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  1. #31
    Slayheim's Avatar
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    How to edit SkillPointsPerLevel?
    Last edited by Slayheim; 09-04-2019 at 05:39 AM.

  2. #32
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    Quote Originally Posted by David94555 View Post
    Seems so, and yet i got a message that it is approved. I really don't get this site.
    Maybe you need to make your own thread for the file?

  3. #33
    JoeLavender's Avatar
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    Ah shoot. I was hoping this worked with Ravenhearst 5.5.1, but it makes the zombies invisible when you replace the dll. Any chance we could get an updated Ravenhearst assembly?

  4. #34
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    in the early versions of the assembly for alpha 17 we could use to toggle max damage a player does to blocks. How do i edit that in the assembly?

  5. #35
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    Quote Originally Posted by Slayheim View Post
    How to edit SkillPointsPerLevel?
    This is what's in my notes. Dunno if it works or not. I can't even remember writing this down, so who knows where I got it from.
    Code:
    SkillPointsGainedPerLevel:
    	ProgressionFromXML::parseLevelNode(XmlElement): Void
    	SET BASE SKILL PTs/LVL:
    		At the end (before the ret):
    			ldc.i4 : int32 : <points per lvl> (dec)
    			stsfld : field reference ---> System.Int32 Progression::SkillPointsPerLevel
    	OR FOR MULTIPLIER (untested):
    		At the end (before ret):
    			ldsfld : field reference ---> System.Int32 Progression::SkillPointsPerLevel
    			ldc.i4 : int32 : <multiplier> (dec)
    			mul
    			stsfld : field reference ---> System.Int32 Progression::SkillPointsPerLevel
    SkillCost:
    	ProgressionClass::CalculatedCostForLevel(Int32): Int32
    	SET:
    		At the beginning:
    			ldc.i4.1 (for one pt per level) OR ldc.i4 : int32 : <cost per level> (dec)
    			ret
    	MULTIPLIER (untested):
    		At the end (before the ret):
    			ldc.r4 : single : <multiplier>
    			mul
    ExperienceMultiplier:
    	Progression::AddLevelExp(Int32, String, Boolean): Void
    	After call to System.Single EffectManager::GetValue(PassiveEffects, ItemValue, Single, EntityAlive, Recipe, FastTags, Boolean, Boolean, Boolean, Boolean): Single (line 037 in A17.4-b4)
    		ldc.r4 : single : <multiplier>
    		mul

    Quote Originally Posted by JoeLavender View Post
    Ah shoot. I was hoping this worked with Ravenhearst 5.5.1, but it makes the zombies invisible when you replace the dll. Any chance we could get an updated Ravenhearst assembly?
    Perhaps. If you don't mind a completely untested assembly, I can toss the .dll through my automated patcher and see what comes out. I don't have and am too lazy to get Ravenhearst, so I can't test it or nothing, but if you don't care, let me know.


    Quote Originally Posted by almostskater725 View Post
    in the early versions of the assembly for alpha 17 we could use to toggle max damage a player does to blocks. How do i edit that in the assembly?
    See my answer to your other post here: https://www.mpgh.net/forum/showthrea...1#post14537741.

    Best,
    Sqeegie

  6. The Following 2 Users Say Thank You to Sqeegie For This Useful Post:

    David94555 (09-06-2019),JoeLavender (09-06-2019)

  7. #36
    Owniver's Avatar
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    Quote Originally Posted by Sqeegie View Post
    Code:
    SkillPointsGainedPerLevel:
    ProgressionFromXML:arseLevelNode(XmlElement): Void
    SET BASE SKILL PTs/LVL:
    At the end (before the ret):
    ldc.i4 : int32 : <points per lvl> (dec)
    stsfld : field reference ---> System.Int32 Progression::SkillPointsPerLevel
    OR FOR MULTIPLIER (untested):
    At the end (before ret):
    ldsfld : field reference ---> System.Int32 Progression::SkillPointsPerLevel
    ldc.i4 : int32 : <multiplier> (dec)
    mul
    stsfld : field reference ---> System.Int32 Progression::SkillPointsPerLevel
    It does not work

  8. #37
    JoeLavender's Avatar
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    Quote Originally Posted by Sqeegie View Post
    Perhaps. If you don't mind a completely untested assembly, I can toss the .dll through my automated patcher and see what comes out. I don't have and am too lazy to get Ravenhearst, so I can't test it or nothing, but if you don't care, let me know.
    Yooo that'd be awesome dude. If you wanna do that, I'll test it out and let you know how it works.

  9. #38
    Slayheim's Avatar
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    Quote Originally Posted by Sqeegie View Post
    This is what's in my notes. Dunno if it works or not. I can't even remember writing this down, so who knows where I got it from.
    Code:
    SkillPointsGainedPerLevel:
    	ProgressionFromXML::parseLevelNode(XmlElement): Void
    	SET BASE SKILL PTs/LVL:
    		At the end (before the ret):
    			ldc.i4 : int32 : <points per lvl> (dec)
    			stsfld : field reference ---> System.Int32 Progression::SkillPointsPerLevel
    	OR FOR MULTIPLIER (untested):
    		At the end (before ret):
    			ldsfld : field reference ---> System.Int32 Progression::SkillPointsPerLevel
    			ldc.i4 : int32 : <multiplier> (dec)
    			mul
    			stsfld : field reference ---> System.Int32 Progression::SkillPointsPerLevel
    SkillCost:
    	ProgressionClass::CalculatedCostForLevel(Int32): Int32
    	SET:
    		At the beginning:
    			ldc.i4.1 (for one pt per level) OR ldc.i4 : int32 : <cost per level> (dec)
    			ret
    	MULTIPLIER (untested):
    		At the end (before the ret):
    			ldc.r4 : single : <multiplier>
    			mul
    ExperienceMultiplier:
    	Progression::AddLevelExp(Int32, String, Boolean): Void
    	After call to System.Single EffectManager::GetValue(PassiveEffects, ItemValue, Single, EntityAlive, Recipe, FastTags, Boolean, Boolean, Boolean, Boolean): Single (line 037 in A17.4-b4)
    		ldc.r4 : single : <multiplier>
    		mul



    Perhaps. If you don't mind a completely untested assembly, I can toss the .dll through my automated patcher and see what comes out. I don't have and am too lazy to get Ravenhearst, so I can't test it or nothing, but if you don't care, let me know.




    See my answer to your other post here: https://www.mpgh.net/forum/showthrea...1#post14537741.

    Best,
    Sqeegie
    I got skill cost to work fine, but skill points is a bit complicated. Can't understand what to change/replace/add from your instruction

  10. #39
    Sqeegie's Avatar
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    Quote Originally Posted by Owniver View Post
    It does not work
    Looking at it, I forgot to mention that you'll need to change the instruction reference for the opcode "br" a few lines up from the bottom from "ret" to the new "ldc.i4" instruction you added.

    This is what the finished product should look like:



    Quote Originally Posted by Slayheim View Post
    I got skill cost to work fine, but skill points is a bit complicated. Can't understand what to change/replace/add from your instruction
    I made a quick video showing how to do it.



    Best,
    Sqeegie

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    David94555 (09-09-2019),Owniver (09-07-2019),Slayheim (09-07-2019)

  12. #40
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    Quote Originally Posted by Sqeegie View Post
    Looking at it, I forgot to mention that you'll need to change the instruction reference for the opcode "br" a few lines up from the bottom from "ret" to the new "ldc.i4" instruction you added.

    This is what the finished product should look like:





    I made a quick video showing how to do it.



    Best,
    Sqeegie
    Thanks man! Good thing you came back for this game, appreciate it

  13. #41
    David94555's Avatar
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    Quote Originally Posted by jim2029 View Post
    Maybe you need to make your own thread for the file?
    The best thing is that this is my thread.

  14. #42
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    I am allready have allmost full version of this assemble. Will relise it soon. Based on Sqeegie instructions
    I'm more interested in EAC bypass. For personal reference, of course
    Last edited by Chong7; 09-12-2019 at 12:21 AM.

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  16. #43
    MDT3CH's Avatar
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    13/2019 2:30 AM

    Don't work !

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