Quote:
Originally Posted by TheOnlyOneRaskim
You want Details? There is an internal Check if the creature has reached lv 170 or Not. The Check is calculated very strange and it returns a Bool.
And it doesnt matter what we tried, the Best we were able to reach, is command leveling. In 8.1 we just had to Chang the hardcode max Level, but in 9.1 we have to handle the Bool returns and it doesnt matter what we tried, we wasnt able to manipulate it for our purposes.
|
[Only registered and activated users can see links. Click Here To Register...]
just to say its not impossible and i dont really care if more experienced people than me tried it and, as you said, "failed", i consider it just an inattention that is peculiar to almost everyone who stares into monitor and write code sometimes. everyone has his own eyes, head, point of view and a way of doing things.
and that things are always different. thats the point of community workflow.
im not about to say i'm a pro and everyone sucks, im not that child anymore to behave this way. but for me, there is nothing impossible in everything that comes to 0 and 1.
the problem is not in a returning boolean.
i found your Tiamat files and saw your patches for level cap value but there is another thing - summonLevelResource table offsets given for level caps are manually written too.
IDA Pseudocode shows them as raw pointers not object members, so its like
Code:
*((_QWORD *)g_vSummonExpTable + 507)
where 507 is a (level cap - 1) * 3 (169*3).
just increased level cap to 200 so it had to be 597 to me.
StructSummon::AddExp and StructPlayer::distributeExpToSummons have that parts of code. so you have to rewrite not only level cap values, but summonExpTable offsets for them too.
again, if you guys consider it a "fail" then calm down and lets pay more attention on things we do. at least there will be no more reasons to blame each other.
P.S. offset value is actually offset*8 in HEX representation of offset value, 507*8=4056=D8 0F (standard value written in GS for this offset)