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  1. #91
    mor339k's Avatar
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    not sure if its a good place to ask such a question, maybe you can try to pm in private to someone who made a mod before?

  2. #92
    WACOMalt's Avatar
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    Quote Originally Posted by mor339k View Post
    not sure if its a good place to ask such a question, maybe you can try to pm in private to someone who made a mod before?
    Sorry by Mod I meant a Trainer, completely different I know. Basically the goal, to make it less of a cheat and allowed to be posted in forums and used on multiplayer, is that it would require the bottom two slots of the inventory to contain your hang glider, and your boat. Then if you are in water, it'd autoequip the boat, if not, it'd autoequip the glider. But this mechanic can wait until I figure out the basics of scripting.

    I simply am trying to bypass the need to manually open the inventory, find the boat/glider, and swap them manually all the time depending on your location. For now Id be happy if someone could show me how to make a script for:

    if one boolean value is true (the value for "IsInWater") then it'd set the address for the special item slot to 279 (boat) and if it is not true, then it'd set the value of the slot to 23, a glider.

    I am new to LUA, so even this simple if this then that, else that, sorta setup is boggling me. I have the values for all of these things, the readonly IsInWater character flag, and the special item slot, and the values for boat and glider, just no idea how to string them together.

  3. #93
    curei016's Avatar
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    Is it just me or are all the codes different now, yesterday I was able to make a bunch of left overs using 14. now I put 14 in and it gives me a carrot

  4. #94
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    Thank your for this, very helpful and easy to follow.

  5. #95
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    I can't equip +101 power and more of crossbow ( i'm a ranger )

  6. #96
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    whenever I type in a value for 0120, 0128 and 012c it puts a bunch of 0's in front of the number after i hit ok to change the value to the number i pur in EX:I put in the number 128 press ok then i get the value 00000128 how do i fix this?
    Last edited by SilentAirwalk; 07-20-2013 at 05:43 AM.

  7. #97
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    Just a heads up the vanilla cupcake for pet foods is actually 5652 and not 5625

  8. #98
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    Great guide, helped me quite a bit!

    +rep + thanks.


  9. #99
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    Could you explain how to spawn in spirit cubes (example Fire spirit 100) i am having trouble?

  10. #100
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    Hey dude, i have a trouble, when i change the ID (0120) to 4 (Chest) That chest is only for warrior, i want one for ranger, how i can do that?

    Edit: Is the same thing with the shoulder, gloves, feet, etc.
    Last edited by GeoBionic; 07-30-2013 at 05:55 AM.

  11. #101
    `Rejected's Avatar
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    Quote Originally Posted by GeoBionic View Post
    Hey dude, i have a trouble, when i change the ID (0120) to 4 (Chest) That chest is only for warrior, i want one for ranger, how i can do that?

    Edit: Is the same thing with the shoulder, gloves, feet, etc.
    It was in the main post but here

     
    Armor Editing In-depth

    So as I said before, the 0120 address controls the type of item you're getting.
    4 - chest
    5 - gloves
    6 - boots
    7 - shoulders
    8 - amulet
    9 - ring




    For armor, the various subtypes are handled by the 012C address. The number in parenthesis goes into the "Material" address in Xaymar's table if you're using that. The last four types require you to set the type of the address to 2 byte at the least to work.
    256 - iron (warrior) (1)
    1280 - obsidian (warrior) (5)
    4608 - saurian (warrior) (18)
    5632 - ice (warrior) (22)


    4864 - parrot (ranger) (19)
    6656 - linen (ranger) (26)


    6400 - silk (mage) (25)
    5888 - licht (mage) (23)


    6912 - cotton (rogue) (27)

    The following subtypes have no class restriction so anyone can use them.
    512 - wood (2)
    1792 - bone (7)
    2560 - copper (10)
    2816 - gold (11)
    3072 - silver (12)
    3328 - emerald (13)
    3584 - sapphire (14)
    3840 - ruby (15)
    4096 - diamond (16)
    4352 - sandstone (17)
    5120 - mammoth (20)
    5376 - plant (21)
    6144 - glass (24)
    32768 - fire (129)
    33024 - unholy (130)
    33280 - ice (131)
    33536 - wind (132)




    These values give common (white) quality. To get other qualities of gear simply add 1 for uncommon (green), 2 for rare (blue), 3 for epic (purple), 4 for legendary (yellow), or 5-255 for red items. Example below:
    3840 - common ruby item
    3841 - uncommon ruby item
    3842 - rare ruby item
    3843 - epic ruby item
    3844 - legendary ruby item
    3845, 3846, 3847 ... 4093, 4094, 4095 - red ruby items




    Here is an example of a legendary rogue chestpiece (Shining Cotton Chest Armor of Krazzor +60):
    011C - 1
    0120 - 4
    0124 - 1
    0128 - 0
    012C - 6916
    0130 - 30
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  12. The Following User Says Thank You to `Rejected For This Useful Post:

    GeoBionic (07-30-2013)

  13. #102
    Plutonsvea's Avatar
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    Quote Originally Posted by `Rejected View Post


    It was in the main post but here

     
    Armor Editing In-depth

    So as I said before, the 0120 address controls the type of item you're getting.
    4 - chest
    5 - gloves
    6 - boots
    7 - shoulders
    8 - amulet
    9 - ring




    For armor, the various subtypes are handled by the 012C address. The number in parenthesis goes into the "Material" address in Xaymar's table if you're using that. The last four types require you to set the type of the address to 2 byte at the least to work.
    256 - iron (warrior) (1)
    1280 - obsidian (warrior) (5)
    4608 - saurian (warrior) (18)
    5632 - ice (warrior) (22)


    4864 - parrot (ranger) (19)
    6656 - linen (ranger) (26)


    6400 - silk (mage) (25)
    5888 - licht (mage) (23)


    6912 - cotton (rogue) (27)

    The following subtypes have no class restriction so anyone can use them.
    512 - wood (2)
    1792 - bone (7)
    2560 - copper (10)
    2816 - gold (11)
    3072 - silver (12)
    3328 - emerald (13)
    3584 - sapphire (14)
    3840 - ruby (15)
    4096 - diamond (16)
    4352 - sandstone (17)
    5120 - mammoth (20)
    5376 - plant (21)
    6144 - glass (24)
    32768 - fire (129)
    33024 - unholy (130)
    33280 - ice (131)
    33536 - wind (132)




    These values give common (white) quality. To get other qualities of gear simply add 1 for uncommon (green), 2 for rare (blue), 3 for epic (purple), 4 for legendary (yellow), or 5-255 for red items. Example below:
    3840 - common ruby item
    3841 - uncommon ruby item
    3842 - rare ruby item
    3843 - epic ruby item
    3844 - legendary ruby item
    3845, 3846, 3847 ... 4093, 4094, 4095 - red ruby items




    Here is an example of a legendary rogue chestpiece (Shining Cotton Chest Armor of Krazzor +60):
    011C - 1
    0120 - 4
    0124 - 1
    0128 - 0
    012C - 6916
    0130 - 30
    You helpful man you!
    Did I help you? You know what to do.

     





  14. #103
    kazuma-san's Avatar
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    how to increat weapon damage ????

  15. #104
    `Rejected's Avatar
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    Quote Originally Posted by kazuma-san View Post
    how to increat weapon damage ????
    Increase the rarity of the item.
    SOCIAL ENGINEERING SECTION! - FREE EBOOKS AND METHODS! CLICK ME

    THANK ME
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    Im so wise


     
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  16. #105
    Splamy's Avatar
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    I'd like to give you a few tipps because i have also spent much time for observing cubeworld classes.
    all those id are not shorts (Int16) they are all bytes!
    this is the mainpart of the itemstructure:
    BYTE MainID; //0x0000
    BYTE SubID; //0x0001
    WORD NeedlessID1; //0x0002
    WORD XP; //0x0004
    WORD Attribute; //0x0006
    WORD N02527EE7; //0x0008
    WORD N02642B21; //0x000A
    BYTE Rarity; //0x000C
    BYTE Material; //0x000D
    BYTE Adapted; //0x000E
    BYTE NeedlessID2; //0x000F
    WORD Level; //0x0010
    WORD NeedlessID3; //0x0012
    Spirit Spirits[32]; //0x0014 Spirit-Class is 8 bytes long
    DWORD actSpiritCount; //0x0114

     
    class EqipSlot
    {
    public:
    BYTE ItemTyp; //0x0000
    BYTE Spec; //0x0001
    WORD ID1; //0x0002
    WORD XP; //0x0004
    WORD Attribute; //0x0006
    WORD N02527EE7; //0x0008
    WORD N02642B21; //0x000A
    BYTE Rarity; //0x000C
    BYTE Material; //0x000D
    BYTE Adapted; //0x000E
    BYTE ID2; //0x000F
    WORD Level; //0x0010
    WORD ID3; //0x0012
    Spirit Spirits[32]; //0x0014
    DWORD actSpiritCount; //0x0114

    };//Size=0x0118

    class Player
    {
    public:
    char _0x0000[16];
    __int64 posX; //0x0010
    __int64 posY; //0x0018
    __int64 posZ; //0x0020
    char _0x0028[4];
    float neigung; //0x002C
    float blickrichtung; //0x0030
    float speedZ; //0x0034
    float speedY; //0x0038
    float speedY; //0x003C
    float someZ; //0x0040
    float someX; //0x0044
    char _0x0048[16];
    float UpBodyXYrot; //0x0058
    char _0x005C[8];
    BYTE N025535A0; //0x0064
    BYTE N00153224; //0x0065
    char _0x0066[20];
    BYTE HairR; //0x007A
    BYTE HairG; //0x007B
    BYTE HairB; //0x007C
    BYTE HairAlpha; //0x007D
    char _0x007E[2];
    float overallscale; //0x0080
    float OO; //0x0084
    float ground; //0x0088
    WORD head; //0x008C
    WORD haicut; //0x008E
    WORD hands; //0x0090
    WORD feet; //0x0092
    WORD body; //0x0094
    WORD backpack; //0x0096
    WORD shoulderExt; //0x0098
    WORD hairExtension; //0x009A
    float scaleHead; //0x009C
    float scaleChest; //0x00A0
    float schaleHands; //0x00A4
    float scaleFeet; //0x00A8
    float scaleShoulderExt; //0x00AC
    float scaleWeapons; //0x00B0
    float scaleBackpack; //0x00B4
    float scaleShoulder; //0x00B8
    float scaleHairExt; //0x00BC
    char _0x00C0[100];
    BYTE attackstat; //0x0124
    BYTE N0274742A; //0x0125
    BYTE N02747D23; //0x0126
    BYTE N0274742B; //0x0127
    char _0x0128[4];
    WORD N025535D2; //0x012C
    BYTE N026F5F16; //0x012E
    BYTE stunned; //0x012F
    char _0x0130[60];
    float actHP; //0x016C
    float actMP; //0x0170
    float blockpower; //0x0174
    float hpmult; //0x0178
    float OO; //0x017C
    float OO; //0x0180
    float amorMult; //0x0184
    float resiMult; //0x0188
    float OO; //0x018C
    DWORD actLVL; //0x0190
    DWORD actXP; //0x0194
    char _0x0198[80];
    EqipSlot empty1; //0x01E8
    EqipSlot empty2; //0x0300
    EqipSlot Neck; //0x0418
    EqipSlot Chest; //0x0530
    EqipSlot Feet; //0x0648
    EqipSlot Hands; //0x0760
    EqipSlot Shoulder; //0x0878
    EqipSlot Left Weapon; //0x0990
    EqipSlot Right Weapon; //0x0AA8
    EqipSlot Left Ring; //0x0BC0
    EqipSlot Right Ring; //0x0CD8
    EqipSlot Light; //0x0DF0
    EqipSlot Special; //0x0F08
    EqipSlot Pet; //0x1020
    DWORD PetHP; //0x1138
    DWORD Riding; //0x113C
    DWORD Climbing; //0x1140
    DWORD Gliding; //0x1144
    DWORD Swimming; //0x1148
    DWORD Sailing; //0x114C
    DWORD Char Skill 1; //0x1150
    DWORD Char Skill 2; //0x1154
    DWORD Char Skill 3; //0x1158
    char _0x115C[12];
    char Name[16]; //0x1168
    newstuff* somptr; //0x1178
    char _0x117C[4];
    float step; //0x1180
    char _0x1184[4];
    float movement; //0x1188
    float tslj; //0x118C
    float stealth; //0x1190
    float stamina; //0x1194
    char _0x1198[80];
    DWORD amount; //0x11E8
    EqipSlot actHeld; //0x11EC
    char _0x1304[416];
    float LHandX; //0x14A4
    float LHandY; //0x14A8
    float LHandZ; //0x14AC
    float RHandX; //0x14B0
    float RHandY; //0x14B4
    float RHandZ; //0x14B8
    float LHandXY; //0x14BC
    float LHandYZ; //0x14C0
    float LHandXZ; //0x14C4
    float RHandXY; //0x14C8
    float RHandYZ; //0x14CC
    float LHandXZ; //0x14D0
    char _0x14D4[24];
    float UpBodyXYrot; //0x14EC
    float UpBodyYZrot; //0x14F0
    float UpBodyXZrot; //0x14F4
    float BodyXYrot; //0x14F8
    float BodyYZrot; //0x14FC
    float BodyXZrot; //0x1500
    char _0x1504[40];
    __int32 money; //0x152C
    __int32 platinum; //0x1530
    char _0x1534[252];

    };//Size=0x1630

    class Spirit
    {
    public:
    char _0x0000[8];

    };//Size=0x0008

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