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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 91 pages long: 1 2 3 4 5 ... 20 40 60 80 ... 87 88 89 90 91 · «PREV / NEXT»
Gertos
Gertos

Tavern Dweller
posted November 03, 2020 04:54 PM

Hello community.
I'm making a map and I would like to do something like a teleport (a hero who will step on coordinates X will be teleported to coordinates Y) on the adventure map. I remember long time ago I did something like this by ERM scripts. Is it possible to do something like that by hexediting? Maybe hexediting a certain map rather than .exe file?

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FirePaladin
FirePaladin


Legendary Hero
Undorcover modder
posted November 05, 2020 05:15 PM
Edited by FirePaladin at 17:15, 05 Nov 2020.

You can dream about it for months, no offense intended. Although cracking HotA's code and such to make that possible would be pretty amazing.
____________
"Goblins use pistols because a shotgun recoil would kick them off the ground flying."

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vividzzan
vividzzan

Tavern Dweller
posted November 06, 2020 07:21 AM

Is there any way to change the unit we can get from Skeleton transformer into others?
Every dragons change to bone drangon
and the others change to skeleton.

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BTB
BTB


Famous Hero
Moist & Creamy
posted November 06, 2020 02:16 PM

vividzzan said:
Is there any way to change the unit we can get from Skeleton transformer into others?
Every dragons change to bone drangon
and the others change to skeleton.


--------------------
SKELETON TRANSFORMER
--------------------

When a dragon is placed into the Skeleton Transformer, you'll get a Bone Dragon instead
of a Skeleton. Rather than a coded exception, this is handled by a table specifying the
results of EVERY CREATURE IN THE GAME when placed inside the transformer:

24130C = Pikeman 241344 = Centaur 24137C = Gremlin
241310 = Halberdier 241348 = Centaur Capitan 241380 = Master Gremlin
241314 = Archer 24134C = Dwarf 241384 = Stone Gargoyle
241318 = Marksman 241350 = Battle Dwarf 241388 = Obsidian Gargoyle
24131C = Griffin 241354 = Wood Elf 24138C = Stone Golem
241320 = Royal Griffin 241358 = Grand Elf 241390 = Iron Golem
241324 = Swordsman 24135C = Pegasus 241394 = Mage
241328 = Crusader 241360 = Silver Pegasus 241398 = Arch Mage
24132C = Monk 241364 = Dendroid 24139C = Genie
241330 = Zealot 241368 = Dendroid Solider 2413A0 = Master Genie
241334 = Cavalier 24136C = Unicorn 2413A4 = Naga
241338 = Champion 241370 = War Unicorn 2413A8 = Naga Queen
24133C = Angel 241374 = Green Dragon 2413AC = Giant
241340 = Archangel 241378 = Gold Dragon 2413B0 = Titan

2413B4 = Imp 2413EC = Skeleton 241424 = Troglodyte
2413B8 = Familiar 2413F0 = Skeleton Warrior 241428 = Infernal Troglodyte
2413BC = Gog 2413F4 = Walking Dead 24142C = Harpy
2413C0 = Magog 2413F8 = Zombie 241430 = Harpy Hag
2413C4 = Hell Hound 2413FC = Wight 241434 = Beholder
2413C8 = Cerberus 241400 = Wraith 241438 = Evil Eye
2413CC = Demon 241404 = Vampire 24143C = Medusa
2413D0 = Horned Demon 241408 = Vampire Lord 241440 = Medusa Queen
2413D4 = Pit Fiend 24140C = Lich 241444 = Minotaur
2413D8 = Pit Lord 241410 = Power Lich 241448 = Minotaur King
2413DC = Efreet 241414 = Black Knight 24144C = Manticore
2413E0 = Efreet Sultan 241418 = Dread Knight 241450 = Scorpicore
2413E4 = Devil 24141C = Bone Dragon 241454 = Red Dragon
2413E8 = Arch Devil 241420 = Ghost Dragon 241458 = Black Dragon

24145C = Goblin 241494 = Gnoll 2414E4 = Pixies
241460 = Hobgoblin 241498 = Gnoll Marauder 2414E8 = Sprites
241464 = Wolf Rider 24149C = Lizardman 2414CC = Air Elemental
241468 = Wolf Raider 2414A0 = Lizard Warrior 241508 = Storm Elemental
24146C = Orc 2414AC = Serpent Fly 2414D8 = Water Elemental
241470 = Orc Chieftain 2414B0 = Dragonfly 2414F8 = Ice Elemental
241474 = Ogre 2414B4 = Basilisk 2414D4 = Fire Elemental
241478 = Ogre Mage 2414B8 = Greater Basilisk 241510 = Energy Elemental
24147C = Roc 2414A4 = Gorgon 2414D0 = Earth Elemental
241480 = Thunderbird 2414A8 = Mighty Gorgon 241500 = Magma Elemental
241484 = Cyclops 2414BC = Wyvern 2414EC = Psychic Elemental
241488 = Cyclops King 2414C0 = Wyvern Monarch 2414F0 = Magic Elemental
24148C = Behemoth 2414C4 = Hydra 241514 = Firebird
241490 = Ancient Behemoth 2414C8 = Chaos Hydra 241518 = Phoenix

241538 = Peasant 241540 = Mummy 24154C = Troll
241534 = Halfling 241530 = Sharpshooters 241524 = Faerie Dragons
24153C = Boar 24152C = Enchanters 241528 = Rust Dragon
241548 = Rogue 2414DC = Gold Golem 241520 = Crystal Dragons
241544 = Nomad 2414E0 = Diamond Golem 24151C = Azure Dragon

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vividzzan
vividzzan

Tavern Dweller
posted November 06, 2020 03:52 PM

BTB said:
vividzzan said:
Is there any way to change the unit we can get from Skeleton transformer into others?
Every dragons change to bone drangon
and the others change to skeleton.


--------------------
SKELETON TRANSFORMER
--------------------

When a dragon is placed into the Skeleton Transformer, you'll get a Bone Dragon instead
of a Skeleton. Rather than a coded exception, this is handled by a table specifying the
results of EVERY CREATURE IN THE GAME when placed inside the transformer:

--------------------------------------------------

Thank you so much!!
Every single unit has each code for the transformer!!

Thank you for your efforts

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vividzzan
vividzzan

Tavern Dweller
posted November 07, 2020 12:05 PM

Could I ask just one more question?

When I get a game started, My main castle has the Fort, Tavern and both of the first and second dwelling buildings in advance.

I want to start a game with Mage guild Lev.1 or other buildings. If anyone knows how, let me know plz 'ㅅ'

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myocytebd
myocytebd


Hired Hero
posted November 07, 2020 03:44 PM

vividzzan said:
Could I ask just one more question?

When I get a game started, My main castle has the Fort, Tavern and both of the first and second dwelling buildings in advance.

I want to start a game with Mage guild Lev.1 or other buildings. If anyone knows how, let me know plz 'ㅅ'


It comes from the map. You can edit the map.

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p44vo
p44vo

Tavern Dweller
posted November 10, 2020 12:06 AM

I see a lot of adjusting numbers in here, but is it possible to completely rework a skill(Eagle Eye)? Where would i start? Anything would be helpful. (i have a bit of programming experience, but none yet with modding this game) Thanks.
____________

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myocytebd
myocytebd


Hired Hero
posted November 10, 2020 03:57 AM

p44vo said:
I see a lot of adjusting numbers in here, but is it possible to completely rework a skill(Eagle Eye)? Where would i start? Anything would be helpful. (i have a bit of programming experience, but none yet with modding this game) Thanks.

You could take on look at VCMI.
Rewriting non-trivial/non-local code by reversing is very tiring and time consuming, even if it is as simple as homm3.

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BTB
BTB


Famous Hero
Moist & Creamy
posted November 14, 2020 01:37 AM
Edited by BTB at 01:49, 14 Nov 2020.

Is it possible for a certain spell to bypass creature immunity? Fire immunity blocking beneficial spells is problematic, but perhaps even moreso is immunity to lv. 4/5 spells blocking Resurrection. Would it be possible to run the resurrection routine through the Orb of Inhibition code or simply jump past the spell immunity routine if the spell is resurrect?

Also, does somebody know where the code checks for the "living" flag to see if a unit is eligible for resurrection? If we change this t instead check for the "unaffected by morale" flag (which all unliving units should have), then this gives us a handy immunity flag for various statuses (Aging, Disease, Poison, & Death Stare).

Paralyze and Petrify really SHOULD be ineffective against unliving units, but are. Curious where those are checked, too.

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Orrinisthebest
Orrinisthebest


Known Hero
posted November 17, 2020 10:33 AM

Greetings. I don't know if it was answered before but does anyone know how to modify creature banks like churchyard or black tower? Fighting  a crystal dragon to get a relic would be cool though.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted November 26, 2020 08:14 PM
Edited by phoenix4ever at 13:09, 04 Dec 2020.

@myocytebd I am sorry, but did you ever find HotA's addresses for Logistics and Scouting?

Is there any way to make map dwellings also generate neutral creature dwellings?

And how can I add native terrain to neutral creatures?

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Mirrow
Mirrow

Tavern Dweller
posted December 11, 2020 12:00 PM
Edited by Mirrow at 12:04, 11 Dec 2020.

Hi everyone. Is it possible in the map editor to increase the allowed maximum of cities on the map more than 48?
I tried to blindly edit the corresponding values ​​in the exe file, but did not master the entire volume.

PS sorry for Google translator

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FirePaladin
FirePaladin


Legendary Hero
Undorcover modder
posted December 11, 2020 04:30 PM

No, it's hardcoded.
____________
"Goblins use pistols because a shotgun recoil would kick them off the ground flying."

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Mirrow
Mirrow

Tavern Dweller
posted December 11, 2020 08:26 PM

I understand this. But maybe anyway with hex-editor?

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FirePaladin
FirePaladin


Legendary Hero
Undorcover modder
posted December 11, 2020 09:48 PM

No, I did say it's hardcoded, although I forgot to mention it also is a limitation of the original engine. So you'd have to rewrite stuff in the engine itself or smt.
____________
"Goblins use pistols because a shotgun recoil would kick them off the ground flying."

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Mental
Mental

Tavern Dweller
posted December 12, 2020 04:47 PM

Thread: How to edit HotA?

Greetings to all! I really want to modify the abilities of some creatures in HOMM 3 Hota, but I am having problems. I know that for this it is necessary to edit hota.exe in a Hex editor and I have already figured out how this can be done. I used the Hex-editor NEO in my work. Creature code in Hex format looks like this:

0A 00 00 00 0B 00 00 00 xx xx xx 00 yy yy yy 00 DE FG HI JK - common example.

00 00 00 00 00 00 00 00 0C 55 67 00 00 55 67 00 10 00 00 00 - Example from hota.exe. (002703c0 in hex-neo)

0A - Affiliation of units to the faction (0 for the Castle, 1 for the Bastion, etc.), in this example 00 - Castle

0B - Unit level (0 for level 1, 1 for level 2, etc.), in this example 00 is level 1

xx xx xx - Audio address, we don't need this.

yy yy yy - The default address is not needed either

DE FG HI JK - Skill numbers.

In the example above,> 10 00 00 00 <, which simply means living creature.

If you need to add several skills, then the values &#8203;&#8203;are added.

Link to the source where I got this information: http://soe.bnx.pl/readarticle.php?article_id=6 (Polish).

After analyzing hota.exe, I realized that I cannot find the codes of the creatures from Cove.

Since Cove is a new type of faction, it is logical if it will be the last, but it is not, the last in the Exe file will be Conflux and after it only neutral creatures.

Please help me find the hex codes of Cove creatures, please.

P.s. Sorry for my bad English

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planetavril
planetavril


Famous Hero
posted December 12, 2020 05:48 PM

are set in hota.dat

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Mental
Mental

Tavern Dweller
posted December 13, 2020 06:11 AM

Thank you, but I don't understand how this can be done. I have already studied hota.dat, but could not find anything that could help me. Would you mind explaining the details? And another question, I use EditPlus to open the hota.dat file, is this correct?

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BTB
BTB


Famous Hero
Moist & Creamy
posted December 28, 2020 05:01 PM

I think it's been asked before, so in case anyone needs to know, the odds of Artillery doing double damage per level are stored at 23B810

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