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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 40 50 60 70 80 90 100 ... 103 104 105 106 107 ... 110 111 · «PREV / NEXT»
AlexSpl
AlexSpl


Responsible
Supreme Hero
posted October 07, 2023 04:48 PM

2Ghost: I might be wrong, but I saw a scrollable secondary skills list somewhere. Maybe just my faulty memory.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted October 07, 2023 09:10 PM
Edited by AlexSpl at 21:22, 07 Oct 2023.

About returning Titan's Lightning Bolt. There are two problems - with bitset and array, that have easy solution in C++, but in hex you have to modify several chunks of code, that is always a dirty trick. There are the global array of disabled spells and a number of local bitsets for each town. Probably, can be solved using "or" or "and" instructions to enable this spell for towns and adventure map objects. As always, the problem has no trivial solution in hex. Actually, hex editing thing revolves around luck. Some things can be done pretty easily, while other easy things require a lot of coding

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 08, 2023 10:14 AM

Ah okay, I guess it's not feasible then.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted October 08, 2023 06:51 PM
Edited by AlexSpl at 18:53, 08 Oct 2023.

Quote:
Ah okay, I guess it's not feasible then.

I don't say it's hard. In this case it can be done with a patch, that is shorter than some patches from the BTB's hacking guide, which require free space. Just want you to understand the following things -

1) A plugin can work and will work even without the HD mod. Basically, if you want, you can write plugins for other games, as long as they stay x86.
2) A plugin automatically do both jumps (forth to your new code and back to the code of the game). In the middle there is your code, written in C++ (or even Delphi). And it automatically transforms to machine instructions.

I understand your concerns about the longevity of your patches. Believe me, even the author of the patcher is not able to stop plugins working, so in that sense, plugins and manual hex-patches are indistinguishable.

I modded H1 with the patcher, Ben80 modded H2 with the patcher, now people mod H4 with the same patcher. And this is a whole new level in modding.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 08, 2023 09:28 PM

Alex, I don't have the skills you or Ben80 or some other great modders have and I never will, but I accept my limits.
I still feel like a complete noob in regards to modding even though I have done it for some years now. But I would'nt have been able to do any modding without you guys, so it's all thanks to you.

However I had the chance to test the 10 skills change with a friend this weekend and everything worked perfectly, so I'm really happy about that.

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nero468
nero468

Tavern Dweller
posted October 10, 2023 05:25 PM

Summoning creatures spell

Is there a way to summon other creatures using the spell Summon Elementals in HotA. I have tried changing it but always received an error message ingame. I'm only using an hex editor.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted October 10, 2023 08:15 PM
Edited by AlexSpl at 20:41, 10 Oct 2023.

Yes, unless you don't care about their numbers. The full implementation cannot be done easily in hex, obviously. Later I'll show how to change a type of summoned creatures.

* * *
1A2042, 1A9680, 1A96EB, 19F899 (write here new ID instead of the ID of Fire Elementals)
1A2057, 1A9686, 1A96FD, 19F8A0 (Earth Elementals)
1A206C, 1A968C, 1A970F, 19F8A7 (Water Elementals)
1A2081, 1A9692, 1A9721, 19F8AE (Air Elementals)

Hope, it's all that can be done in hex.

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nero468
nero468

Tavern Dweller
posted October 15, 2023 09:15 PM

Thanks for your post AlexSpl. It works.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 03, 2023 04:57 PM
Edited by phoenix4ever at 16:58, 03 Nov 2023.

Is there any way to make AI able to cast Fire Wall, Quicksand, Remove Obstacle, Force Field and Land Mine?

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted November 04, 2023 08:45 PM

Yes, you have to write weighting functions for those spells.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 04, 2023 08:52 PM

Oh, have I maybe asked you about this before, how do I add weighting functions?

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted November 04, 2023 08:56 PM

There are special classes for AI. Not so simple task.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 04, 2023 09:09 PM
Edited by Phoenix4ever at 07:50, 05 Nov 2023.

Special classes? Okay, of course I hoped it would be easy, but maybe not.
HotA somehow managed to make AI cast Berserk, but still it can't cast those 5 other spells.

How about Eagle Eye being able to learn to spells from enemy (and possibly friendly) creatures?

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nero468
nero468

Tavern Dweller
posted November 19, 2023 05:54 PM

Change to town portal spell

OxFEA said:
Maurice said:
OxFEA said:
1D6D4: 02 - lvl, from which TP allows choosing town. Only human.


You mean to say the AI always teleports to nearest Town with this spell? Or how does the AI logic work in that case? I admit that I never studied the AI behaviour on this particular spell. Having downloaded your IDA disassembly, I'll check out the function that handles this, see if I can make any sense out of the C-code it generated .

No. If we set this byte to, e.g., 7F, player will always teleport to nearest town regardless of school, but AI will use old mechanic.


After implementing the town portal nerf wirtten in this thread the window to confirm the town you are teleporting to only shows up at basic level. Can i enable this pop up again for the other spell levels only using hex editing of the .exe file while still keeping the nerf. I'm playing the HotA mod.

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TamligenFet
TamligenFet

Tavern Dweller
posted December 18, 2023 11:12 PM
Edited by TamligenFet at 23:14, 18 Dec 2023.

Which file should be edited to find the hex values ​​for the heroes/secondary skills, we don't find them.
Does anyone know if they have been moved in the later updates of HoTa?
____________

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Karyoplasma
Karyoplasma


Hired Hero
posted December 26, 2023 04:30 PM
Edited by Karyoplasma at 23:18, 31 Dec 2023.

Hey guys.

Some years ago (on April 2, 2018 to be precise), I posted a small tool to easily edit the secondary skills of heroes. I recently rewrote the program out of sheer boredom, gave it a new and better UI and fixed a nasty bug with the actual writing of the changes to the executable.

I now had the idea to turn it into a fully fledged hero editor. Like being able to edit starting troops and spells too. Maybe specialty as well, but we will see.

Here's the tool if you're interested: https://github.com/Karyoplasma/HOMM3SecondarySkillsModder

Edit: Some data that might be useful to others.
HotA creature IDs (not sure where they are stored) and Hero offsets (HotA.dat). Updated to 1.7.0 with Factory.

Creature - ID (hex)
Cannon - 96
Sea Dog - 97
Electric Tower - 98
Nymph - 99
Oceanid - 9A
Crew Mate - 9B
Seaman - 9C
Pirate - 9D
Corsair - 9E
Stormbird - 9F
Ayssid - A0
Sea Witch - A1
Sorceress - A2
Nix - A3
Nix Warrior - A4
Sea Serpent - A5
Haspid - A6
Satyr - A7
Fangarm - A8
Leprechaun - A9
Steel Golem - AA
Halfling Grenadier - AB
Mechanics - AC
Engineers - AD
Armadillo - AE
Bellwether Armadillo - AF
Automaton - B0
Sentinel Automaton - B1
Sandworm - B2
Olgoi-Khorkhoi - B3
Gunslinger - B4
Bounty Hunter - B5
Couatl - B6
Crimson Couatl - B7
Dreadnought - B8
Juggernaut - B9

Hero - Offset (hex)
Corkes - 25E7
Jeremy - 2885
Illor - 2B97
Derek - 2E76
Leena - 3139
Anabel - 3411
Cassiopeia - 36E9
Miriam - 3922
Casmetra - 3C72
Eovacius - 3F21
Spint - 41CA
Andal - 449E
Manfred - 4765
Zilare - 4A12
Astra - 4C99
Dargem - 4F81
Bidley - 5250
Tark - 5523
Elmore - 579E
Beatrice - 5A0A
Kinkeria - 5CAA
Ranloo - 5F84
Giselle - 61FE
Henrietta - 652B
Sam - 6822
Tancred - 6B3F
Melchior - 6DEA
Floribert - 7054
Wynona - 730D
Dury - 75BE
Morton - 7842
Celestine - 7B8F
Todd - 7EB7
Agar - 81BC
Bertram - 8440
Wrathmont - 8735
Ziph - 89EF
Victoria - 8CFD
Eanswythe - 9015
Frederick - 9307
Tavin - 95AC
Murdoch - 980B

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robizeratul
robizeratul


Known Hero
posted January 01, 2024 11:15 PM

Sorry if this has been asked/answered before. Is there any simple way to edit hota creature stats? Without coding?

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 02, 2024 04:41 PM
Edited by phoenix4ever at 10:01, 03 Jan 2024.

Can anyone find the locations of Basic, Advanced and Expert Estates, Intelligence and Mysticism in HotA.dll, in newest version of HotA? (I want my own values for these skills.)

Edit: I found the location of Advanced Intelligence myself.

I also had a hack that changed Mana Vortex from 100% -> 60%, it does'nt seem to work in the new version though. Perhaps HotA does something that overwrites my change?

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darcky146
darcky146

Tavern Dweller
posted January 02, 2024 05:18 PM

robizeratul said:
Sorry if this has been asked/answered before. Is there any simple way to edit hota creature stats? Without coding?


You can open Hota.dat with Hex Editor and edit them from there. You would need to find the corresponding values any way, but it is not so difficult.
____________

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darcky146
darcky146

Tavern Dweller
posted January 02, 2024 05:31 PM

Land Mines spell

Maybe anyone knows, how to increase the number of land mines spawned by the spell?
Where it should be edited?

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