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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: How to edit HotA?
Thread: How to edit HotA? This Popular Thread is 111 pages long: 1 10 ... 16 17 18 19 20 ... 30 40 50 60 70 80 90 100 110 111 · «PREV / NEXT»
AlexSpl
AlexSpl


Responsible
Supreme Hero
posted August 28, 2017 11:36 PM
Edited by AlexSpl at 23:37, 28 Aug 2017.

Quote:
I would suggest to get your hands on a C/C++ compiler (e.g. Visual Studio, Codeblocks, ...) and ask for a basic tutorial on how to make a hook like the code provided by AlexSpl.


Here are the basics. I think google translate won't fail on that:

http://handbookhmm.ru/forum/viewtopic.php?f=56&t=518

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted August 28, 2017 11:49 PM

@AlexSpl
Nice link, slowly working on custom dialogs myself, cool example)

Another link with some screenshots.


____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted August 29, 2017 10:03 AM
Edited by phoenix4ever at 10:05, 29 Aug 2017.

RoseKavalier said:

Spells Table
Start: 2854A0h

Each spell: 136 bytes (88h)
Description

Note: a lot of these fields are populated after the game is launched, but you should at least be able to modify flags.


So Slayer spell starts at 2854A0h and each spell is 136 bytes.
But when you write 88h what does that mean?, is it 88 bytes from 2854A0h or a specific adress?
Also from what I can see in that GrayFace guide, I need to change "something" to 40 or is it not that simple?
I tried changing a 10 to a 40 and a 00 to a 40, but as far as I could see it did'nt change anything.

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted August 29, 2017 02:47 PM bonus applied by Maurice on 29 Aug 2017.
Edited by RoseKavalier at 21:45, 29 Aug 2017.

Reading structures and editing tables

No, you're gonna need to do a bit more work on your own.

0x88 = 88h = 136
The first 2 are hexadecimal representations, the last is decimal.

The Spells Table starts at 2854A0h and it follows the same logic as every other table discussed here: a given order.
Spells id list was linked earlier and is here as a reminder.

Your first job is to find the Slayer spell entry, you do that like here:
RoseKavalier said:

For instance, Sword of Judgment is art id #35
23E758h + 35*4 = 23E7E4h

i.e.
2854A0h + 55*136 = 2871D8h

Check to confirm...


Now that you have confirmed it, check the flags offset from the structure which is + 0x0C.

Looking above, (remember to reverse), the flags entry for Slayer is:
00040815h
The interesting part to mod is the last byte 15h which currently stands for:
1h - battlefield spell
4h - time scale (not 100% sure, probably means #turns = spell power?)
10h - Target is single stack
(it's just the sum 10h+4h+1h = 15h)

What we would like?
40h - has mass version at expert level

So remove 10h and add 40h:
00040815h - 10h + 40h = 00040845h


Result


Note
If you're editing with a hex editor, most of these entries will be 00 00 00 00 as they are filled at game launch. However the flags are hard-coded.

Edit:
Thanks Maurice, doing what I can. You and others also deserve a few yourselves for this topic I believe
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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Maurice
Maurice

Hero of Order
Part of the furniture
posted August 29, 2017 03:08 PM

Decided to +QP you for your continued detailed and patient support, RoseKavalier .
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted August 29, 2017 11:33 PM

Wow, thanks again RoseKavalier, you deserve that QP.
That was a very good explanation, I'll try to implement it tomorrow, hopefully Slayer will finally be useful as a mass spell.

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted August 30, 2017 02:46 AM
Edited by FfuzzyLogik at 03:04, 30 Aug 2017.

Good ehm, night

Being on artifacts for now (yes, I change before I end one thing, maybe not the best way to finish but when I've seen so much possibilities in equilibration of artifacts...), I was looking on the "of legion" items.

I find them, ... Not very good.
Legs  (T) : +5 to level 2 (normally +8/9 and x2 with castle)
Loins (N) : +4 to level 3 (normally +7 and x2 with castle)
Torso (N) : +3 to level 4 (normally +4 and x2 with castle)
Arms  (J) : +2 to level 5 (normally +3 and x2 with castle)
Head  (J) : +1 to level 6 (normally +2 and x2 with castle)
So generally it adds half of basic growth and requires a hero stands in town (so 1/4 of what a town with castle add). That's a bit bad, no ? Worst, you can notice the two last are major artifacts... Using artraits.txt, I can easily change them to be T (treasure) or N (minor) instead of J (major). Just for information, R here means relic and S used for mecanic items (can't be placed on map).

Combo artifact statue of legion : +100% of basic growth in each town... And here I find it really over-overpowered .

For basic legion items :
I'd like to know if someone knows where the bonus for each "of legion" item is stored (and if we can change the creature level dwelling it changes) ? Alex told where all bonuses for horde growth are but not for legion items.

Just about horde growth, if I understand well, for all building its written creature ID and horde bonus, right ? If it can help someone, I wrote it here from 002887F0h to 0028890Fh :
=> Castle :  
04 00 00 00 03 00 00 00
ff ff ff ff 00 00 00 00
ff ff ff ff 00 00 00 00
ff ff ff ff 00 00 00 00
=> Rampart :
10 00 00 00 04 00 00 00
ff ff ff ff 00 00 00 00
16 00 00 00 02 00 00 00
ff ff ff ff 00 00 00 00
=> Tower :
1e 00 00 00 04 00 00 00
ff ff ff ff 00 00 00 00
ff ff ff ff 00 00 00 00
ff ff ff ff 00 00 00 00
=> Inferno :
2a 00 00 00 08 00 00 00
ff ff ff ff 00 00 00 00
2e 00 00 00 03 00 00 00
ff ff ff ff 00 00 00 00
=> Necropolis :
38 00 00 00 06 00 00 00
ff ff ff ff 00 00 00 00
ff ff ff ff 00 00 00 00
ff ff ff ff 00 00 00 00
=> Dungeon :
46 00 00 00 07 00 00 00
ff ff ff ff 00 00 00 00
ff ff ff ff 00 00 00 00
ff ff ff ff 00 00 00 00
=> Stronghold :
54 00 00 00 08 00 00 00
ff ff ff ff 00 00 00 00
ff ff ff ff 00 00 00 00
ff ff ff ff 00 00 00 00
=> Fortress :
62 00 00 00 06 00 00 00
ff ff ff ff 00 00 00 00
ff ff ff ff 00 00 00 00
ff ff ff ff 00 00 00 00
=> Conflux :
76 00 00 00 0a 00 00 00
ff ff ff ff 00 00 00 00
ff ff ff ff 00 00 00 00
ff ff ff ff 00 00 00 00

I noticed on there some "buildings" are "ff ff ff ff" meaning "they do nothing for horde" that's it ? But someone knows what buildings are referred ? I was thinking about adding do some of these a "horde growth" bonus... There is always 4 of them for each town and sometimes one is used (always first) and sometimes two (always third)...

For combo artifact (statue of legion), my idea was to delete his effect because its "too hard" (for me) to make it work only in one town... My idea was to make the function who search "if this artifact is here" for a "fake artifact number", I mean a number not used for artifact who can be equipped and so it will never be true (I thought about grail, you cannot equip it). Is that a decent idea ?

Hey I just seen the tons of nice posts now (because they were on 18th page and I was watching on 17th last post ^^). Congratulations RoseKnight ! You still not want a cookie or something to drink (soft for sure ^^) to celebrate the QP ?

Thanks and good night,
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted August 30, 2017 05:28 AM
Edited by RoseKavalier at 06:43, 30 Aug 2017.

FfuzzyLogik said:

For basic legion items :
I'd like to know if someone knows where the bonus for each "of legion" item is stored (and if we can change the creature level dwelling it changes) ? Alex told where all bonuses for horde growth are but not for legion items.

It's not a straight-forward edit unfortunately because the code turned out a bit clunky; there are two changes required for each of them because the effect is additive if you have two heroes with an artifact each. I will start with the bonus to creatures and see about changing levels later.

>> You will also need to change the artifact description. <<

Legs of Legion +10 growth ~ up to +0x7F
1BFE37h 84 C0 74 06 83 C7 0A 90 90 90
1BFE53h 84 C0 74 07 83 C7 0A 90 90 90 90

Loins of Legion +8 growth ~ up to +0x7F
1BFE74h 84 C0 74 06 83 C7 08 90 90 90
1BFE90h 84 C0 74 04 83 C7 08 90

Torso of Legion +6 growth ~ up to +0x7F
1BFEAEh 84 C0 74 06 83 C7 06 90 90 90
1BFEC6h 84 C0 74 07 83 C7 06 90 90 90 90

Arms of Legion +4 growth ~ up to +0x7F
1BFEE7h 84 C0 74 05 83 C7 04 90 90
1BFEFEh 84 C0 74 04 83 C7 04 90

Head of Legion +2 growth ~ up to +0x7F
1BFF1Ch 84 C0 74 03 83 C7 02
1BFF31h 84 C0 74 03 83 C7 02

Hopefully I didn't make mistakes typing these out

Edit: Changing creature level affected is a bit complicated, but I think we can get through it, bear with me:

First, we modify the switch()
1BFE1Bh 0xFF
1BFE1Eh 0x06

Then we look at address (4 bytes) for each creature level:
Level 1 1BFF44h
Level 2 1BFF48h
Level 3 1BFF4Ch
Level 4 1BFF50h
Level 5 1BFF54h
Level 6 1BFF58h
Level 7 1BFF5Ch

At these addresses, you have to write (reversed) the addresses of the case for specific artifact.
Legs of Legion 0x2CFE5B00
Loins of Legion 0x69FE5B00
Torso of Legion 0xA3FE5B00
Arms of Legion 0xDCFE5B00
Head of Legion 0x11FF5B00
No bonus 0x38FF5B00

Example: you want Head of Legion to give bonus to level 2 creature. Then go to 1BFF48h and write 0x11FF5B00.

There's still a small problem of showing the correct growth description with another switch at 1C6297h & 1C67A4h that I will try to resolve later, but otherwise bonus works.

Edit2: fix for artifact name:
1C6297h 42 83 FA 06 77 27 FF 24 95 A4 67 5C 00 6A 76 EB 1B 6A 77 EB 17 6A 78 EB 13 6A 79 EB 0F 6A 7A EB 0B 90 90 90 90 90 90 90 90 90 90 90 58

Address (4 bytes) for each creature level:
Level 1 1C67A4h
Level 2 1C67A8h
Level 3 1C67ACh
Level 4 1C67B0h
Level 5 1C67B4h
Level 6 1C67B8h
Level 7 1C67BCh

Again, destinations to write for the above levels:
Legs of Legion 0xA4625C00
Loins of Legion 0xA8625C00
Torso of Legion 0xAC625C00
Arms of Legion 0xB0625C00
Head of Legion 0xB4625C00
No bonus 0xC4625C00



FfuzzyLogik said:
For combo artifact (statue of legion), my idea was to delete his effect because its "too hard" (for me) to make it work only in one town... My idea was to make the function who search "if this artifact is here" for a "fake artifact number", I mean a number not used for artifact who can be equipped and so it will never be true (I thought about grail, you cannot equip it). Is that a decent idea ?


Skip Statue of Legion procedure regardless of having it equipped or not:
1C0082h E9 83 00 00 00 90
1BFC46h E9 9F 00 00 00 90

FfuzzyLogik said:
Congratulations RoseKnight ! You still not want a cookie or something to drink (soft for sure ^^) to celebrate the QP ?

I'm fine, thank you
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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Baronus
Baronus


Legendary Hero
posted August 30, 2017 06:18 AM

Yes your help is very big! Thanks! :-)

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igrik
igrik


Promising
Known Hero
posted August 30, 2017 10:10 AM

FfuzzyLogik said:
Just about horde growth...

0x6887F0 TownHordeBuildings[_HordeBuildingData_]
// dword id_unit, word amount, word level, dword upg_id_unit, word upg_amount, word upg_level
// Castle:
_HordeBuildingData_ <4, 3, 0, -1, 0, 0>
_HordeBuildingData_ <0FFFFFFFFh, 0, 0, -1, 0, 0>
// Rampart:
_HordeBuildingData_ <10h, 4, 0, -1, 0, 0>
_HordeBuildingData_ <16h, 2, 0, -1, 0, 0>
// Tower:
_HordeBuildingData_ <1Eh, 4, 0, -1, 0, 0>
_HordeBuildingData_ <0FFFFFFFFh, 0, 0, -1, 0, 0>
// Inferno:
_HordeBuildingData_ <2Ah, 8, 0, -1, 0, 0>
_HordeBuildingData_ <2Eh, 3, 0, -1, 0, 0>
// Necropolis:
_HordeBuildingData_ <38h, 6, 0, -1, 0, 0>
_HordeBuildingData_ <0FFFFFFFFh, 0, 0, -1, 0, 0>
// Dungeon:
_HordeBuildingData_ <46h, 7, 0, -1, 0, 0>
_HordeBuildingData_ <0FFFFFFFFh, 0, 0, -1, 0, 0>
// Stronghold:
_HordeBuildingData_ <54h, 8, 0, -1, 0, 0>
_HordeBuildingData_ <0FFFFFFFFh, 0, 0, -1, 0, 0>
// Fortress:
_HordeBuildingData_ <62h, 6, 0, -1, 0, 0>
_HordeBuildingData_ <0FFFFFFFFh, 0, 0, -1, 0, 0>
// Conflux:
_HordeBuildingData_ <76h, 10, 0, -1, 0, 0>
_HordeBuildingData_ <0FFFFFFFFh, 0, 0, -1, 0, 0>

0x68A3B4 TownHorde1MonLevel  db 2, 9, 1, 8,  1, 8, 0, 7, 0, 7, 0, 7, 0, 7, 0, 7, 0, 7
0068A3C8 TownHorde2MonLevel  db 0, 0, 4, 11, 0, 0, 2, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0

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Baronus
Baronus


Legendary Hero
posted August 30, 2017 10:21 AM

Great! We need change hordes eg. necro needs additional growth of zombies non sceletons! And other can be corrected! Thanks!

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teddybear
teddybear

Tavern Dweller
posted August 30, 2017 12:24 PM

cool idea guys
____________

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted August 30, 2017 08:34 PM
Edited by FfuzzyLogik at 20:38, 30 Aug 2017.

(Thanks again)² for the nice answers !
I don't understand all for now but I'll work on it !

I'm changing some artifacts and some of them are used to make combo artifacts. Do you know where is written what artifact number is used to make the "combos artifacts" ?
My problems are for angelic alliance, armor of the damned, bow of the sharpshooter, titan's thunder, ironfist of ogre.

I'll change some of artifacts are "normally" used for them. And some artifacts used will be for example "two torso armors" or "two swords" so making a combo is no more possible if I do that. I changed a bit the look so all "dragon" weapon are no more "dragon looking". That's a bit unlogical to make a combo with them...
But I'm not sure its possible to "easily" change the number of artifacts are required to build a combo (no adding one more no making one less needed, for Power of dragon father for example...).

I had too in mind to change some combo artifact's effect for the ones I find too strong.
=> For the one who casts spell (armor of damned, angelic alliance), some other posts help to change whitch spells are cast, so I know how to do. Thanks Maurice ! But its not written for Ironfist of ogre.

Someone know if I place the spell cast to "basic" or "advanced" if it will bug ? I think so, nothing tells "what creature must be focused by spell", right ? I say that if someone changes a spell for being no more affecting creatures at expert level (if it causes Armor of damed making bug the game)...
For Ironfist of ogre, it's different maybe because it casts the spell on "all creatures" (fire shield for example is not affecting all creatures at expert level).

=> For Cornucupia I'd like the combo gives a bit less bonus. Actually its +4 (so +5 in total because all add +1). Just +1 or +2 may be enough I find... If someone know where the adress for the bonus is written it shall be nice.

=> For Golden goose, the 4750 of bonus (+1000+750+500=2250) means it adds 7000 golds... Samly, I find the bonus a bit too strong. If total adds 4000 or 5000 golds, I find it enough... Samly, I don't know where is written the value.

=> For the Bow of sharpshooter, I find a bit strange it's "so easy" to make and not using the golden bow. It does not add more % for range attack but all artifacts required adds this. I got no special idea for modding it, just change artifacts required to make it more "hard" to make maybe ?

=> For Elixir of life I thought about giving less than 25% bonus to life. 10% is strong or maybe a bit more but 25%... Once more, the percentage bonus used is hidden somewhere in the dark fields of hex... Is it used one time just for this artifact or will it be required to make a pointer to some other value ?

=> For Ring of the magi, 50 turn is a bit "eternal", a bonus of 10 (+1+2+3) means 15 turn duration bonus that's very long... A bonus of 5 may be enough ? Here the value used (50) is just for this artifact or the 50 used for "troll's regeneration" and others ?

=> For Cloak of undead king (who looks not beautiful), I thought about diminish the bonus of +30% (if we keep standard bonuses of +5+10+15, it will make +60% of necromancy, that's insane...). I'll also change creature ID for what creature is made. Only skeleton warriors (and no walking deads, no wraithes and NO lich !!)...
I think someone wrote where creature ID are stored for this artifact but don't find it for now. I'll edit when I find but I'll go run.
So this artifact will be just "nice" and not absolutely insane. I like undeads but one or two parts with this too strong artifact made me "delete it" in maps (at this moment I made disapear one of artifact required for the combo). I find it destroys game intrest, you may start with artifact (amulet of undertaker) with some luck. You just have to find one minor and one major artifacts (resepectively vampire's cowl and dead man's boots) and you'll soon become overpowered. On big maps if you got this luck, that's totally insane... Grail compared to this insane relic looks a "treasure artifact"...

=> I had in mind to make the Wizard's well just regenerates 50% of your mana pool. Here it shall be more complecate no ?

=> The Pendant of reflection adds +20% bonus (to +5+10+15) so you got instantly 50% of magic resistance. I'd like the bonus combo  is just 10% (because I'm making resistance ability more strong).

Have a nice day, see you for next adventures in modding Heroes !
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted August 31, 2017 06:10 AM
Edited by RoseKavalier at 23:54, 31 Aug 2017.

That's quite a list! You might want to learn a bit of Assembly at this point (and try to make a plugin); would save me a lot of time if I can just give you the area to look at. Finding this stuff is relatively short, but typing these posts into something readable takes forever.

I'll fill in what I can from SoD.

FfuzzyLogik said:
[...]Combo Artifacts[...]
=> For the Bow of sharpshooter,


AA
Artifact IDs 4C638h
6A 22 6A 20 6A 1F 6A 23 6A 21 6A 24
# artifacts 4C648h

Cloak
Artifact IDs 4C66Fh
6A 38
&& 4C673h
6A 37 6A 36
# artifacts 4C67Bh

Elixir
Artifact IDs 4C695h
6A 5E 6A 60
&& 4C6A6h
6A 5F
# artifacts 4C6ACh

AotD
Artifact IDs 4C6C9h
6A 0E
&& 4C6CDh
6A 1A 6A 08
# artifacts 4C6E4h

Statue
Artifact IDs 4C70Dh
6A 7A 6A 79 6A 78
&& 4C715h
6A 77 6A 76
# artifacts 4C71Dh

Dragonfather
Artifact IDs 4C72Bh
6A 28 6A 29 6A 2D  6A 25
&& 4C73Dh
6A 27 6A 26 6A 2A
&& 4C745h
6A 2B
&& 4C754h
6A 2C
# artifacts 4C75Ah

Titan's
Artifact IDs 4C777h
6A 12
&& 4C77Bh
6A 1E 6A 0C
&& 4C78Ch
6A 18
# artifacts 4C792h

Admiral's
Artifact IDs 4C7BBh
6A 47
&& 4C7BFh
6A 7B
# artifacts 4C7C4h

Sharpshooter's
Artifact IDs 4C7DFh
6A 3E 6A 3D
&& 4C7F0h
6A 3C
# artifacts 4C7F6h

Patch for an extra item: (Golden Bow)
4C7E3h 6A 06 59 6A 5B
4C7F6h 04 (matches # of artifacts in combo)
4C8BDh 30 (this is increased/decreased by 4 each time you add/remove an artifact)



Wizard's
Artifact IDs 4C81Fh
6A 4B
&& 4C823h
6A 4A 6A 49
# artifacts 4C82Bh

Ring Magi
Artifact IDs 4C857h
6A 4D 6A 4E 6A 4C
# artifacts 4C861h

Cornucopia
Artifact IDs 4C879h
6A 71 6A 6E
&& 4C87Fh
6A 6D
&& 4C88Eh
6A 6F
# artifacts 4C894h

FfuzzyLogik said:
=> For the one who casts spell (armor of damned, angelic alliance)

These artifacts target all creatures (target = -1).

FfuzzyLogik said:
=> For Cornucupia

2 patches: Total number of resources (including +1)
B8A19h 6B C0 03
B8A21h 45

FfuzzyLogik said:
=> For Elixir of life

E671Ah
(+100% = +1) 00
(+50% = +1/2) 01
current (+25% = +1/4) 02
(+12.5% = +1/8) 03
(+6.25% = +1/16) 04
etc.

FfuzzyLogik said:
=> For Ring of the magi

E5126h # turns
(current = +50) 32

FfuzzyLogik said:
=> For Cloak of undead king

+30% necromancy
E4177h is DWORD pointer to 30%. Switch it to another DWORD pointer address you know that has correct %. (I showed an example for HotA necromancy earlier in thread)

Creature IDs (3-2-1-0 skill)
Lich E3F1Fh
Wight E3F2Ah
Walking Dead E3F33h
Skeleton E3F3Ah

FfuzzyLogik said:
=> I had in mind to make the Wizard's well

Procedure starts at C7F60h... you're gonna need a hook for this because the procedure does (essentially)
if (max_mp > current_mp)
{ current_mp = max_mp}
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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Baronus
Baronus


Legendary Hero
posted August 31, 2017 10:17 AM
Edited by Baronus at 10:20, 31 Aug 2017.

Great! Now we can mod failed Unded King Cloack!
1. up. sceletons practicaly unused
2. up. zombies practicaly unused
3. up. wights really used
Enough!
Now we can repair all fails!

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted August 31, 2017 01:10 PM
Edited by phoenix4ever at 13:12, 31 Aug 2017.

Yeah it would be good to modify the Cloak, maybe skeletons at basic, walking dead at advanced and wights at expert.
I suppose you will get upgraded versions if you have all 7 slots filled and you have one of these units already?

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Baronus
Baronus


Legendary Hero
posted August 31, 2017 01:41 PM
Edited by Baronus at 13:43, 31 Aug 2017.

But in case you have upg. only in 7 slots number is lower. Up. option give you the same number 1:1. Its your bonus. And wights must have another ability. We should replace ability with another units. Any suggestions?

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted August 31, 2017 07:30 PM
Edited by AlexSpl at 22:11, 31 Aug 2017.

HotA combo artifacts are described in HotA.dat as a plain text, starting at FAA6:

# Combo arts
# id - art id - components count - component 1 id - ...

# Diplomat's Cloak
12 141 3 66 67 68

# Pendant of Reflection
13 142 3 57 58 59

# Golden Goose
14 160 3 115 116 117

# Ironfist of the Ogre
15 143 4 10 16 22 28


For example, let us replace Tunic of the Cyclops King (#28) with Breastplate of Brimstone (#29) in Ironfist of the Ogre set:

# Ironfist of the Ogre
15 143 4 10 16 22 29

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Quote:
=> For Golden goose, the 4750 of bonus (+1000+750+500=2250) means it adds 7000 golds... Samly, I find the bonus a bit too strong. If total adds 4000 or 5000 golds, I find it enough... Samly, I don't know where is written the value.

It's hardcoded in HotA.dll @ 23926h.

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Quote:
You can replace artifacts with those of the same type (slot), though.


Just checked. It's not true. You just have to start a new game after editing.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted August 31, 2017 09:32 PM
Edited by AlexSpl at 21:37, 31 Aug 2017.

Ironfist of the Ogre spells (HotA.dll)

Haste (push 35h)

2485D: 35 (change both bytes to a desirable spell ID)
24874: 35

Bloodlust (push 2Bh)

24888: 2B
2489A: 2B

Fire Shield (push 1Dh)

248AE: 1D
248C0: 1D

Counterstrike (push 3Ah)

248D4: 3A
248E6: 3A

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted August 31, 2017 11:44 PM
Edited by FfuzzyLogik at 23:47, 31 Aug 2017.

RoseKavalier said:
That's quite a list! You might want to learn a bit of Assembly at this point (and try to make a plugin); would save me a lot of time if I can just give you the area to look at. Finding this stuff is relatively short, but typing these posts into something readable takes forever.

I'm sorry for asking so much things. I'm in my ideas of modding with my poor level and understanding of game's mechanics and my very bad level in hex editing, programming...
And I didn't realize how much time your kindness costs to you. It can be hoped the very well builded answers will be of use for many other persons.
I apologize for asking too much. Thanks to all the persons who spend many time to answer here.
I'll not ask more than one simple question per week or less than that if its too much.

RoseKavalier said:
Artifacts primary bonuses are stored at 23E758h
4 bytes per artifact, 1 byte per primary (A-D-SP-K)


With the few things I understood in modding artifacts, I can tell :
- Caracteristics added by artifacts can be more big than 12 (I tested 13 : 0d for Titan gladius). I won't add more in my mod but if someone wants to know if we can add more, I can test. Its my turn to test for others !
- If you want some artifacts have negative value of "-1", you can write ff (fe is "-2" ; fd is "-3"). Samly I think fc is "-4" ; fb is "-5", if someone wants to know if it works, I'll test for you.

Have a nice Knight em, night,
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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