Posted: Thu Feb 25, 2016 5:10 pm Post subject: Party stats in sequence
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?
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.
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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