post by marhawkman » Wed May 19, 2004 1:27 pm

What happens if you use Free without any sort of change to what free does?

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Re: Cubemain Op Column Secret Unveiled !!

Post by Kraj » Wed May 19, 2004 4:10 pm

Nothing. Either the recipie will never work, or it will always work...most likely always.

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Re: Cubemain Op Column Secret Unveiled !!

Post by ChaosEnergy » Sat Jun 12, 2004 3:21 pm

Hi

Is there a <= version for day?
and a fresh list ?
Op: Param: Value: Effect:
1 x day # Valid recipe if (current day >= value)
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Re: Cubemain Op Column Secret Unveiled !!

Post by kingpin » Sat Jun 12, 2004 10:40 pm

Check file guide section for latest op column list (is included in cubemain.txt fileguide).

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Post by SVR » Sun May 01, 2005 8:31 pm

These may already be known but are not in the list.
I tried to search the fileguides with no success :P

Some notes ...

Op 0x13 - 0x1B (19 - 27) are not free.

0xF - 1A some stat checking... have to investigate more.

0x1B tests for unique/Set/MonsterID (ptItem->pItemData->OtherID // +28 ) on an Item.
Set the param to the OtherID you want.

Other ...
Op 0x1C (28) tells the evaluator to query the Quest & QuestDiff columns.
If is a Quest item and QuestDiff is one , compare the Difficulty on item (stat 356) to ptGame->Diff.

EDIT: Here's a new table ...

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)

I checked the code and all cases are used.
I don't know what function 10522 *really* does.

It's only used in the cube main code in d2game and several places in d2client.
In d2 client the return is just tested for non-zero and used to display bonus phrases etc.
It takes the normal params and returns what appears to be an actual value.

The item Ops check every item in the cube, not just input1. (In fact the code doesn't know which item is which at that point.)
So they are really only good for negative logic. (IE; Fail if item_has_been_cubed > x )

EDIT2:
After writing that, it seemed to make more sense using negative logic in the table also.
So I rewrote it :)
Last edited by SVR on Thu May 12, 2005 2:38 pm, edited 3 times in total.

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Re: Cubemain Op Column Secret Unveiled !!

Post by kingpin » Mon May 02, 2005 6:08 am

#10523 is Add ptStatList to Item, any chance #10522 is get ptStatlist from Item?

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Re: Cubemain Op Column Secret Unveiled !!

Post by Doombreed-x » Mon May 02, 2005 7:17 am

Yeah, I'm gonna suggest that as well, since that call checks whether a stat displays or something, it sounds like that number looks to see if the item has a stat or not, and perhaps (using the negative logic theme), will allow the recipe if it doesn't include that stat. Which would be very cool. :)

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Post by SVR » Sat May 07, 2005 11:11 pm

Well, after more checking I find I missed a jump.

The code does test for first input and skips the Op checks for other inputs.
So item ops should work logically after all.

Table logic is still valid, just works only on first item.

EDIT:

found what 10522 does. It returns the difference 'accr' - 'base'.
Last edited by SVR on Thu May 12, 2005 2:34 pm, edited 1 time in total.

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Post by Zaelar » Tue Aug 16, 2005 10:04 pm

Could 15-18 be used to check the required level of an item? Is there a list somewhere of what I can check?
Last edited by Zaelar on Tue Aug 16, 2005 10:23 pm, edited 1 time in total.

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Re: Cubemain Op Column Secret Unveiled !!

Post by tk_incorperate » Fri Aug 19, 2005 8:45 pm

hey joel, nice find man... :) great lol but.... do you think maybe you can add a bit to the origional post explaing a little more? i bet there's tons of new modders who have absolutely no clue AT ALL what your talking about, lol... so you might wanna be a bit more explanative

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Post by Phlebiac » Sun Nov 20, 2005 3:33 pm

Woul it be possible to add a counter to an item and let the recipe check this counter via these opcodes to limit the use of the item in the cube to a certain amount.
What I mean are a sort of tempered items which can be cubed maybe five times instead of only once.
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Post by ChaosEnergy » Sun Nov 20, 2005 3:41 pm

why not adding a hidden stat which you should be able to count
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Re: Cubemain Op Column Secret Unveiled !!

Post by siddharth353 » Sat Jun 30, 2012 7:03 pm

hi well here i saw people talking about cubemain.txt so i thought this is the right place to get help

i am trying to make new cube recipes for median xl but the problem is this that it is encoded in such a way that i can only see abuses when i open it

well here are the cubemain.txt and bin file if just incase anyone can help me edit it

http://www.mediafire.com/?vnn19d4hcfm09 ... 883zzrqy10

edit:1 awww sorry i opened an old post

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Re: Cubemain Op Column Secret Unveiled !!

Post by Dunedain » Sun Aug 05, 2012 1:00 pm

Will some1 explain what is this all about? Recipes for the horadric cube. And if they are how do you them specificaly? Ow and btw don't forget to view my topic about Zy el mode! I'm dieing to play! Thanks, and have a nice day!

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Re: Cubemain Op Column Secret Unveiled !!

Post by kidpaddle94 » Sun Aug 05, 2012 1:05 pm

Just see the cubemain file guide in the knowledge base. It explains cube ops very well.

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Re: Cubemain Op Column Secret Unveiled !!

Post by Dunedain » Sun Aug 05, 2012 1:09 pm

And where is that file guide exactly ! This place is so huge...


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Re: Cubemain Op Column Secret Unveiled !!

Post by Derp » Tue Sep 04, 2012 10:09 pm

What about other versions? Shouldn't these Op column numbers be the same for versions bigger than 1.10s?

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Re: Cubemain Op Column Secret Unveiled !!

Post by HarvestWombs » Tue Sep 04, 2012 10:55 pm

The txt's do not change after 1.10, thats why the knowledge base says 1.1x.
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