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Party stats in sequence

 
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Llisandur
How do I cheat?
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Joined: 25 Feb 2016
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PostPosted: Thu Feb 25, 2016 5:10 pm    Post subject: Party stats in sequence Reply with quote

I'm trying to make a table for Ultima 6. It turns out that all of the character's stats are sequential in different areas of memory. I have the party size and IDs, but I need to figure out how to script the party stats addresses to a base address + the NPC ID value.

All I can find in the tutorials is AOB scanning stuff for more modern games. Is there some way I can do this simply?
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Zanzer
I post too much
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Joined: 09 Jun 2013
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PostPosted: Thu Feb 25, 2016 5:25 pm    Post subject: Reply with quote

If you drag and drop an address over top of another address and give it an address like "+1C" it will use the parent address as its base.
This should allow you to create all the entries for one unit's stats and simply copy+paste it for others.
Then you only need to update the base address for each individual unit.
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Llisandur
How do I cheat?
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Joined: 25 Feb 2016
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PostPosted: Fri Feb 26, 2016 3:43 pm    Post subject: Reply with quote

Good to know, but that won't entirely help in this case. Your party makeup is mostly variable, and there's a set of bytes that tells what each member's ID is. I need to then take that ID value and use it as part of the address for that party slot.

Also, there's a value that indicates the number of members in the party currently, and it would be nice to know if I can use that number to limit the number of editable party slots, because otherwise it's going to point to junk data.
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