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Shop locked item

 
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Ultraplayer
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Joined: 06 Apr 2019
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PostPosted: Fri Jul 26, 2019 8:37 pm    Post subject: Shop locked item Reply with quote

The game (DX, x64) has a shop [local of course] with items and some items are locked. When player trying to buy normal item - it says some string like - "item purchased". When player trying to buy locked item - it say something like "Item locked". So. I found this strings, and instructions that builds that strings [to show], but, I can't find required comparison [to buy locked] to change. Is it any technique to find or solve this situations?
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Csimbi
I post too much
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Joined: 14 Jul 2007
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PostPosted: Sat Jul 27, 2019 12:55 am    Post subject: Reply with quote

You said you found the code that builds the strings.
Trace it one more step back and find out where the decision is made as to which string to build (locked or purchased).
That'll be a cmp or a switch construct of some sort, and when you check what's going on there, you'll know what to change in order to unlock items.
If being unlocked is just a simple flag, it's easy.
If it means being on a list, it's a bit more tricky because you have find the list, find out what to add and finally, add it to the list yourself, any of which, depending on the list implementation, can get challenging.
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Ultraplayer
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PostPosted: Sat Jul 27, 2019 3:26 am    Post subject: Reply with quote

Csimbi wrote:
Trace it one more step back and find out where the decision is made as to which string to build (locked or purchased)

Thanks, but this is my problem - I can't find it. I forgot to say, that first and second strings builds in absolutely different places. I tried to trace back (first case with purchase), but I found ret, ret, ret and finally I get about 6-8 rets (from build to main render loop). Than, I tried second (locked), and there is the same thing - a LOT of instructions, about 6-8 nested functions. I even tried to write code comments, but it's extremely huge and finally I can't find CMP.
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Csimbi
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PostPosted: Sat Jul 27, 2019 10:38 am    Post subject: Reply with quote

Maybe the string is only built upon rendering, so see what happens before the calls are even made (and what parameters are passed to each call).
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