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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 2 3 4 5 ... 10 20 30 ... 38 39 40 41 42 · «PREV / NEXT»
Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted June 24, 2023 12:58 PM

Okay, perhaps it is possible to use plug-ins then.

Well you make it sound very simple, that's for sure.
I think I need to decide what to do though. Currently I have all skill specialists set at 4% per level, so they are not even as bad as they used to be, I still think Logistics specialty is way too much though.

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Parascus
Parascus


Adventuring Hero
posted June 24, 2023 01:11 PM

Hello Phoenix4Ever,

I can also encourage you to do (additional) Plugins. My mods are a mixture of BTB code editing and writing plugins in C. It's not always easy to find the right place for hooks and use the right registers. But in the end I managed to define a new special skill "hate" which enables additional damage and attack if fighting against a specific fraction (with the side effect that you reduce the damage and attack of your own creatures by including them into you army).

Best wishes

Parascus
____________

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pellish
pellish


Famous Hero
posted June 26, 2023 09:15 PM
Edited by pellish at 21:15, 26 Jun 2023.

How does one get started writing their own plugins? How screwed am I if I never did any programming in C before?

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btb
btb


Famous Hero
Moist & Creamy
posted July 28, 2023 09:24 PM

Sorry for the extended absence, but I was pretty burnt out following the last update to my mod and needed some time to recharge.

Most of what is in AH3M is now in this guide, excepting mostly some of the finer interface changes I've made like remapping the buttons and keyboard shortcuts. Not sure how much interest there is in any of that, and that code is still pretty messy in my personal documentation.

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted August 14, 2023 03:24 PM
Edited by FfuzzyLogik at 15:30, 14 Aug 2023.

Hello there,

I was searching to mod a bit the item on map and following the guide, change a bit about War/Magic schools. As all is quite clear here, I decided to change shools to pay 1500 GP for war and +2 stat (att or def) and 2000 GP for magic and also +2 stat (spell power or knowledge).

After a time to figure out how to write -1500 (FA 24 revert 24 FA at 0AA78F) and -2000 (F8 30 revert 30 F8 at 0A31F3) its done for values.
Follow rest of instructions and all is ok. I used the 4343 trick because I just had to add +2.

So we have 4 kind of "teaching things" :
- The four free one +1 stat per hero (marletto, camp, garden, star axis)
- The two new ones who add +2 in a stat for 1500 or 2000 GP.
- The Arena +2 attack or defense (iteally I'd like them to give +1 each instead but its a detail to make them more different from schools who actually adds same stats) and Magic Arena is the counterpart added by HoTa who does the same in magic.
- The library of enlightment idea : add +1 to all stats (instead of 2 because +2 in all stat is "a relic effect" permanently added, so VERY strong imo) and requires Learning instead of Diplomacy to get a "lower level requirement".
I find it more logical this requirement because, the teacher can't do their job if you're not experienced enough for lessons, not a diplomacy question to enter the library but to learn its lessons... But if you're "fast Learner" it could be done with two lesser levels ? It then could give a sweet boost to this quite poor secondary skill (and it looks logical).

An other question if we change lets say level requirement to 12 (instead of 10) will the IA bug to try to go in library at level 10 then or try to go sooner if he gets diplomacy ?

But as the things detailed in BTB guide explains in detail how to change quite differently the two buildings, I don't really understand how the things are working. Usually, the "what the normbal functions do" is more detailed but as here its basically "rewritten" I hadly figure out where the "+2 bonus(es ?)" to stats are and where/how the level in "Diplomacy skill" (should normally be the 5th skill and 22th the Learning skill so 16 in hex if its how its written) is used here.

Anyways, thanks again for the guide who's still very helpful for some ppl.


____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted September 29, 2023 09:45 AM

Hi BTB

I had an idea to tone down Angel Wings a little bit, it's probably not possible, but I'll try anyway:
Instead of Angel Wings giving you Expert Fly for free, how about Angel Wings places Expert Fly in your spell book, that way you still need to spend mana to actually use it.

Also is it possible to make Sorcery directly affect Spell Power, similar to how Intelligence affects Knowledge?

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parascus
parascus


Adventuring Hero
posted October 10, 2023 08:26 PM

Hi folks,

after many hours of enjoying new images, new Ssound and graphic for implosion, stronger effect on some secondary skills I now would like to create a totally new spell. Is it possible to add new spells without discharging one of the exisiting? It should be an adventure spell. I already done a new image, some descriptions in the sptrait.txt and I think that I hook in the method where the adventure spells are checked and call a subroutine of my own. But I have a feeling that, because the spells are numbered up to Summon Air Elemental (69) and 70 is Petrifiyng there might be a hard coded limit of spells.

Has anybody of you some hints how I can define the new spell?

Kind regards

Parascus

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted October 10, 2023 08:44 PM

You can check my plugin NewSpells. To add a new spell (without replacing one of the existing spells) is very complex task.

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parascus
parascus


Adventuring Hero
posted October 10, 2023 09:23 PM

Hi AlexSpl,

nice to read from you again. I only found the compiled plugin. The links in the thread http://heroescommunity.com/viewthread.php3?TID=47171&pagenumber=1 are directing to some russian pages ... and man am I bad at this language like I have never spoken it ;-)

Do you still have the uncompiled sources in a thread (in english) and can you tell me the link?

Thanks in advance

Parascus

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parascus
parascus


Adventuring Hero
posted October 10, 2023 09:31 PM

Hi AlexSpl,

never mind, I found it here http://heroescommunity.com/viewthread.php3?TID=47171&pagenumber=4.

Best regards

Parascus

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted October 10, 2023 09:39 PM
Edited by AlexSpl at 21:52, 10 Oct 2023.

Mind to share what your new spell will do?

And the sources of the latest public version available can be found in the very first post of the thread. Should have hidden them better

http://heroescommunity.com/viewthread.php3?TID=47171&pagenumber=1

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parascus
parascus


Adventuring Hero
posted October 10, 2023 10:35 PM

No minding at all ;-)

1. Retreat spell, similar to town portal but you always get back to the nearest own town with the following modifications by fire magic:
  none: loosing all movement points left
  basic: loosing 3/4 of movement points left
  advanced: loosing 1/2 of movement points left
  expert: loosing 1/4 of movement points left
  Also you are lossing creatures using this spell in contra relation to power with 100% on power 0, and 0% on power 25 and above.

2. Rumor spell of water magic, which reduces the enemies army (they are fleeing)
  none: only first level creatures are fleeing
  basic: 1st and 2nd level is fleeing
  advanced: 1st to 3rd level is fleeing
  expert: 1st to 4th level is fleeing
  Modifier is power with 0% on power 0 up to 25% on power 25 which is the maximum.

3. After I have created the artifact "claw of the beastmaster" which increases the probability of a creatures special attack (e.g. petrifying, blind, thunder strike, etc.) I think about a spell which has the same effect: "Beastmasters voice". which is a water spell and increases the probability of usage. School levels might influence the propability (adding 25% 50% 75% of the original value or doubeling it on expert). The power could influence the duration, e.g. every 5 power points its 1 round, also looking at the conjuring artifacts so a power 4 hero can cast the spell with basic school level and having the ring of conjuring would increase the propability paralyze to 1.5 of its original value for 3 rounds.

Also I want to change/rewrite some of the existing spells which are to powerfull or to useless:
Bless/Curse/Weakness/Bloodlust effecting damage range instead of attack/defense: Bless increasing max damage, Curse decreasing min damage (widening the range each). Weakness decreasing maximum damage, Bloodlust increasing minimum damage (closing the range of each damage)

Reducing Town Portal having the school level for 1 to 4 travels and the power to the range of towns you can reach ... so you could stand at a point on th map where you can't reach one of your Towns. But you can always choose if you have several Town nearby.

Like B2B suggested a reduction not only on magic points but also reduction of movement points.

No total resistance for Armageddon.

There was also the idea of a redirection of damage so if one of the own troups is hit a percentage of damage is directed to another troup of the own army. Unfortunatelly I don't remember whose idea it was ... theese are no credits for me.

I also want to reduce the effectiveness of implosion and chain lightning because having those it is almost impossible to loose which makes the game boring.

Also I think about a better hypnotize because there are really rare occasions it really works.

Another game disturber is resurection and animate dead where you almost have no chance to reduce the enemies troups.

Any thought on my plans?

BTW I tried the link of the first page of the thread but was send to a russion page which looked like a kind of 404-page (but in style of the home page).

Best regards and have a nice evening

Parascus
 
 

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted October 10, 2023 10:46 PM
Edited by AlexSpl at 22:48, 10 Oct 2023.

Quote:
BTW I tried the link of the first page of the thread but was send to a russion page which looked like a kind of 404-page (but in style of the home page).

Sorry, that's probably because I couldn't update the first post, as more than 1 year had passed.

Here's the new link.

Your spells look OK to me and are doable without much struggle. Ask, if you will have problems adding them. As they are adventure spells, look how Eye of the Magi and Mobility are implemented. Shouldn't be too hard to add yours as well.

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parascus
parascus


Adventuring Hero
posted October 10, 2023 11:42 PM

Hi AlexSpl,

thanks for the new link. I know the problem of link changes so no problem at all.

Also thank you for your offer. I hope I'll find enough time in the next weeks to dig into it. Seems promissing.

Best regards and have a good time. I'll let you know how it's going.

Parascus

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parascus
parascus


Adventuring Hero
posted October 10, 2023 11:56 PM

Hi AlexSpl once again,

sorry that I come around so quick but I have never found the homm3.h you are using. It might be that this would also be incompatible because as the path shows you are using hota, which I do not. Do you think it is nevertheless possible to use the hota/homm3.h? And if so, where can I find it?

Best regards

Parascus

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted October 11, 2023 12:19 AM
Edited by AlexSpl at 00:19, 11 Oct 2023.

It's supposed to be well-known common header, so I didn't even think of adding it to the sources.

Here it is - homm3.h

Make sure to change the relative path to it to that where you will actually place the header.

Probably, it's a good idea to use RoseKavalier's H3API instead (and you can, if you are not afraid to rewrite several parts of the code). But now we'll wait for void17's new API, and supposedly the NewSpells plugin will be rewrited anyway.

To understand, how to add new spells in general, I recommend you to add a simple spell first, which will do a simple task. Also, you can follow the guide which explains how to add new buffs/debuffs on the example of Water Shield spell.

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parascus
parascus


Adventuring Hero
posted October 11, 2023 08:28 AM

Hi AlexSpl,

thanks for the file. Indeed I have used H3API for my former mods. But this time I want to make it a little bit easier becauseyou wanred us that new spells are more complicated ;-)

A further new API seems also fun but I think I will go along with the homm3.h and yes, to add a smaller spell at first is a good start to use your source code as template.

Have a nice day

Parascus

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parascus
parascus


Adventuring Hero
posted October 11, 2023 09:32 PM

Hi AlexSpl,

thanks for the spell guide. I managed to translate it using Google. But now I'm encountering a variable problem. In the guide you are often using the variable stack, e.g. stack->creature.defence += ...;

in the function int __stdcall applySpell(LoHook* h, HookContext* c) there is no such variable. I asume I get this by using Army but I don't know if I get the right creature type (using armyType) and I can't find a defense to set.

Do you have any hints?

Thanks again not only for the guide but also for the framework for introducing new spells.

Parascus

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted October 12, 2023 02:09 AM

Quote:
I asume I get this by using Army but I don't know if I get the right creature type (using armyType) and I can't find a defense to set.

You get it right. If you doubt use debugStrWin() function to show ingame values you want to check.

As for the second part, use this -

Army->sMonInfo.defenseSkill -= diseaseSpell[Army->group][Army->index].defensePenalty;

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parascus
parascus


Adventuring Hero
posted October 12, 2023 09:58 PM

Hi AlexSpl,

I'm seaching the structure and fields where the position of a town is stored. Regarding Heros it's easy with the hero-structure and MapX, MapY and MapZ. But the town has only byte values for x, y, z which have values that can't be, e.g. cccc0009/cccccccc/cccccccc for x/y/z.

Best regards

Parascus

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