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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: How to edit HotA?
Thread: How to edit HotA? This thread is 34 pages long: 1 10 20 ... 26 27 28 29 30 ... 34 · «PREV / NEXT»
AlexSpl
AlexSpl


Responsible
Supreme Hero
posted October 11, 2017 10:12 PM

Well, I have encountered crashes without any plugins, so I advise you to send your crashlog to baratorch@yandex.ru, as the author suggests. It will be much more helpful for him than your description on this forum.

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Ben80
Ben80


Hired Hero
posted October 12, 2017 07:25 AM

@RoseKavalier

Thank you very much for SiegeArmorer bug fix !
However, section in which you wrote - only for plugins, not discussions.

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

Thank you again.
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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted October 12, 2017 08:33 AM

Could you guys perhaps fix Castle's Lighthouse bug with a plug-in?
As of now all players get the Lighthouse bonus, not only Castle...

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Serp
Serp


Known Hero
posted October 12, 2017 02:40 PM

I mailed baratorch the crash report and description and also asked him if he can add any gamechecks for plugins in multiplayer... lets see if something happens

Talking about bugfixes:
Is the grail boost a bug and if so, is it already fixed in hota? Nearly for all grail boosts this wiki (http://heroes.thelazy.net/wiki/Grail) says
Quote:
Although the documentation states that it increases all allied heroes luck, this appears to be wrong.

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RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted October 12, 2017 03:09 PM

phoenix4ever said:
Could you guys perhaps fix Castle's Lighthouse bug with a plug-in?
As of now all players get the Lighthouse bonus, not only Castle...

Indeed, I can confirm there is no check for castle-owner & player-id in loop @ 0x4E4D01.

@Serp
Give your ally Grail and check, but I think it doesn't work like description. Now the question is what was developer's intention: actual coding or the description ?

For Castle Lighthouse it's not too hard to decide for ourselves because Lighthouses are not distinguished from Mines by the code, so bonus only goes to owner.

OTOH if you don't care about that then it can certainly be patched.

@Ben
Sorry, it was late and I had not combed through the other discussion, I'll find something to upload there instead and edit post
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Ben80
Ben80


Hired Hero
posted October 12, 2017 03:44 PM

@RoseKavalier

It would be very very good if you upload other bug fixes of SoD, which you have and which are not included in HD mod.

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RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted October 12, 2017 04:40 PM

Ben80 said:
@RoseKavalier

It would be very very good if you upload other bug fixes of SoD, which you have and which are not included in HD mod.


I can, but it will become a lot of plugins

@phoenix
Castle_Lighthouse
Checked SoD/HotA. Probably works for WoG too.

Didn't check multiplayer but this code region doesn't deal with separate players so there should be no issue I think.
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Ben80
Ben80


Hired Hero
posted October 12, 2017 05:12 PM
Edited by Ben80 at 19:08, 12 Oct 2017.

I have posted NewDisguiseVision plugin
NewDisguiseVision

Disguise spell acts as AlexSpl have posted.

Spell Vision is related to Water magic. At expert level this spell can overcome Disguise. Coefficients of spell are changed - from 1/2/3 at Basic/Advanced/Expert level to 2/2/2. Coefficients are used to calculate distance of spell action.

Tested on SoD/Complete only.
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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted October 12, 2017 06:42 PM
Edited by phoenix4ever at 18:56, 12 Oct 2017.

Thank you RoseKavalier.
I will check it out soon.
Now if we could get AI to actually build Shipyard and Lighthouse, that would certainly be an improvement too, but one thing at a time.

Edit: Well sometimes it builds Shipyard, but never Lighthouse.
There are other buildings it never builds such as, Brotherhood of the Sword, Mana Vortex, Portal of Summoning, Brimstone Stormclouds, Fountain of Fortune, Freelancers Guild and Coves Grotto and Thieves Guild.

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Ben80
Ben80


Hired Hero
posted October 14, 2017 05:33 PM bonus applied by Maurice on 14 Oct 2017.
Edited by Ben80 at 07:50, 15 Oct 2017.

Plugin NewBlind.
Duration of spell is determined by Fire Magic level - 1/3/5 battle turns respectively for Basic/Advanced/Expert level.
Magic power does not affect duration of spell. Procedure for AIWeight calculating of this spell is corrected.
Procedure is used by AI in battle to select spell which will be applied.

NewBlind

v.2 (AI algorithm  further changed)
NewBlind v.2
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Ben80
Ben80


Hired Hero
posted October 15, 2017 07:16 AM
Edited by Ben80 at 11:32, 15 Oct 2017.

@RoseKavalier,

can you answer what structure is located at ecx for procedure 438D50 ?

More accurate, procedure 438D50 is called from procedure 43B2E0, but in 43B2E0 ecx contains only number of spell from table, not whole stack (which take place in 438D50). It is paradox...
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Erdamon
Erdamon


Hired Hero
posted October 15, 2017 10:56 AM

These plugins are brilliant. Keep up the good work guys. I've also checked your Russian forum and pretty useful stuff there. Would not mind a thread in here in English description and suggestions for future mods.

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Ben80
Ben80


Hired Hero
posted October 15, 2017 11:52 AM

Erdamon said:
These plugins are brilliant. Keep up the good work guys. I've also checked your Russian forum and pretty useful stuff there. Would not mind a thread in here in English description and suggestions for future mods.


Thank you. I hope all work will be done and we will see stuff of plugins - in fact, whole new mod.
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RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted October 15, 2017 03:07 PM

Ben80 said:
@RoseKavalier,

can you answer what structure is located at ecx for procedure 438D50 ?

More accurate, procedure 438D50 is called from procedure 43B2E0, but in 43B2E0 ecx contains only number of spell from table, not whole stack (which take place in 438D50). It is paradox...

Have you tried to trace your way into function?
I can try to check a bit later how to obtain it.
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Ben80
Ben80


Hired Hero
posted October 15, 2017 03:34 PM

RoseKavalier said:

Have you tried to trace your way into function?
I can try to check a bit later how to obtain it.


At this moment my debugging is only mental analysis of decompiled code and assembler code plus output of text dialog with values of interesting variables.
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Serp
Serp


Known Hero
posted October 15, 2017 03:58 PM

I would like to see plugins for:

1) be able to remove ballista and other war machines from heroes inventory. (especiall ballista sucks with blind)

2) Tell the stupid ballista and especially tower AI, to NOT attack blinded creatures, at least if there are unblinded creatures left... In my current fight there are 6 unblinded and one blinded creature, but my towers keep attacking the blinded one (sprites)...

3) First Aid -> tent can resurrect and heals more and has more hitpoints. At the moment I consider every magic hero with ressurection to be much stronger than any might hero, just because the might hero is loosing troops in every big fight, while the magic hero never looses troops.

4) More heavy change: Allow to switch between mass- and single spell. Especially "Dispel" you normally do not want to be casted at all units. Most of the time I would like to remove "AntiMagic" from a single unit.
If you have expert, you could cast a less effective spell at all units, or a good spell on one unit. Eg. haste gives +1 or +2 more speed when casting on a single unit, compared to cast it to all units.

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RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted October 15, 2017 03:59 PM

I ran through 0x43B2E0 quickly (different function came after) and it gave me &(0x63B7D8) for ECX which is referenced a few times in the code, e.g. 0x436885.
Not something I've seen before.
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Ben80
Ben80


Hired Hero
posted October 15, 2017 04:53 PM

RoseKavalier said:
I ran through 0x43B2E0 quickly (different function came after) and it gave me &(0x63B7D8) for ECX which is referenced a few times in the code, e.g. 0x436885.
Not something I've seen before.


So, in sub_00438D50 ECX is also &(0x63B7D8)? There also very deep stack (as in sub_00436840), up to 0x40 and possibly beyond...
So, can we see stack in sub_00438D50 and in sub_00436840 as the same "structures" ?

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Ben80
Ben80


Hired Hero
posted October 15, 2017 05:00 PM

Serp said:
I would like to see plugins for:



Unfortunately, the number of possible plugins is infinity, so I will make set of plugins united general ideas, conception...
However, each participant of community can produce any plugins he want and share it, finding adherents...

Serp said:

3) First Aid -> tent can resurrect and heals more and has more hitpoints. At the moment I consider every magic hero with ressurection to be much stronger than any might hero, just because the might hero is loosing troops in every big fight, while the magic hero never looses troops.



I also would like more heal power and more hitpoints (and possibly some amount of Defense parameter), but surely not resurrection...
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Ben80
Ben80


Hired Hero
posted October 15, 2017 05:36 PM
Edited by Ben80 at 17:38, 15 Oct 2017.

RoseKavalier said:
I ran through 0x43B2E0 quickly (different function came after) and it gave me &(0x63B7D8) for ECX which is referenced a few times in the code, e.g. 0x436885.
Not something I've seen before.


How it can be ?

.text:0043B2F4                     mov cl, ds:byte_0043B4F4[eax]
.text:0043B2FA                     jmp ds: off_0043B458[ecx*4]              

this strings say that in ECX - surely not &(0x63B7D8)...
From which string in 0x43B2E0 ECX becomes &(0x63B7D8) ?
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