We recently had a conversation about spell states above 255. There were some worries that adding these states to creatures would overwrite something else, then kjeron said that it's the other way around and some creatures may always appear as being in those extra states even when they are not, like creatures with negative cold resistance. I replied that I put a class check before the spell state check and have other precautions and limitations, so that issue is finished. But I would like to know whether there are really ways to change other fields and write where the normal functions don't go, for example, whether some action out of bounds can affect the XP value of a creature. It's something I would like to be able to control in-game, but the action list only lets me set XP value to zero.
Writing into that memory space
#1
Posted 25 December 2017 - 01:46 PM
#2
Posted 25 December 2017 - 09:52 PM
This post:
https://forums.beamd...#Comment_901480
...suggests you could badly screw up something else.
Not XP, though.
#3
Posted 26 December 2017 - 09:08 AM
#4
Posted 26 December 2017 - 03:14 PM
And does this one actually work? There are stats that can't be changed.
To subtledoctor:
These are all a one-way influence, they will set the spellstates, but the spellstates have no effect on the value used by them if you were to set them manually through opcode 328/335.
But it still worries the halflings of Gullykin, I'm sure.
#5
Posted 26 December 2017 - 03:30 PM
#6
Posted 26 December 2017 - 05:09 PM
Just wonder if you can't read or prefer to talk wrongly and off-topic.
#7
Posted 26 December 2017 - 09:02 PM
Right then, go back to peddling your bug-ridden vaporware.
#8
Posted 27 December 2017 - 08:43 AM
e=Mc2
#9
Posted 27 December 2017 - 04:04 PM
And does this one actually work? There are stats that can't be changed.
As far as i know, it works for the xp worth stat and that was the question.
#10
Posted 28 December 2017 - 07:27 AM
Good.