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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Heroes 3 Hacking Reference Guide
Thread: Heroes 3 Hacking Reference Guide This thread is 41 pages long: 1 ... 6 7 8 9 10 ... 20 30 40 41 · «PREV / NEXT»
BTB
BTB


Famous Hero
Moist & Creamy
posted October 05, 2020 06:43 AM

No, I was not aware of this. How did you figure it out?

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 05, 2020 07:39 AM

Because if you input anything other than 00, 01, 02 or 03 then you will never be able to select destination with TP, but this does'nt affect the AI, as it will still select destination from advanced level.

I have been playing like that for while, in my "masochist mod".

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BTB
BTB


Famous Hero
Moist & Creamy
posted October 05, 2020 02:56 PM

Yeah, I meant did you actually witness the AI town portalling to somewhere that obviously wasn't the closest unoccupied town >.>

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 05, 2020 03:18 PM

Ehm yes, it does it constantly, jumps around from town to town.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 19, 2020 09:42 AM

BTB do you know how to disable a certain spell from appearing in shrines, scholars and/or tomes, but still be available in towns?

I wish we had the possibility to choose which spells can appear at shrines, scholars and tomes.

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BTB
BTB


Famous Hero
Moist & Creamy
posted October 22, 2020 04:34 AM

phoenix4ever said:
BTB do you know how to disable a certain spell from appearing in shrines, scholars and/or tomes, but still be available in towns?

I wish we had the possibility to choose which spells can appear at shrines, scholars and tomes.


Nope. Would be nice for snow like Death Ripple and Reanimate.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 22, 2020 07:59 AM
Edited by Phoenix4ever at 08:03, 22 Oct 2020.

Yeah I thought so, oh well.
Summon Boat I would have liked to remove from shrines and Disguise from shrines and scholars. Disguise is REALLY annoying, since it's completely useless.

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BTB
BTB


Famous Hero
Moist & Creamy
posted October 22, 2020 08:07 AM

Getting rid of disguise is easy. Just axe it entirely.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 22, 2020 08:11 AM

Yes, problem is it will make Blind and Visions even more common. It will also mean there are only 17 Air spells, while the other schools have 19, because I moved DD to Fire...

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BTB
BTB


Famous Hero
Moist & Creamy
posted October 22, 2020 08:17 AM

You just have to adjust the weights accordingly. In fact, if you have Python, I posted a script that lets you see the exact odds of spells being chosen in each town.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 22, 2020 08:21 AM

That's great, but I can't change probabilities in Cove. (and Factory)

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted October 22, 2020 08:30 AM

Cant, you just change SPTRAITS.txt to adjust the probability of spells appearing?

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 22, 2020 08:34 AM
Edited by Phoenix4ever at 08:35, 22 Oct 2020.

Cove (and Factory) are not in that file. They must have done it in HotA.dll

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myocytebd
myocytebd


Hired Hero
posted October 27, 2020 01:45 PM
Edited by myocytebd at 16:33, 03 Nov 2020.

>> • Where does Xeron's speed bonus for Devils come from?
Same place as spec type-1 +1.
Below is the place for battle and creature info view.
Quote:
... (spec type-4, +att/def/dmg)
// edi: HeroSpec *; esi: CreatureInfo *out; ebx: ???;
// ebx, esi must be preserved
004E65DF - 81 F9 9B000000        - cmp ecx,0000009B { 155 }
004E65E5 - 75 03                 - jne 004E65EA
004E65E7 - FF 46 50              - inc [esi+50] <- here, spec type-1 also jumps here
004E65EA - 8B 5D FC              - mov ebx,[ebp-04]


Below is spec type-1's +1 speed for map movement.
Quote:
// ecx: spec type; edx: HeroSpec[] base; ecx: (eax-edx)/8;
// eax: &HeroSpec[cur]; esi: creature type; edi: creature speed;
004E4EAF  |> 47            |INC EDI
004E4EB0  |>  3B7D FC       |CMP EDI,DWORD PTR SS:[LOCAL.1]
004E4EB3  |.  7D 03         |JGE SHORT 004E4EB8

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BTB
BTB


Famous Hero
Moist & Creamy
posted October 28, 2020 01:19 AM
Edited by BTB at 01:23, 28 Oct 2020.

So, it looks like type 4 is followed by a jump if not equal to what I assume is Xeron, then it runs through the type 1 bonus, or at least the speed aspect of it?

If I'm correct, this is potentially pretty huge. NOPing out that jump means that all type 4 bonuses will include a speed bonus.

I'm not in a position to test at the moment, but Phoenix might be interested.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 28, 2020 07:47 AM
Edited by Phoenix4ever at 08:13, 28 Oct 2020.

I am interested, but I don't really understand it.
Could we apply a static speed bonus to Galthran for example? Maybe give him +3 attack and defense and +1 speed?
I would like to have him back, but he is OP in his default state.
I'd rather his bonus was halved actually, but that's probably not possible without nerfing stats of skeletons/warriors.
Maybe it's possible to set skeletons/warriors as level 2 creatures, so he only get bonus every second level instead of every level?, but that will probably also mean they are spawned as level 2 creatures on the map.

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BTB
BTB


Famous Hero
Moist & Creamy
posted October 28, 2020 08:33 AM
Edited by BTB at 08:37, 28 Oct 2020.

Phoenix4ever said:
I am interested, but I don't really understand it.
Could we apply a static speed bonus to Galthran for example? Maybe give him +3 attack and defense and +1 speed?


The speed bonus will always be +1. The other bonuses will be whatever you set them to.

What's happening there is you have the code for the static bonuses followed by the speed portion of the scaling bonus. The second part is skipped for every hero with a static bonus except Xeron; NOP'ing out the skip (004E65E5: 75 03 > 90 90) means that EVERY hero with a static bonus will get the speed bonus, as well.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 28, 2020 08:39 AM

Oh nice, I need to try that.
So that's why only Xeron got that +1 static bonus.

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myocytebd
myocytebd


Hired Hero
posted October 28, 2020 08:57 AM

BTB said:
So, it looks like type 4 is followed by a jump if not equal to what I assume is Xeron, then it runs through the type 1 bonus, or at least the speed aspect of it?

Yes.
BTB said:
If I'm correct, this is potentially pretty huge. NOPing out that jump means that all type 4 bonuses will include a speed bonus.

It is trivial to rewrite or extend this creature speciality handling chunk.
Modifying existing code with limited code spaces are much more troublesome.
Phoenix4ever said:
I am interested, but I don't really understand it.
Could we apply a static speed bonus to Galthran for example? Maybe give him +3 attack and defense and +1 speed?
I would like to have him back, but he is OP in his default state.
I'd rather his bonus was halved actually, but that's probably not possible without nerfing stats of skeletons/warriors.
Maybe it's possible to set skeletons/warriors as level 2 creatures, so he only get bonus every second level instead of every level?, but that will probably also mean they are spawned as level 2 creatures on the map.

It is simple to re-implement creature speciality.
This code around +1 speed serves for both combat data and visual data, the only remaining place is speed calc for map-movement, which is even simpler.
I felt that creature level only matters for speciality, upgrading and AI cheating. Random map spawning seems mostly relevant with spawn number and  AI value and in txt.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 28, 2020 09:07 AM

myocytebd said:

It is simple to re-implement creature speciality.
This code around +1 speed serves for both combat data and visual data, the only remaining place is speed calc for map-movement, which is even simpler.
I felt that creature level only matters for speciality, upgrading and AI cheating. Random map spawning seems mostly relevant with spawn number and  AI value and in txt.

So would it work if I just changed their level to 2?

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