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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 42 pages long: 1 10 ... 18 19 20 21 22 ... 30 40 42 · «PREV / NEXT»
DarkAtom
DarkAtom


Adventuring Hero
posted October 12, 2021 09:04 PM

AlexSpl said:
All this is doable via plugins (some of your proposals are already implemented via plugins). If you don't want to use HD mod pour certaines raisons, you can make an .asi plugin, and the game will load it automatically.


Actually, back in January I tried to make a plugin, but I got stuck. Specifically:

DarkAtom said:
I tried to make the Dragon Flies have vampire's Life Drain (just for fun, no balance). I tried adding it via a plugin, but it didn't work, however, hex-editing the exe worked.

Specifically, in the plugin, I wrote the byte 0 (was 3 before) at address 0x441302. Somehow, however, it didn't work. Editing the executable at address 0x41302 worked just fine.

This seems weird since editing other tables via plugin seems to have no problem. Maybe somebody who knows more about plugins can help me?


I didn't try this again, maybe HD mod changed, but unfortunately I don't really have the time now (except to follow what happens on the forums ). Hopefully I will find some spare time to do it, but I'm pretty sure the result will be the same.
____________
"If you get scared of doing what's right you might as well lay down and die" - Wulfstan, Heroes of Might and Magic V: Hammers of Fate

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted October 12, 2021 09:11 PM
Edited by AlexSpl at 21:11, 12 Oct 2021.

Check the "New Spells Plugin, The" thread, you can download sources there (see the link in the latest post).

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BTB
BTB


Famous Hero
Moist & Creamy
posted October 14, 2021 08:14 AM

Updated with some more goodies such as editing Trading Posts and Black Markets to variable rates and requiring finding all of the obelisks to dig for the grail. Also cleaned up a lot of the existing mess... there's still some work to be done, but it's getting a lot better.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 14, 2021 08:55 AM

BTB said:
requiring finding all of the obelisks to dig for the grail.

This sounds very interesting, I suppose it also applies to the AI? But does it mean you can't use the dig feature until you have visited every obelisk?

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BTB
BTB


Famous Hero
Moist & Creamy
posted October 14, 2021 08:57 AM

Phoenix4ever said:
BTB said:
requiring finding all of the obelisks to dig for the grail.

This sounds very interesting, I suppose it also applies to the AI? But does it mean you can't use the dig feature until you have visited every obelisk?


Applying it to the AI is incredibly simple since we've already known where to specify how many obelisks it has to find before it will dig.

And yes, this will flat-out prevent the player from digging until all obelisks have been found (this replaces the requirement that the hero can't yet have moved that turn).

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 14, 2021 09:49 AM
Edited by Phoenix4ever at 09:50, 14 Oct 2021.

Ah okay, then I guess I can't use this feature, since HotA added a new map object, called Grave, where you can dig for treasure and I would like to keep that.
I would like to have the grail, but it's annoying how AI starts to dig after a few obelisks and often very early find the grail.
Is it possible to set the AI to not start digging for grail until 10 obelisks have been visited?

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BTB
BTB


Famous Hero
Moist & Creamy
posted October 14, 2021 10:02 AM

Phoenix4ever said:
Ah okay, then I guess I can't use this feature, since HotA added a new map object, called Grave, where you can dig for treasure and I would like to keep that.
I would like to have the grail, but it's annoying how AI starts to dig after a few obelisks and often very early find the grail.
Is it possible to set the AI to not start digging for grail until 10 obelisks have been visited?


It's percentage-based.

282318: easy (9A 99 99 99 99 99 F1 3F = AI does not look for grail)
282320: normal (00 00 00 00 00 00 E0 3F = over 75%)
282328: hard (00 00 00 00 00 00 D0 3F = over 50%)
282330: expert (00 00 00 00 00 00 00 00 = just one obelisk)
282338: imposs (00 00 00 00 00 00 00 00 = "")

Other breakpoints are C0 3F (at least 25%) and F0 3F (all obleisks required)

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 14, 2021 10:06 AM

Okay, that's great. I might change Expert and Impossible to also require 50% then.

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deathstare
deathstare


Adventuring Hero
posted October 15, 2021 11:19 AM

BTB said:
deathstare said:
And I edited TOWN PORTAL in the following way.

-------- -------------------------------------------------------------------------
1D528~37 ; TOWN PORTAL MOVEMENT COST REDUCTION FOR ADVANCED/EXPERT SKILL
-------- -------------------------------------------------------------------------
89 45 CC mov [ebp-34],eax ; Expert = EAX (set at 01D51F)
01 C0 add eax,eax ; +EAX
89 45 C8 mov [ebp-38],eax ; Advanced = (2x Expert value)
01 C0 add eax,eax ; +EAX
89 45 C4 mov [ebp-3C],eax ; Basic = (3x Expert value)
89 45 C0 mov [ebp-40],eax ; Unskilled = (3x Expert value)


However, in Basic or Unskilled, MOVEMENT has quadrupled, not triple the Expert value. How should I fix this?


Either the code was copy/pasted incorrectly (I'm not sure HOW...), or HOTA is snowing with it somehow.


01 C0 in the second part seems to be a command to add the Advanced value twice. That's why it seems to be four times the Expert value. If modify the command a little, can edit it as intended, but I don't know how.

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BTB
BTB


Famous Hero
Moist & Creamy
posted October 15, 2021 11:32 AM

The thought has occurred to me that I am very, very stupid.

You are indeed correct and I'm an idiot. Carry on.

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deathstare
deathstare


Adventuring Hero
posted October 15, 2021 12:36 PM

BTB said:
The thought has occurred to me that I am very, very stupid.

You are indeed correct and I'm an idiot. Carry on.


Without knowledge, I just wait for the research results of the respected BTB.^^

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deathstare
deathstare


Adventuring Hero
posted October 15, 2021 12:51 PM

And there is one more edit I want. I want to transfer the spell ability used by four types of Elements to another units. I would like to give various units more useful magic than the PROTECTION spell used by Elements.

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BTB
BTB


Famous Hero
Moist & Creamy
posted October 15, 2021 01:58 PM
Edited by BTB at 15:46, 15 Oct 2021.

deathstare said:
And there is one more edit I want. I want to transfer the spell ability used by four types of Elements to another units. I would like to give various units more useful magic than the PROTECTION spell used by Elements.


That's covered in the guide.

Only problem is that your spells is limited to friendly targeting only. I honestly don't think it's worth it and overwrote the space with something else.

Anyway... made another small update. Corrected the error with Town Portal and then added some bits on Siren, corrected Frenzy code, and how to force Gold from a Skeleton.

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deathstare
deathstare


Adventuring Hero
posted October 15, 2021 05:27 PM

BTB said:
deathstare said:
And there is one more edit I want. I want to transfer the spell ability used by four types of Elements to another units. I would like to give various units more useful magic than the PROTECTION spell used by Elements.


That's covered in the guide.

Only problem is that your spells is limited to friendly targeting only. I honestly don't think it's worth it and overwrote the space with something else.

Anyway... made another small update. Corrected the error with Town Portal and then added some bits on Siren, corrected Frenzy code, and how to force Gold from a Skeleton.


I'm sorry, but I don't know where it is in the guidebook. I want to change not only magic, but also magic units. For example, I want to change the storm elemental magic code so that the Crusader can use the SLAYER magic.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 15, 2021 08:24 PM

BTB forgive me if I have asked you about this before, but is there any way to make a greater difference regarding the damage spells and maybe Hypnotize and Blind? They almost does the same with or without magic school, unlike mass spells that become several times more powerful with the appropriate magic school.
It's not possible to have different power modifiers depending on magic school level is it? Is the insignificant damage bonus really the only thing that can be changed here?
I am also considering making damage spells cost 50% more mana, if you don't have the correct magic school, that will make it harder to just spam damage spells, where you don't have the correct magic school.

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BTB
BTB


Famous Hero
Moist & Creamy
posted October 16, 2021 08:00 AM

@deathstare - it's in the CREATURES section, and there's a whole section on creature spellcasters. Just search for that term, since it's way too much to copy/paste here.

@phoenix - that's the way the formula works, just a static addition per level rather than a multiplier. The idea is to use a very large static value and a much lower value for the base power (like, say, 2x for the power of Implosion and then +50 damage for unskilled vs. +600 damage for master level)

Anyway, I've looked into a few other things that were reported as incorrect in the guide before.

0C78D5 is the radius for the Cover of Darkness building. Cannot confirm for the map object since the AI doesn't want to flag the damn thing.

0A9709 is the radius for BOTH the Redwood Observatory and Pillar of Fire.

1BF4F1 is the radius for the Tower lookout.

The tables for mines are at 277978 (actual effect) and 278288 (text string), but the gold mine does not pull its bonus from the first table (the value there seems unused).

Also been looking into the Visions spell and taverns...

016DF7 = 02 (taverns required for full town info)
016635 = 02 (Visions level required for hero info)
016DEC = 03 (Visions level required for town info)
016DED: 74 > 7D (change this if you lower the town info requirement)

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deathstare
deathstare


Adventuring Hero
posted October 16, 2021 09:03 AM


I'm sorry for writing too much. I've been looking at the section here several times before, but I haven't found a way to change the unit ID. I want to give the magic of Elementals to another unit.


Storm Elementals Ice Elementals Energy Elementals Magma Elementals
---------------- -------------- ----------------- ----------------
048388 = Power 048398 = Power 0483A8 = Power 0483B8 = Power
04838A = Level 04839A = Level 0483AA = Level 0483BA = Level
048391 = Spell ID 0483A1 = Spell ID 0483B1 = Spell ID 0483C1 = Spell ID

Ogre Mages Master Genies Enchanters Faerie Dragons(*)
---------- ------------- ---------- -----------------
0483C8 = Power 047CE1 = Power 047F66 = Power 048370 = Power
0483CA = Level 047CE3 = Level 047F68 = Level 048375 = Level
0483D1 = Spell ID 1A01DE = Level

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BTB
BTB


Famous Hero
Moist & Creamy
posted October 16, 2021 11:31 AM

At the very beginning of the Creatures section, there is a listing of every creature along with where they fall in several tables. You're looking for the "SPELL" table.

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deathstare
deathstare


Adventuring Hero
posted October 16, 2021 03:55 PM

BTB said:
At the very beginning of the Creatures section, there is a listing of every creature along with where they fall in several tables. You're looking for the "SPELL" table.


Are you talking about the value from 48488 to 48501? The magic didn't move here even if I changed it. I only looked at the contents of the 5 section CREATURES. And I read the part that BTB mentioned as follows.

CREATURE SPELLCASTERS
------------------------------------------

The "spell" array detailed above points specific creatures to their appropriate routines. 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.
---------------------

That's why I asked BTB to completely transfer magic to another unit because I know it's not a simple task.
I still haven't found an answer in the your current guide.

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BTB
BTB


Famous Hero
Moist & Creamy
posted October 16, 2021 04:00 PM

Oh, I get what you're asking now.

Well, if I had to guess... creatures need a spellcasting animation in order to cast a spell, so it's probably not going to be easy at all.

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