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Old 05-03-2004, 06:55 AM
mikenune
Discordant
 
Join Date: Apr 2004
Location: Gukta
Posts: 359
Default Fiddling with AAs on EQEMu

I've been doing a little fiddling around with the 'alt_adv' column (a.k.a. AAs) and have a bit of information to post.

This is what I've been able to figure out about the 'alt_adv' column so far.
  • It is a field full of binary data. This means that you can't "read" the data normally using any sort of text editor (at least not properly). To view the data properly, you will have to use a Binary File/Hex Editor program (such as the aptly named - and FREE - HexEditor).
  • It can handle having extra data without crashing either World.exe OR the Everquest client. It appears to just chop off anything beyond the data that it uses. This means that, if you don't know how many hex bytes to put in the file, you can always add more (of course, this won't give you any additional AA Abilities ingame)!
  • Each hex byte directly corresponds to a single AA Ability. This means that, to edit an ability, you have only to open a hex editor, find the hex byte that corresponds to that ability, and change the value (for example, if I wanted to give myself all 10 points in the PoP AA Ability of Advanced Innate Strength, I just find that ability's hex byte and change it's value from "00" (which is hex for "0") to "0a" (which is hex for "10").
  • I have yet to fully determine the order that the AAs are stored in this field. However, if you want ALL your AA Abilities to be maxed out, just change all the values from "00" (0) to "ff" (255).
  • Even though you can set your number of AA Ability "trainings" higher than the limit, it will only recognize up through that limit (i.e.: putting 255 points into "Advanced Innate Strength," even though it will say it has 255 points trained, will only give you +20 STR points NOT +510 points).
More on this as I figure stuff out.
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