Title: modding spells Post by: aqrit on October 18, 2016, 05:48:30 PM after staring at the "magic_attribute_table" ( file offset 0x000E2FB8 ) for awhile
this is what it looks like to me... magic_attribute_entry (sizeof=0x28) 00000000 // ID (unused?) // matches name and desc index 00000004 // flags for? 1=spell 2=sword 4=shield 8=banner 0x10=spell_book 0x20=potion/ring 0x40=cash 0xA0(20h+80h)=staff 00000008 // flags?????? (1<<3==enabled icon) 0000000C // MANA_COST 00000010 // SORT_WEIGHT ( for magic panel buttons, -1=not shown?) 00000014 // MAGIC_ID ( 1=item, 2=bright, 3=ice, 4=waaagh, 5=dark ) 00000018 // ICON_ID ( from book sprite probably... ) 0000001C // MAX_RANGE 00000020 // SPEED ( e.g. how fast a fireball travels towards a target ) 00000024 // OVERWORLD_SPRITE 0=banner 8=chest 0x10=amulet 0x18=shield 0x20=book 0x28=sword -1=none [8's? -> starting frame?] looks like the spell animations are not set by the "magic_attribute_table" // 0x004E5800 // "soul drain spell" -- in attributes table 0x0046F9C0 // "soul drain" proc |- 0x0046FB24 // "soul drain" remove one wound spot in disassembly char* item_name[ 0x40 ]; // table at 0x004E28C0 char* item_desc[ 0x3A ]; // table at 0x004E29C0 Title: Re: modding spells Post by: olly on October 18, 2016, 09:03:12 PM Fantastic start deciphering Magic!
:) |