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Old 01-12-2002, 06:00 PM   #11
ObverseReaction
Dungeon Master
 

Join Date: December 6, 2001
Location: Canada
Posts: 52
The current version does not, but the next version will. I've just been working on figuring out all the various details for the items. Lots of stuff to try and understand. I'll be posting around when it's available.

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Old 01-12-2002, 06:17 PM   #12
Vaprakgruumsh
Drizzt Do'Urden
 

Join Date: November 24, 2001
Location: Neverending Nights
Age: 55
Posts: 639
Oh no way am I editting my game. Spent too much dern time with that. I have always just been curious about hex editting, because it seems to be the key to editting games, and it's just something I'd like to understand someday! LOL!
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Old 01-12-2002, 07:22 PM   #13
ObverseReaction
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Join Date: December 6, 2001
Location: Canada
Posts: 52
Well, "hex editing" is a vaguely generic term. Designing an editor requires hex editing in order to figure out what number does what. Using Wiz8 as an example, if I look in the save game file, I can try and figure out where it stores the values for str, int, pie, etc. Once I've got that figured out, I know where to read and write for the editor.

The only "trick" about hex editing is "hex" (or hexadecimal). As you may suspect from the root "hex", hexadecimal is a base 16 number system. The numbers (and they are numbers in this system) a, b, c, d, e and f are introduced. Converting from hexadecimal to decimal isn't that hard. You simply multiply it out much the same as you would for decimal.

Take the number 542 for example. The number can be read in expanded form as:

5 x 100 + 4 x 10 + 2 x 1

Let's convert the number "a7" from hexadecimal to decimal. We use the same system.

a x 16 + 7 x 1 = 167

We multipled by 16 because it's a base 16 number system, of course.
Taking the previous number of 542, but I'll introduce an easier "trick":

5 x (16^2) + 4 x (16^1) + 2 x (16^0) = 1346

As you can see, each column simply increases the exponential power of 16. You could easily continue this system to any number of digits you need.

This concludes the lesson for the day. [img]smile.gif[/img]

O.R.
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Old 01-12-2002, 09:32 PM   #14
Nightowl2
Galvatron
 

Join Date: December 11, 2001
Location: Plateau of Leng
Age: 47
Posts: 2,190
Obverse, thank you! That is just the info I've been looking for. I'm sure my Valk will be thanking you soon, too (she's been drooling over Raven's Bill for some time now).

Vap, interesting story on the name. I can understand your friend wanting to walk on the dark side a little....playing paladins all the time can be a bit, well, boring. As for editing, well, there comes a point where you just want to raise a little h--l. I've passed that point myself

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Old 01-12-2002, 10:27 PM   #15
ObverseReaction
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Join Date: December 6, 2001
Location: Canada
Posts: 52
Please note that that will remove the cursed status, but it won't stop cursed HP drain. You'll still have that to contend with I'm afraid. [img]smile.gif[/img]

O.R.
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Old 01-13-2002, 01:39 AM   #16
Nightowl2
Galvatron
 

Join Date: December 11, 2001
Location: Plateau of Leng
Age: 47
Posts: 2,190
Obverse, the HP drain isn't a problem, so long as it isn't more than -1. Amulets of healing balance that out. Anyway, your info worked perfectly, and my various teams (all ten or twelve of them) send their regards

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Old 01-13-2002, 09:52 AM   #17
Vaprakgruumsh
Drizzt Do'Urden
 

Join Date: November 24, 2001
Location: Neverending Nights
Age: 55
Posts: 639
It takes THAT much math to do Hex editting... that nearly caused Insanity on me, trying to figure out what you just said. [img]smile.gif[/img]

I think I will just leave that up to the more intelligent people, like yourself, and I will go sit in the corner and rock back and forth, with my insanity ringing in my ears... [img]smile.gif[/img]
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