You need to start in very much the same manner as Zanzer: find your inventory item address, see what accesses it, once you find the instruction that accesses it, Break and trace that instruction. As he mentions, odds are you will increase your chance for rare loot if you duplicate the right function call as the game will call the random loot generation function several more times. ++Methos: Oh so much fun, but requires much more effort. Now you have 5x the drops from the enemy. To simply make the game "less grindy" you can find the ADD, FADD, inc, or w/e code causes the addition, and duplicate it to take up five lines of code (if it is FADDP, dont include the P until the last line) Of course, these are merely examples, actual implementation can vary wildly. code that determines item drop amount and places it into FP stack. Mov register, (ACCESSES)Īdd register, (what you want to edit) why accesses instead of writes? Most likely, the game is going to manage the inventory like this: Zanzer: very easy to implement, only have to find the address of the inventory item that monster most frequently drops, once you have that address, see what accesses when the monster's drops are added to the inventory.
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