| Subject: | Forward: Dungeon Memory Locations |
| Author: | dungeonmaster--mailandnews.com <dungeonmaster--mailandnews.com> |
| Date: | 20-Apr-2001 02:38:12 |
This is basically what I found as well. I would find *a* spell from
time to time and be able to manipulate it's % chance, but that's
about it. This is an area I've wanted to explore further, but I'm too
involved in my 'real life' to even think about doing something like
this. Actually, maybe it would be relaxing for me.
I'm none-too-happy in my job right now and it really stresses me out.
I'm job hunting, but I'm being picky. *sigh* if only aliens would
abduct me. Then all I'd have to worry about is the many myriad ways
there are to die (as mentioned in the guidebook), such as disease,
poison, starvation, violence... Actually, i used to spend a lot of
time in the tavern. I imagine if it really happened, I would do much
the same. Too bad my money-making trick (buying weapons from the D&P
and selling them to the dwarven smithy) takes you along some
dangerous paths.
I'd love a surefire way to get temporal fugue up to 100+%. WOO HOO!
lol. I'd love a temporal fugue spell in real life, come to think of
it. I also think defeat evil might be helpful at work. Now where did
I leave my guild ring?
Mark
On 16 Apr 2001, at 10:17, Listmaster wrote:
> -----Original Message-----
> From: Darryl Giors [dgiors_mindsync--bigfoot.com]
> Sent: Sunday, April 15, 2001 11:17 PM
> > Subject: Re: Dungeon Memory Locations
>
>
> Greg,
>
> You may have a tough time finding the spell variables you spoke of. There
> actually probably aren't any fixed locations for spell duration as each
> spell was handled as a program object which could live at any spot of the
> inventory memory. It's quite possible that these spells generated a value
> for duration only when cast. The values for a spell's success rate are
> also likely difficult to find. You may make a lucky stab in the dark and
> find such variables but it seems like a long shot. If I remember correctly
> Ken Jordan wrote that the inventory objects were not of a fixed size (in
> memory) so even if you divine where the variables are in the spell object
> it's memory address will jump around as inventory items are added and/or
> removed from the game world.
>
> Still, even if I am correct, few things in memory hacking are impossible.
> Good hunting and best wishes.
>
>
>
>
> At 07:45 PM 4/15/2001 -0400, you wrote:
> >I meant to get back to Mark Wieczorek about the dungeon memory locations
> >but Ive been so busy.
> >
> >You did some research into spells and I was wondering if you might be able
> >to locate some useful stats in this regard? There must be something which
> >counts down the duration of a spell-- this would be interesting to find.
> >Each spell has a number associated with it that represents its chance of
> >successfully being cast; perhaps there is a way to get at this number as
> >well.
> >
> >
> >
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> Darryl Giors
>
> User of:
> Lance, of the City of Xebec's Demise
>
> Tyr, wielder of the Eater of Evil, wrought by the Dwarven Smithy of the
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