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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 84 pages long: 1 2 3 4 5 ... 20 40 60 ... 80 81 82 83 84 · «PREV / NEXT»
Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 31, 2020 10:28 PM

Yeah, you are probably right.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted May 31, 2020 10:31 PM

Basically, the HotA is SoD 3.2 with plugins.

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SilverG
SilverG


Adventuring Hero
posted June 01, 2020 07:50 AM

Is there a way to increase the max number of "seers huts"?
The current max is 48, can we increase it to 96 or 128, or higher?

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SilverG
SilverG


Adventuring Hero
posted June 01, 2020 02:55 PM
Edited by SilverG at 10:26, 02 Jun 2020.

Phoenix4ever said:
SilverG said:
To allow Sharpshooters/Enchanters at Refugee Camps, change 6A 00 to EB 1C at 0C9028 (in HoMM3 Complete SoD HD) in vanila I can't find it.

Found it at C9356: 67 00 00 6A 00 68 87 00 00 00

Thank you.
I'm gonna test it tomorrow and see if it also works with HotA. (This is the How to edit HotA thread after all.)


It works, tested it out.




Is there a way (in hex edit) to add some special abilities to monsters, or do we need hard coding for that?

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avatar
avatar


Promising
Supreme Hero
posted June 02, 2020 10:38 AM

SilverG said:

Is there a way (in hex edit) to add some special abilities to monsters, or do we need hard coding for that?

Technically hex-editing is hardcoding.
____________

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted June 02, 2020 02:12 PM

SilverG said:
To allow Sharpshooters/Enchanters at Refugee Camps, change 6A 00 to EB 1C at 0C9028 (in HoMM3 Complete SoD HD) in vanila I can't find it.


Are you sure this is correct? I have now tested it for about 20 minutes, but it does'nt seem like Sharpshooters or Enchanters appear?

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SilverG
SilverG


Adventuring Hero
posted June 02, 2020 02:18 PM

phoenix4ever said:
SilverG said:
To allow Sharpshooters/Enchanters at Refugee Camps, change 6A 00 to EB 1C at 0C9028 (in HoMM3 Complete SoD HD) in vanila I can't find it.


Are you sure this is correct? I have now tested it for about 20 minutes, but it does'nt seem like Sharpshooters or Enchanters appear?


I even made screenshots... in the comment above.

Try looking up the hex values in H3.exe: 67 00 00 6A 00 68 87 00 00 00

Then compare them to the HotA.exe

That's how I found it, although had to compare it from H3HD.exe supplied by B2B.  

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted June 02, 2020 02:23 PM
Edited by phoenix4ever at 14:27, 02 Jun 2020.

Hmm I did like you said and changed 6A 00 to EB 1C at 0C9028, but the entire string was 67 00 00 6A 00 68 88 00 00 00, for some reason 88 instead of 87, perhaps that's why?

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SilverG
SilverG


Adventuring Hero
posted June 02, 2020 02:50 PM

It has to be the exact same string...

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted June 02, 2020 03:49 PM

Yes of course, it's weird it says 88 in my game though. Oh well I'll try the exact string, should work then.

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SilverG
SilverG


Adventuring Hero
posted June 03, 2020 10:06 PM
Edited by SilverG at 22:28, 03 Jun 2020.

Can we in a way give the Hydra/Chaos Hydra 2/unlimited retaliations?

I've managed to add: shoots 2x, no melee and obstacle penalty for the Lizardman Warriors... 27318D: 00 -> 98 (80) Attacks 2x + (10) No melee + (8) No obstacle penalty.. although the animation is a bit sloppy, it works.

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BTB
BTB


Known Hero
posted June 04, 2020 04:04 PM

You'd have to find where Griffins and Royal Griffins are specifically named, and if I had to guess you wouldn't be able to add to that list without some heavy rewrites - only swap in one creature for another.

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SilverG
SilverG


Adventuring Hero
posted June 04, 2020 06:33 PM

Hi, thanks for the, info.

Where can I find it? Any clue?

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BTB
BTB


Known Hero
posted June 11, 2020 03:32 AM

Nope, none at all.

Is it known where the movement costs (and effects of Pathfinding) on terrain are located. It's always bugged me that lava is not considered rough terrain or that Master Pathfinding is only useful for swamps.

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DeathStare
DeathStare

Tavern Dweller
posted June 11, 2020 11:32 AM

Good evening. I need a help. How to edit scouting? I changed the number at 23e9d8, but it doesn't work.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted June 11, 2020 11:43 AM

If it's with HotA, sadly you can't edit Scouting. HotA's changes overwrites yours.

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DeathStare
DeathStare

Tavern Dweller
posted June 14, 2020 03:47 AM

Maurice said:
There is a case statement that checks creature ID's in any case.

But in machine code, it's a bit more complex than that, because it uses a jump table. And the way the jump table works, is ... odd.

Basically, from address 0x00048460h onward, it lists 10 entries of 4 bytes each:

6A 82 44 00
51 83 44 00
08 83 44 00
C4 83 44 00
94 83 44 00
B4 83 44 00
84 83 44 00
A4 83 44 00
5E 83 44 00
DD 83 44 00

If you reverse them (and subtract 400000 after that, since you're dealing with data in the exe, not the data in memory during runtime), you will see 10 memory addresses. Each of these refers to one of the relevant functions for monster spellcasting:

0x0004826Ah
0x00048351h
0x00048308h
0x000483C4h
0x00048394h
0x000483B4h
0x00048384h
0x000483A4h
0x0004835Eh
0x000483DDh

The careful observer will note that these are not in alphabetical order, as is indeed confirmed by the disassembled code.

How does the game access the jumptable and pick the correct value? Simply through enumeration. It knows it has 10 possible values, so when it evaluates Creature ID, it does so through the next set of 122 bytes, starting from address 0x00048488h:

00 09 09 09 09 09 09 09 09 09
09 09 09 09 09 09 09 09 09 09
09 09 09 09 01 09 09 09 09 09
09 09 09 09 09 09 09 09 02 09
09 09 09 09 09 09 09 09 09 09
09 09 09 09 09 09 09 09 09 09
09 09 09 09 09 09 09 09 09 09
09 09 09 09 09 09 09 09 03 09
09 09 09 09 09 09 09 09 09 09
09 09 09 09 09 09 09 09 09 09
09 09 09 09 09 09 09 09 09 09
04 09 05 09 06 09 07 09 09 09
09 08

Most entries point to 09, the "catch all" part of the switch statements. The only ones that don't are the following bytes:

Byte 0 is 00, pointing to the Resurrection spell subroutine. Arch Angel ID would be 13, but the switch statement subtracts 13 before making the comparison, saving 13 bytes of space on the jumptable. All creature ID values below are also offset by a value of 13 as a result.
Byte 24 is 01, which points to the subroutine for the Master Genie spell cast. Master Genies have an offset creature ID of 24.
Byte 38 is 02, which points to the subroutine for the Pit Lords. Pit Lords, you guessed it by now probably, have an offset creature ID of 38.
The others follow suit:
Byte 78 is for Ogre Mages, byte 110, 112, 114 and 116 are the Elementals (Ice, Magma, Storm and Energy, respectively) and finally, byte 121 is for the Faerie Dragon.

You can alter these bytes pointing to the various subroutines easily with this knowledge, by simply changing what subroutine each enumerated value points to. Keep in mind, though, that the creature ID table starts from the Arch Angel (setting that one to 0) and runs to the Faerie Dragon - other entries before the Arch Angel or after the Faerie Dragon have no value whatsoever in this table.





I think that's a great piece of information. But I don't know how to change this. For example, I changed Centaur's number to 03, but I couldn't use magic at all on the battlefield. How do I do this?

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BTB
BTB


Known Hero
posted June 14, 2020 05:10 AM

Unfortunately, whether or not a creature can cast spells in the first place is hard-coded elsewhere, so these settings can't be used as a way to add more casters. And since removing a creature's ability to cast spells is a simple matter of setting the appropriate value in CrTraits.txt to 0, the only thing you can do with this information (for now) is point an existing caster to another routine or, if you're feeling particularly saucy, change the corresponding exit pointer (see the table starting at 048460) to a new address.

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SilverG
SilverG


Adventuring Hero
posted June 14, 2020 08:39 AM
Edited by SilverG at 10:40, 14 Jun 2020.

WoW....

Now this is HC.

So then where can we find where the "which creature is a spellcaster" starts?

I sort of tweaked the Cloak of the Undead King Artifacts (the Undertakers Amulet, Vampires Cowl and Dead Mans Boots) to also give a few Primary skill bonuses.

In my opinion, gathering these artifacts just for the +Necromancy% is ok, but it made the Undead Heroes a bit weak. Plus when you make the Cloak it gives +2 to all (it's a Relic after all, so IMO it should at least give some primary skill as well).

What do you think?

Now if only I could learn how to create some new Artifacts, that'd be sweet (still talking about HoMM 3 Complete - not HD).

Am looking to make a combo from Hellstorm Helmet, Sword of Hellfire, Breastplate of Brimstone and Shield of the Damned.

A relic fit for the Inferno Heroes (Demoniacs), for Herretics I'd make something else.

then another Relic (combo) for the Stronghold Heroes... but that's still in the "dreaming" process.

Is there a way to increase the max creature generaors? The current max is 144.

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deathstare
deathstare

Tavern Dweller
posted June 14, 2020 12:17 PM

SilverG said:
Can we in a way give the Hydra/Chaos Hydra 2/unlimited retaliations?

I've managed to add: shoots 2x, no melee and obstacle penalty for the Lizardman Warriors... 27318D: 00 -> 98 (80) Attacks 2x + (10) No melee + (8) No obstacle penalty.. although the animation is a bit sloppy, it works.



Is this information about Obstacle Penalty accurate? I checked and found that the code for "mage" was 14 10 00 00, but it has no obstacle penality like "arch mage." And even though the code of beholder was 14 18 00 00 00, it has an obstacle penalty. How to edit moding about oxtacle penalty?

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