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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 20 30 ... 31 32 33 34 35 ... 40 50 60 70 80 90 100 110 111 · «PREV / NEXT»
Fearun
Fearun

Tavern Dweller
posted December 01, 2017 03:21 PM

My Fisrt Aid Skill is now strongly Better and Cool

You said that i need to Create a new Pluggin for Diplomacy, but how to create a Pluggin? I'm little Nooby at editing.
Do I need a Tool to make a new Pluggin?

Thanks a lot

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted December 01, 2017 04:51 PM
Edited by RoseKavalier at 14:15, 04 Dec 2017.

Everything needed is in this topic. Some relevant links:

Basic Guide
Compiler
Include files *some files removed per request

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

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Fearun
Fearun

Tavern Dweller
posted December 01, 2017 04:54 PM


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peter1985
peter1985


Hired Hero
posted December 02, 2017 06:37 PM
Edited by peter1985 at 18:39, 02 Dec 2017.

It is unfortunate that the creature can not be replaced in the tower of the besieged castle!

I found another interesting thing. The HOTA Pirate town has a Resource Silo that produces +1 Sulphur. This +1 sulfur is attached to Dungeon Castle! If I change the sulfur in the Dungeon Castle, it will also change in Cove town.
____________

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 02, 2017 07:55 PM

So you already found that their new towns are already hooks for old ones (but probably better than my two new Neutral Towns - because in neutral towns you cannot build)

anyway doing a whole new city was great job

I did neutral towns by using only WoG scripts (based on Era functions) and existing graphics. If anybody wants to do new neutral town for my mod ("Knightmare Kingdoms") please give me graphics in format for town replacement (it would be new anyway, but limited to neutral town limitations). I have two neutral towns already - one which bases on rampart and one which bases on Tower.

Hopefully my post won't be treated like spam, and I need graphics (there would be credits). Sadly there wouldn't be a Cove town in my mod since Cove creators didn't want to share.

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avatar
avatar


Promising
Supreme Hero
posted December 02, 2017 07:57 PM

You can always download any vcmi mod with new town - inside them you'll all town graphics you wish for ;]

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 02, 2017 09:30 PM

Avatar, maybe you are right, I have not visited VCMI site for a long time

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Nmesa
Nmesa


Hired Hero
posted December 03, 2017 05:06 AM

There are the offsets for each hero, i didnt find a list like this anywhere, so maybe it wiil be helpful for someone.

Sadly, i was naive and looks like its impossible to change specialisation with hex editor. I hoped that there will be some kinda reference to spec. formulaes and icon.

279dd0 Orrin
279e2c Valeska
279e88. Edric
279ee4 Sylvia
279f40 Lord Haart
279f9c Sorsha
279ff8 Christian
27a054 Tyris
27a0b0 Rion
27a114 Adela
27a168 Cuthbert
27a1c4 Adelaide
27a220 Ingham
27a27c Sanya
27a2d8 Loynis
27a334 Caitlin
_________________

27a390 Mephala
27a39c Ufretin
27a448 Jenova
27a4a4 Ryland
27a500 Thorgrim
27a55c Ivor
27a5b8 Clancy
27a614 Kyrre
27a670 Coronius
27a6cc Uland
27a728 Elleshar
27a784 Gem
27a7e0 Malcom
27a83c Melodia
27a898 Alagar
27a8f4 Aeris
_________________

27a950 Piquedram
27a9ac Thane
27aa08 Josephine
27aa64 Neela
27aac0 Torosar
27ab1c Fafner
27ab78 Rissa
27abd4 Iona
27ac30 Astral
27ac8c Halon
27ace8 Serena
27ad44 Daremyth
27ada0 Theodorus
27adfc Solmyr
27ae58 Cyra
27aeb4 Aine
_________________

27af10 Fiona
27af6c Rashka
27afc8 Marius
27b024 Ignatius
27b080 Octavia
27b0dc Calh
27b138 Pyre
27b194 Nimus
27b1f0 Ayden
27b24c Xyron
27b2ac Axsis
27b304 Olema
27b360 Calid
27b3bc Ash
27b418 Zydar
27b474 Xarfax
_________________

27b4d0 Straker
27b52c Vokial
27b588 Moandor
27b5e4 Charna
27b640 Tamika
27b69c Isra
27b6f8 Clavius
27b754 Galthran
27b7b0 Septienna
27b80c Aislinn
27b868 Sandro
27b8c4 Nimbus
27b920 Thant
27b97c Xsi
27b9d8 Vidomina
27ba34 Nagash
_________________

27ba90 Lorelei
27baec Arlach
27bb48 Dace
27bba4 Ajit
27bc00 Damacon
27bc5c Gunnar
27bcb8 Synca
27bd14 Shakti
27bd70 Alamar
27bdcc Jaegar
27be28 Malekith
27be84 Jeddite
27bee0 Geon
27bf3c Deemer
27bf98 Sephinroth
27bff4 Darkstorm
_________________

27c050 Yog
27c0ac Gurnisson
27c108 Jabarkas
27c164 Shiva
27c1c0 Gretchin
27c21c Krellion
27c278 Crag Hack
27c2d4 Tyraxor
27c330 Gird
27c38c Vey
27c3e8 Dessa
27c444 Terek
27c4a0 Zubin
27c4fc Gundula
27c558 Oris
27c5b4 Saurug
_________________

27c610 Bron
27c66c Drakon
27c6c8 Wystan
27c724 Tazar
27c780 Alkin
27c7dc Korbac
27c838 Gerwulf
27c894 Broghild
27c8f0 Mirlanda
27c94c Rosic
27c9a8 Voy
27ca04 Verdish
27ca60 Merist
27cabc Styg
27cb18 Andra
27cb74 Tiva
_________________

27cbd0 Pasis
27cc2c Thunar
27cc88 Ignissa
27cce4 Lacus
27cd40 Monere
27cd9c Erdamon
27cdf8 Fiur
27ce54 Calt
27ceb0 Luna
27cf0c Brissa
27cf68 Ciele
27cfc4 Labetha
27d020 Inteus
27d07c Aenain
27d0d8 Gelare
27d134 Grindan
_________________

27d190 Sir Mullich
27d1ec Adrianne
27d248 Catherine
27d2a4 Dracon
27d300 Gelu
27d35c Kilgor
27d3b8 Lord Haart
27d414 Mutare
27d470 Roland
27d4cc M Drake
27d528 Boragus
27d584 Xeron
_________________


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Maurice
Maurice

Hero of Order
Part of the furniture
posted December 03, 2017 11:30 AM

Nmesa said:
There are the offsets for each hero, i didnt find a list like this anywhere, so maybe it wiil be helpful for someone.


Actually, you're a little bit late to the party, I guess . I already posted that list in this very thread, here.

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peter1985
peter1985


Hired Hero
posted December 03, 2017 12:59 PM
Edited by peter1985 at 13:01, 03 Dec 2017.

A few years ago, I also posted heroes from exe ranks. It was a lot of work! After Xeron, is there still room for 7 heroes that is not exploited?
27d5e0
27d63c
27d698
27d6f4
27d750
27d7ac
27d808

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted December 03, 2017 04:01 PM

peter1985 said:
A few years ago, I also posted heroes from exe ranks. It was a lot of work! After Xeron, is there still room for 7 heroes that is not exploited?
27d5e0
27d63c
27d698
27d6f4
27d750
27d7ac
27d808


Campaign Heroes, e.g.
27d5e0h is General Kendall.

~~~

Specialization themselves are hex-editable; see the post by Maurice.

For icons and text, a plugin with 7 hooks will let you change all of them.

If you want to be creative, you can add a few more hooks to change the source of the specialization .def and then you can fully use some of the hidden heroes3 specializations: Diplomacy, Scouting, Learning, Luck, Leadership.

In fact, you can already use them but you would need to edit UN44.def, UN32.def and HeroSpec.txt to see the correct pictures/text. This makes it a bit difficult to share, but for personal use it's no issue.
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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peter1985
peter1985


Hired Hero
posted December 03, 2017 11:14 PM
Edited by peter1985 at 23:18, 03 Dec 2017.

Dear RoseKavalier!

Transforming the characters of heroes is already going well! We've found new hero types so the original programmer would be surprised! :-)

You are amazed at how professional you are in programming H3 exe! I've realized a lot of things from myself, but I'm still a beginner. There are two things I want to know if you know the answer. Changing the shooting creature from the tower when besieging the castles. Basic units and neutral creatures have a map of their building where they can be purchased. I want the Sharpshooter to have a building on the map, but to the Cerberus, yes.

Thanks for the help!

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted December 04, 2017 03:08 AM

peter1985 said:
Changing the shooting creature from the tower when besieging the castles.

For SoD: hex editable
0x63CF88 -> Castle creature ID
0x63CFA8 -> Rampart creature ID
0x63CFC8 -> Tower creature ID
0x63CFE8 -> Inferno
0x63D008 -> Necropolis
0x63D028 -> Dungeon
0x63D048 -> Stronghold
0x63D068 -> Fortress
0x63D088 -> Conflux

For HotA: plugin only
*(int*)0x466868 + 32 * town_id = creature_ID;

peter1985 said:
Basic units and neutral creatures have a map of their building where they can be purchased. I want the Sharpshooter to have a building on the map, but to the Cerberus, yes.

?

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

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Nmesa
Nmesa


Hired Hero
posted December 04, 2017 09:51 PM
Edited by Nmesa at 23:00, 04 Dec 2017.

RoseKavalier, could you help me pls with changing percent of Familiars Channeling ability and Zombies Disease fixed number (-2)?

I find only that 5A24DC (0000002B-familiar) determine which creature has this ability.

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peter1985
peter1985


Hired Hero
posted December 04, 2017 10:13 PM

Oh, thank you so much for RoseKavalier, that's what I was looking for!

Are you involved in any Heroes 3 project?

The 15 neutral creatures have 15 buildings on the map where they can be purchased. Suppose I put the Sharpshooter in place of the Grand Elf! The Grand Elf will be neutral creatures, but will not have a building on the map. The Wood Elf and the Sharpshooter will also be building.

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted December 05, 2017 03:27 AM bonus applied by Maurice on 05 Dec 2017.

Nmesa said:
RoseKavalier, could you help me pls with changing percent of Familiars Channeling ability and Zombies Disease fixed number (-2)?

I find only that 5A24DC (0000002B-familiar) determine which creature has this ability.


Nice question for Familiars, answer is a bit complicated for hex editing:


You can read a bit about the workings of this here.

From my understanding, it's roughly this arithmetic: (0x66666667 / 0xFFFFFFFF) / 2 = 0.40 / 2 = 0.20.

This is not straight-forward (at least to me) in order to get any desired effect. Some simple ideas:
you could NOP NOP 0x5A24B0 to double the value to 40%. Or you could overwrite some instructions and have your own instead.
You could also make it a fixed value always by changing the final value stored in EDX, keep in mind spell points are limited to WORD size.

Also, you should edit '05' @ 0x5A2498 to match your new %. In this case 20% of 5 is 1 so any spell cost lower than 5 is being skipped.
e.g. You want only 10% absorption -> make this value 10.

Plugin-wise
@ 0x5A24B9:
spell_cost = *(int*)(c->ebp - 0x68);
result = (do your calculations);
c->edx = result;
return EXEC_DEFAULT;


&&

_PI->WriteByte(0x5A2498, your_new_value);

~~~~~

At first I thought this might be stored in spell info itself, but it's all zeroes.
Unfortunately it seems the value '2' is shared by several other spells @ 0x4446EF so it's probably best to leave it be.

If you use a plugin @ 0x444BF3 you can have:

c->edx = disease_effect;
return EXEC_DEFAULT;

~~~

@peter1985

So basically you want to change town recruitable army ?
If yes, I don't know because I never bothered to look at all requirements - including changing town appearance. Seems to be more a WoG-type of modification.

I'm only involved in my own projects, which take plenty of time
On the plus side, I've now got some really great tools for mapmaking and testing.
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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Nmesa
Nmesa


Hired Hero
posted December 05, 2017 04:52 AM
Edited by Nmesa at 04:57, 05 Dec 2017.

RoseKavalier said:

Simple ideas:
you could NOP NOP 0x5A24B0 to double the value to 40%. Or you could overwrite some instructions and have your own instead.
You could also make it a fixed value always by changing the final value stored in EDX, keep in mind spell points are limited to WORD size.


Thanks, i did this NOP-change, so its 40% now with 3 instead of 5 as minimum for spell cost. A bit sad that maximum amount of stolen mana is 10, but still much better than in original.

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted December 05, 2017 05:26 AM

It can be more than that if you want:

e.g. 100%
0x5A24B4
8B 55 98 90 90
// mov EDX, spell_cost

50%
0x5A24B4
8B 55 98 D1 EA
// mov EDX, spell_cost
// SHR EDX, 1 ~ divide by 2




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

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Nmesa
Nmesa


Hired Hero
posted December 05, 2017 05:50 AM

RoseKavalier said:
It can be more than that if you want:
50%
0x5A24B4
8B 55 98 D1 EA
// mov EDX, spell_cost
// SHR EDX, 1 ~ divide by 2



Wow, it worked! I have no idea what it changed, since i just started working with ollydbg, but still. Thanks again from Familiar Union, maybe now they will be more useful.

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted December 05, 2017 06:09 AM
Edited by RoseKavalier at 06:10, 05 Dec 2017.

For the one you quoted: it ignores everything that was done beforehand
and does:

absorption = spell_cost / 2;

local variables (vs. global) are stored on the stack (EBP - 4, EBP - 8, ...) and it so happens spell_cost is stored at (EBP - 0x68), so we just place that in the register that ends up being absorption value (EDX) and then shift right by 1 (move all bits to the right by 1 ~=~ integer division by 2).
11011111 -> 01101111

The blue bit gets shifted into nothing, and we introduce a 0 at the start (green).
11011111 = 223
01101111 = 111
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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