Custom Stats [Addons from GS]

Results 1 to 6 of 6
  1. #1
    Member Waspy is offline
    MemberRank
    Nov 2019 Join Date
    54Posts

    Custom Stats [Addons from GS]

    Custom Stats [Addons from GS]
    Hello all, I hope you are safe and staying active.

    I have a question about adding new and customized stats to the GS since when you try to make them in el.data they wont work unless the counter parts are on the GS already. Does anyone have any idea how I can go about adding new addon variables on the GS file at all? Any hint or help would be appreciated.

    Thank you

    (I am using the 1.5.5 files.)


  2. #2
    Member Waspy is offline
    MemberRank
    Nov 2019 Join Date
    54Posts

    Re: Custom Stats [Addons from GS]

    Does really no one know this? xD

  3. #3
    Member sisoe is offline
    MemberRank
    Aug 2016 Join Date
    54Posts

    Re: Custom Stats [Addons from GS]

    Too difficult, you're better off trying to make existing addons work, would need a skilled editor to make own stat addons

  4. #4
    sarcasm-mode: active jv90 is offline
    True MemberRank
    Jun 2013 Join Date
    IDALocation
    453Posts

    Re: Custom Stats [Addons from GS]

    Unique Weapon addons are just regular skills but with a dynamic casting mode type number on the skill stub and certain state arrangement so GoF for example is actually a skill. If you took say warrior Roar of the Pride and force it into weapon octets you will see as you aps with the weapon it spams the skill. You can convert existing skills over to unqiue addons.

    As for making common addons work in GS I haven't looked into it, but it most likely has a list of generated addons when the game source is compiled for serverside and hard adding new entries to a locked in place compiled list in ELF is impossible without some tricky / hacky methods to extend the data chunk by stealing data chunks from elsewhere. Because its already compiled that particular wish is too complicated for the average user so I suggest modifying existing ones that you know for sure are not used on items.

  5. #5
    Member Waspy is offline
    MemberRank
    Nov 2019 Join Date
    54Posts

    Re: Custom Stats [Addons from GS]

    Quote Originally Posted by jv90 View Post
    Unique Weapon addons are just regular skills but with a dynamic casting mode type number on the skill stub and certain state arrangement so GoF for example is actually a skill. If you took say warrior Roar of the Pride and force it into weapon octets you will see as you aps with the weapon it spams the skill. You can convert existing skills over to unqiue addons.

    As for making common addons work in GS I haven't looked into it, but it most likely has a list of generated addons when the game source is compiled for serverside and hard adding new entries to a locked in place compiled list in ELF is impossible without some tricky / hacky methods to extend the data chunk by stealing data chunks from elsewhere. Because its already compiled that particular wish is too complicated for the average user so I suggest modifying existing ones that you know for sure are not used on items.
    I will try.

  6. #6
    sarcasm-mode: active jv90 is offline
    True MemberRank
    Jun 2013 Join Date
    IDALocation
    453Posts

    Re: Custom Stats [Addons from GS]

    Quote Originally Posted by Waspy View Post
    I will try.
    Since GS is a compiled file and theres a certain amount of hex bytes range allowed to the whole file you can actually hollow out parts of GS itself and then use assembly JMP to that location then run your code from there and then you can fork in your self made addons, but problem is unless you are highly experienced in IDA and know how to make the local variables work correctly after the JMP and then make the stack work good after JMP'ing back you will probably want to stay away from adding new entries to GS unless you intend to compile it from source code



Advertisement