magic/rare DWORD decoding in Classic
#3
There was a vaguely related post about this on dii.net ;)

http://forums.rpgforums.net/showthread.php...threadid=137287

However the discussion is about the seed for the various item generation.

There is no algorithm in the post but what was hinted at is that the function that maps the affixes into the item works with a hash (your DWORD I suppose).
Perhaps its a one-way hash and can't be decoded, I actually dont know this part (the game only needs forward hashing functionality to function). From memory Jamellas didn't let you stick any properties on a made-up rare item but instead had a 'generate a rare for item type X' button.

In any case if Ruvanal/Jarulf read this they should be able to shed more light on this.
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Messages In This Thread
magic/rare DWORD decoding in Classic - by ldw - 02-23-2003, 12:37 PM
magic/rare DWORD decoding in Classic - by Jarulf - 02-24-2003, 09:21 AM
magic/rare DWORD decoding in Classic - by Jarulf - 02-28-2003, 09:15 AM
magic/rare DWORD decoding in Classic - by FoxBat - 03-13-2003, 04:33 PM
magic/rare DWORD decoding in Classic - by Ruvanal - 03-13-2003, 09:44 PM
magic/rare DWORD decoding in Classic - by aurikan - 03-28-2003, 02:42 AM
magic/rare DWORD decoding in Classic - by Jarulf - 03-28-2003, 09:21 AM
magic/rare DWORD decoding in Classic - by Jarulf - 03-30-2003, 08:00 PM
magic/rare DWORD decoding in Classic - by Jarulf - 04-08-2003, 09:08 PM
magic/rare DWORD decoding in Classic - by Jarulf - 04-18-2003, 08:46 AM
magic/rare DWORD decoding in Classic - by Jarulf - 04-18-2003, 06:20 PM
magic/rare DWORD decoding in Classic - by Jarulf - 04-21-2003, 07:56 AM
magic/rare DWORD decoding in Classic - by Jarulf - 03-19-2005, 12:27 PM

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