Please see this. I was looking for a solution to add new items to be dropped, without replacing the existing ones in the game. I tested for an hour on drop and gamble and everyone /charm, ring, amulet, belt.... else is working, as well as those for quality. If you see an irregularity in what I have concluded, share it and correct it in a comment. It doesn't matter if the same can be used for another idea. I'm sorry for my translation from Google, but BG only. If there is a problem with the post written in this way, please tell me to edit the problem if it does not comply with your rules.
00557522 |. 75 17 JNZ SHORT Game.0055753B
00557524 |. 8B0F MOV ECX,DWORD PTR DS:[EDI]
00557526 |. 51 PUSH ECX ; /Arg1
00557527 |. E8 44090D00 CALL Game.00627E70 ; \Game.00627E70
0055752C |. 83F8 06 CMP EAX,6
0055752F |. 75 0A JNZ SHORT Game.0055753B
00557531 |. 8B17 MOV EDX,DWORD PTR DS:[EDI]
00557533 |. 6A 04 PUSH 4 ; /Arg2 = 00000004
change
00557522 |. 75 17 to 74 17
00557533 |. 6A 04 to 6A 08
Edit: After a 2 hour test
00557524 |. 8B0F to 8BFF -
with this test which allowed me to receive rare for ring and amulet /in gamble test/.
What I don't know, however, if I leave them too, is how to control the high level of crafted items, other than the txt files responsible for rare. Any ideas on your part for different control other than the one I chose?
Crafted items drop 1.14d
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Crafted items drop 1.14d
"It's only cheating if you get caught"
~Al Bundy
~Al Bundy
Re: Crafted items drop 1.14d
It seems to me, with crafted items, it's dependant on the lvl of the items in the crafting. if i use low level items, i get low mods, high lvl's, i get crazy huge lvl requirements. could just be chance though... (though, if you use a chipped instead of a perfect gem, you get zero modifiers?!)
look in cubemain.txt, for crafting it adds lvl reqs. just remove those.
for gambling, look in difficultylevels.txt
look in cubemain.txt, for crafting it adds lvl reqs. just remove those.
for gambling, look in difficultylevels.txt
"No man, who is not inflamed by vain-glory into enthusiasm, can flatter himself that his single, unsupported, desultory, unsystematic endeavours are of power to defeat the subtle designs and united Cabals of ambitious citizens. When bad men combine, the good must associate; else they will fall, one by one, an unpitied sacrifice in a contemptible struggle." - Edmund Burke
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- Posts: 23
- Joined: Mon Mar 30, 2015 7:09 pm
- Location: Bulgaria
Re: Crafted items drop 1.14d
Thank you! I'm looking for an option through hex to do something. Otherwise through cubemain there is no problem to put mod param 0 for example and directly turn them into tmp with reduced lvl. The interesting thing for me is a similar option. In this case, to drop without replacing them, but to add them to the others that drop. In this case, I also made ones that fall broken and can be used by the player only after repair. Thank you again!tomasemma wrote: ↑Sun May 31, 2020 3:04 pmIt seems to me, with crafted items, it's dependant on the lvl of the items in the crafting. if i use low level items, i get low mods, high lvl's, i get crazy huge lvl requirements. could just be chance though... (though, if you use a chipped instead of a perfect gem, you get zero modifiers?!)
look in cubemain.txt, for crafting it adds lvl reqs. just remove those.
for gambling, look in difficultylevels.txt
"It's only cheating if you get caught"
~Al Bundy
~Al Bundy