Quote:
Originally Posted by madmerlin3009
For all the non understanding of base 16. We all know numbers base 10.ie 0123456789.base 16 hexadecimal is 0123456789ABCDEF.
So we identify base sixteen with the hyphen '&'.
Work the math
A=10
B=11
C=12
D=13
E=14
F=15
So &0F in hexadecimal = 15 in base 10 decimal
When we stack the numbers.ie &FF this number in decimal relates as follows
16^1*F(15 In hex)+16^0*F(15 in hex). =255 in decimal
So &FFFF = 16^3+16^2+16^1+16^0
Use calculator.it equals 65535.
This is why I say to people the damage the developers initially programmed was 2 bytes.we need to push the client for 4 byte.
You was able to elevate the mob levels?
I know the variables assigned to damage now from definition to visual.once I get the all the .h files which are missing I will ne able to recompile with the higher level damage hits.but to be honest this will take some time.
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You could just show 0x10000 -> 65536, so 0x10000 - 1 = 0xFFFF == 65535d
Also, hexadecimal system is, in programming, defined as 0xFFFF (C-based languages) or FFFFh (Intel assembly). '&' char is usually related to binary operator (we are talking about C languages, because 9Dragons has been written in that).
Without unpacking the client and full RE team, there is no way to push for int32 value. And it doesn't make much sense to make it this way. You woudln't be able to put cap - dmg would be almost unlimited this way (2^32-1 == 2^10^3 * 2^2 - 1, so 1024^3 * 4 - 1. It's about 4b value. With that, you'd even 1-hit-kill bosses. 65k cap isn't that bad, just need to balance it a bit. Nobody cares about grinding their asses off, so mobs don't need to keep high def, but bosses are different.
And yes, we can manipulate mobs' levels.
Quote:
Originally Posted by jonathas01
have download:?
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Not yet. We are going to launch about 25th September, maybe a bit earlier.