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Provinzheld
Meh...
(RPG_RT 2k3 v1.08 )
[0x98E75 .. 0x98F16]
//GetBattleSpoils-Loop //[0x73935 .. 0x739D6] in RPG_RT 2k v1.07
0x98E7E call sub_4BE860 (get enemy ID's Data(?))
0x98E9B call sub_4BDCEC* (get ExpSpoils)
0x98EB0 call sub_4BDD08* (get GoldSpoils)
0x98EC6 call sub_4BDD24* (get ItemSpoils' ID)
0x98EDD call sub_4BDD40* (get ItemSpoils' %)
0x98EE8 (get Drop = true/false(?))
-> 0x98EF0 jmp if Drop = false (jump over 'AddItem')
0x98F00 call sub_4BDD24* (get ItemSpoils' ID)
0x98F0A call sub_4175DC (AddItem)
Edit:
*GetEnemyData_structure:
push ebx
mov ebx, eax
mov eax, DS: off_4CDE0C //EnemyParamPtr
//DS: off_49AD20 in RM2k
mov eax, [eax]
mov edx, [ebx+0D8]
//[ebx+48] in RM2k
call sub_482A80
//sub_4627EC in RM2k
mov eax, [eax+**]
pop ebx
ret
** (EnemyData)
04 = Enemy_ID
08 = Enemy_Name
0C = EnemyGraphic_Name
10 = Coloration
14 = Enemy_max.HP
18 = Enemy_max.MP
1C = Enemy_Atk
20 = Enemy_Def
24 = Enemy_Int
28 = Enemy_Agi
2C = Transparency_Flag
30 = Drop: Exp
34 = Drop: Gold
38 = Drop: Item_ID
3C = Item_Drop%
40 = Crit_Flag //0|1 = false|true
44 = Crit_Chance (1 in X)
48 = Miss_Flag //0|1 = false|true //256+0|1 in RM2k
4C = highest Condition ID(?)
50 = Condition Resist
//assigned by ID, exists temporarily
54 = highest Attribute ID(?)
58 = Attribute Resist
//assigned by ID, exists temporarily
5C = Move Pool(?)
Geändert von bugmenot (16.08.2013 um 12:35 Uhr)
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