Taimon Posted July 10, 2008 Share Posted July 10, 2008 OUTER_SET 2H_MASK = 0x00000002 [...] READ_LONG 0x18 flags SET flags |= 2H_MASK WRITE_LONG 0x18 flags You read the current flags and binary or it with whatever bit you want to set. Link to comment
Icendoan Posted July 10, 2008 Author Share Posted July 10, 2008 Ok. What does OUTER_SET do and how does it work. I can't seem to find it in the readme. Icen Link to comment
Taimon Posted July 10, 2008 Share Posted July 10, 2008 It's simply a SET as an action (instead of patch). Should be in the readme (use the search function). I just used it do define a constant for the bit you want to change. (Only for code readability. ) Link to comment
Icendoan Posted July 10, 2008 Author Share Posted July 10, 2008 I used the search function and nothing is in the full document with OUTE in it. Icen Link to comment
Icendoan Posted July 10, 2008 Author Share Posted July 10, 2008 Could I just use WRITE_LONG 0x18 2H_MASK? Icen Link to comment
Taimon Posted July 10, 2008 Share Posted July 10, 2008 or OUTER_SET variable = value Update variable so that it is equal to value. Could I just use WRITE_LONG 0x18 2H_MASK? No, because you only want to change one bit in the flags. This will clear all other bits in the flags dword. (And you don't want that.) Link to comment
Miloch Posted July 10, 2008 Share Posted July 10, 2008 READ_BYTE 0x18 flags WRITE_BYTE 0x18 (flags BOR 0b00000010) I think. I am honestly confounded by this ridiculously slow forum speed. Link to comment
Icendoan Posted July 10, 2008 Author Share Posted July 10, 2008 Same, and it crashes occasionally for me. Right, I need to read up on how WeiDU handles binary. I know it is in the readme. Icen Link to comment
Miloch Posted July 10, 2008 Share Posted July 10, 2008 Right, I need to read up on how WeiDU handles binary. I know it is in the readme.Yeah, it's under Bitwise Operators. Link to comment
Icendoan Posted July 10, 2008 Author Share Posted July 10, 2008 I know, and I just got it. That is REALLY simple. Thanks of course to Cam, who wrote that tut. Icen Link to comment
Icendoan Posted July 14, 2008 Author Share Posted July 14, 2008 Ok, I am back (again), with yet another query. How is random treasure handled? I have found RNDTREAS.2da but how is it used? Oh, and how would I add to this? I mean, I don't want another row, but a column. Right, WeiDU readme answered that question. What the hell is the required column count? Icen Link to comment
Icendoan Posted July 14, 2008 Author Share Posted July 14, 2008 Right, so, I have found the RNDTREA*.itm and I assume they correspond with the row numbers in the 2da. If I use SET_2DA_ENTRY, will it fill in the extra column for me? Icen Link to comment
Miloch Posted July 15, 2008 Share Posted July 15, 2008 For rndtreas.2da, see here. You would probably need APPEND_COL to add a column, but I don't think you can add columns to the table. Or at any rate, it wouldn't do anything, since the game rolls 2d10 to get the random value, hence the columns only go from 2 to 20. Link to comment
Icendoan Posted July 15, 2008 Author Share Posted July 15, 2008 Thanks, and I know what to do, with SET_2DA_ENTRY, but what is a required column count? Icen Link to comment
Taimon Posted July 15, 2008 Share Posted July 15, 2008 The number of columns a line must have to count as a row in the 2da. Link to comment
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