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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Programming for WoG/SoD?
Thread: Programming for WoG/SoD? This thread is 3 pages long: 1 2 3 · NEXT»
GreatEmerald
GreatEmerald


Hired Hero
posted August 23, 2009 11:55 AM

Programming for WoG/SoD?

I would like to try my hand in programming for WoG/SoD - for the start, just to modify some spells (like, rename Bloodlust to Heroism or create an altered duplicate of the Cure spell), and later on move on to monsters. However, I can't seem to find any tutorials for that. I've looked at ERM scripts for WoG - but they're only temporary, map-specific settings. What language is used for the main program and are there any tutorials on modding the game?

Just so you know, I'm thinking about a MM7 style mod for H3, the main part being new spells and monsters with new abilities, later on maybe even utilising something like the upgrade system used here: http://heroescommunity.com/viewthread.php3?TID=29786 - adding two upgrades to almost each unit.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 23, 2009 12:29 PM

You have all you need here

Welcome to HC
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Era II mods and utilities

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted August 23, 2009 12:45 PM
Edited by Warmonger at 16:53, 23 Aug 2009.

Quote:
I can't seem to find any tutorials for that.

Unfortunatelly most of people connected with WoG keep these secrets for their own. Only recently things begin to change, thanks to Salamandre.
Quote:
've looked at ERM scripts for WoG - but they're only temporary, map-specific settings. What language is used for the main program

As far as I know WoG was never new nor decompiled program, it involves massive binary and config modifications. But apart from WoG team hardly anyone knows the details.

If one wants to access source code, we have to write it on our own. Check my sig.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 23, 2009 12:49 PM
Edited by Salamandre at 12:54, 23 Aug 2009.

Nobody keeps secrets. All the codes can be found in existing maps and are richly explained. Thats how I learn it. If one look at each code from Fnord's maps he will learn ERM in no time. Fnord is the best and used comments for EVERY line of his codes.

When I asked WoG team 3.59 for help with scripts, they always gave me multiple solutions. The main problem is that you have to know precisely what to ask, and not just have an "idea". And not ask them to make the code for you.
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GreatEmerald
GreatEmerald


Hired Hero
posted August 23, 2009 04:38 PM
Edited by GreatEmerald at 16:38, 23 Aug 2009.

I'm looking at that thread, but it's not too specific. Sure, I'll get the pack, but which of those utilities are map-specific, and which are global? The tool to use for creatures is quite obvious, but what about spells?
By the way, you could upload the pack to FileFront (but don't submit if you plan to update it) and/or MediaFire as mirrors, Rapidshare is rather slow and doesn't work for some people.

EDIT: Oh, Warmonger - your sig where?

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted August 23, 2009 04:49 PM

The easiest way to modify spells is by extracting and modding SPTRAITS.txt.  You can extract it with ResEdit, and place it in your Data folder when done. It will override the original version.

That text file lets you alter each spell's name, school, tier and level of effectiveness (reduce damage amounts etc).

I'm sorry to admit that I do keep secrets - there are a lot of methods and tweaks and things which I wanted to document long ago, like .def making, portrait editing, importing new objects - but haven't had the opportunity to write tutorials and thus I've only really helped out when directly asked, if even then.  I really, really appreciate what Salamandre has been doing.

By the way, welcome, GreatEmerald, you might recognise me
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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GreatEmerald
GreatEmerald


Hired Hero
posted August 23, 2009 05:27 PM
Edited by GreatEmerald at 17:55, 23 Aug 2009.

Hi, yea, I know you Though you love changing your nicks, it seems.
So anyway, I've extracted it, but I don't seem to be able to edit its more advanced options - icon, sound, sprite, effect etc. And without that, I kinda can't do much modding. Will change Bloodlust, though

EDIT: Also, anyone knows what happened to the Fear spell? [url]http://heroescommunity.com/viewthread.php3?TID=18325[/url] Its style (paralyse-ish) could be very useful for a mod like this...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 23, 2009 09:42 PM

I hate promoting again and again my maps for this purpose, but if you look into them you will find everything you need:

300 spartans renamed spells using the special txt editor inside the megapack. It also added various sprites using the regular WoG compression. Just take a look, you can't find a tutorial for each action, there are millions. And you can always use the ERM help thread for asking specific codes.
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GreatEmerald
GreatEmerald


Hired Hero
posted August 24, 2009 12:06 PM
Edited by GreatEmerald at 12:36, 24 Aug 2009.

Sure, I can look it up. The question is - where to look? Where do you keep those settings in the map?

Also, I'm almost done UnWoGifying H3Sprite and H3Bitmap LODs, that is, reverting skill icons to what they were in the final HoMM3. Now the question is - where are the graphics files for the resource bar at the bottom of the screen and the quick view window at the bottom right of the screen kept? I found KRESBAR and TRESBAR in H3Bitmap, but when I use H3Bitmap.exe from H3Lods pack to add the original ones back in, it doesn't do any difference. Yet I know it works correctly, because I added AISHIELD that way and it shows up correctly.

EDIT: Also, about ERM Script Master - is it possible to set the spells that a creature can use? I see the spell count, but I don't see the spell selection itself. And how do you make the script into a game rule, instead of a map event?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 24, 2009 12:51 PM
Edited by Salamandre at 12:53, 24 Aug 2009.

Extract bitmaplod and spriteslod and you will find any icon you want.
Keep only defs in extraction folders to navigate faster.

In WoG you can import/replace graphics using update.exe.

ERM master allows only changing stats, it is weak.

To make a script as a rule you have to create an universal script and add it in DATA/s. It is not much different from a regular script.

Make backups
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GreatEmerald
GreatEmerald


Hired Hero
posted August 24, 2009 04:02 PM

The problem is that there's just so many of them. I can see the current ones fine in ResEdit2, just that there are a lot of them and the names don't make too much sense. Anyway, found out that the bar I need to change is ZRESBAR - but what's the name of the overview window graphics on the lower right side of the screen? I simply can't seem to find it.

Ah, good to hear that Will have to look at those ERM scripts after I'm done restoring the graphics.

Oh, and is there a way to export PCXs from LODs, instead of BMPs? As BMPs, unlike PCXs, don't hold alpha information and when I want to reimport a bitmap, it gets transparency in wrong places.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 24, 2009 06:27 PM

Use DEF Viewer to quickly scroll and see ALL the defs in no time.
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pei
pei


Famous Hero
Fresh Air.
posted August 25, 2009 02:38 PM

Yeah!Salamandre rules!! Sorry for the off topic but i would give him more stars...he represents all what this community stands for.

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GreatEmerald
GreatEmerald


Hired Hero
posted August 28, 2009 12:56 PM
Edited by GreatEmerald at 13:18, 28 Aug 2009.

Where is the DEF viewer? In your Megapack I only see DEF Preview, and it doesn't open LODs.
EDIT: Also, looking at the ERM scripts, currently in the Alexander's map. Your Crystal Dragons of Death are very interesting But can you explain all the code parts and how to get them? For example:
Quote:
!!EA133:B7/1/97/24/100/0/5/10/15/20/30/35/40/45/100; cast death ripple after attack

I see that !!EA133 basically means If CreatureID(Other).IsA('133'){} (yea, this is UnrealScript, I'm good at it ), but what do all other things after slashes do? I guess B7 means that it's the creature abilities slot 7, is that right? And what about all those other numbers?

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted August 28, 2009 01:39 PM
Edited by Warmonger at 13:40, 28 Aug 2009.

tada!

Second option from top.
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GreatEmerald
GreatEmerald


Hired Hero
posted August 28, 2009 03:33 PM

From which top? I see 6 places that could be referenced as "top"

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 28, 2009 03:41 PM
Edited by Salamandre at 15:41, 28 Aug 2009.

I don't understand where is the problem. In the megapack you have resedit, open lods with it, extract then look with def preview.
As for creatures abilities, take a look at stickied guides on the first page, maybe something will be obvious.
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GreatEmerald
GreatEmerald


Hired Hero
posted August 28, 2009 04:30 PM
Edited by GreatEmerald at 17:42, 28 Aug 2009.

Ah, I thought there was another tool. I was using ResEdit already!
And aaahh! Aaah! I totally missed that post! Thanks

EDIT: Aha, I managed to do something. However, I want to have my Zealots cast Bless on a target I select, is that possible? Much like Ogre Magi? Or are those skills hardcoded?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 28, 2009 05:48 PM
Edited by Salamandre at 17:48, 28 Aug 2009.

Check ERM BM#:U4 for infos on this issue.
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GreatEmerald
GreatEmerald


Hired Hero
posted August 28, 2009 08:38 PM

Hmm, I see... But how to implement this? You need to set this during the battle, so you have to check if it's a battle and if the monster is of ID 9. I can't seem to find much info about checking that kind of things...

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