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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: RoseKavalier's creature ability plugin
Thread: RoseKavalier's creature ability plugin This thread is 2 pages long: 1 2 · «PREV
Baronus
Baronus


Legendary Hero
posted April 29, 2021 10:05 AM

Ok I lost that is only one attack and deffence in tbl.txt. Harm.
So we can give centaurs 2 shoots and orcs 3 shoots. Its the same effect.
Mino has 30% chance to block. 70% not 60%. 100/70= 1,41~% to deffence. Nearly the same. I dont like block especially if it is generated 3 times one by one and you lost a lot of units and maby hero only by bad 'luck'.
I agree that sometimes 5+ may be usefull. If something is mechanical ranged has 50% from distance attack fire resistance etc you have no place to other. But game has hard codded limit 4 and no solution. All is prepared to 4 - graphics codes places. Dont see it can be simply changed by dll. Game often can be opened with wrong elements but always is crash when you want see this failed thing.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted April 29, 2021 11:15 AM
Edited by NimoStar at 11:18, 29 Apr 2021.

Block is 40%, at least in base game (equilibris is incompatible with the plugin anyways). I don't like it much either, but still not the same as a % defense increase and quite different.

Analogy: It's not the same to kill half of the world population, than to cut half of the body of everyone.

Anyways, I'm confident a solution can be found to display. Maybe looking at the layer.dialog files. Could be as easy as adding more layers.

I don't believe in "Impossible modding". When I started everyone told me H4 was "impossible modding".


***
Also, so it doesn't get buried in previous page, these are my ideas for pretty much already coded extra abilities(and some extras):
Quote:
Anyways, abilities that could be added include basically one for every curse, "do this on attack" (like Weakness, Misfortune, or even Lightning and Poison are, etc.), and one for every positive spell, "start with this spell applied" (like Stoneskin or Wards).

Good spells for attack-cast:
- Cast Mana Leech
- Cast Cowardice
- Cast Bind Flyer
- Cast Forgetfulness
- Cast Berserk

Spells for attack-cast already used by heroes/artifacts (but not creatures):
- Cast Sorrow
- Cast Misfortune
- Cast Slow (used on Crossbow of Sloth)

Good spells that creatures could come with:
- Prayer (Crusaders)
- Nature Ward
- Order Ward
(other three wards exist as abilities, only these don't)
- Blur
- Strenght
- Luck
- Morale
- Defender


Also, many of the curses are already in Random Harmful Spells ability. Could be used with just copy that ability and delete the rest of spells from the random script.
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Never changing = never improving

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Baronus
Baronus


Legendary Hero
posted April 29, 2021 04:16 PM

30 Ive read at official site this forum.
...

Of course all of it was done by people. But as you know another thing is replace something by something than add new hardcoded content. If you have ability to rewrite game code. Add 5,6,7 ability codes add in all places where is link to correctly layer and correctly place new layers and new coordinantes. You can do it.

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted April 29, 2021 05:21 PM
Edited by iliveinabox05 at 19:40, 29 Apr 2021.

RoseKavalier is definitely still helping out as time permits.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted April 30, 2021 08:28 PM



It is as I predicted, every ability is explicitely defined in these.

However, just adding a fifth ability layer didn't work.
The hook in the code is not there to make it display, unlike in other screens.

However, knowing is half the battle, etc.
____________
Never changing = never improving

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Baronus
Baronus


Legendary Hero
posted April 30, 2021 09:58 PM

Because its hardcodded. Def is only final part of all process. To change it source code is needed. For proffesionals reverse enginering is possible but its work for years! Eg Ubi didint add AB a SoD to HD H3 Even though THEY HAVE SOURCE CODE ROE! So adding it must be relative simply! Some units and objects! But too much work! For all unknown game it must be much much hard!

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted May 01, 2021 06:02 AM

Well, even being code, it's still just adding a fifth item for the menu, since the fifth ability works as normal everywhere else and just here crashes.

But you are right in that I don't even know where to look for it.
____________
Never changing = never improving

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Baronus
Baronus


Legendary Hero
posted May 01, 2021 06:15 PM

In this game all must be 100% ok. I want give the same unit 1 and 2 lvl and its crash! Eventhough its the same faction. We have place to explain. No problem to have 2 the same units in fort or in dwellings. But no chance. I only replace! Much harder is add new. Yes it works in fact but is crash because interface is too small and game over. Without game code rewriting no chance.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted May 13, 2021 08:12 PM
Edited by NimoStar at 02:45, 14 May 2021.

I have been adding missing abilities to icons and there is at least one ability which doesn't appear in the plugin: Ignore magic resistance








At least, this is not in the plugin's list of creature abilities. Since the names there aren't the same I can't test it, but I'm pretty sure the ability was completely omitted from the plugin.



PS: I have since found it *IS* included in the plugin, but it is named just "Unused ability". Strange, but not so much when you consider the ortographic errors in others. I think all abilities should just have their official keyword names as it appears in the .exe there

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Never changing = never improving

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Baronus
Baronus


Legendary Hero
posted May 13, 2021 10:11 PM
Edited by Baronus at 22:14, 13 May 2021.

Baronus

Great news! All working ability must have icon! I suggest for triple attack 1 sword or 1 arrow. For duble we have two.
3 shots for elves ofcourse! Best shooter in the game. Without icon is very poor.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted May 14, 2021 12:59 AM
Edited by NimoStar at 03:08, 14 May 2021.

I believe they have three shots in Greatest Mod. Anyways after Ultimate is done I will update Greatest Mod with the stuff here like more ability icons.

The ability "extra shot" alone only gives +1, not +2, so it's still two arrows if you only use that one :V you need both "two ranged attacks" and "extra ranged attack" to have three.

But, I'm glad you like that I'm filling all usable icons.

There is also Melee_giantslayer and Ranged_giantslayer

This allows +100% damage vs level 4 combined with the normal GiantSlayer (which works in both melee and ranged).

PS: I proved "ignore magic resistance" AKA "Unused Ability" in the plugin actually works. Gave it to Magi and they did full damage vs Gold Golems with Magic Fist. Their spells were also never resisted, whether by casting from spellbook or by attack (with Random Harmful Spells for example).

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Never changing = never improving

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted May 15, 2021 11:09 PM
Edited by NimoStar at 00:26, 16 May 2021.

Found & made another one:
Negate_mind_immunity

This works and allows a creature to cast (either with attack or spellbook) things like Song of Peace, Terror, Panic, Blind, Confusion in normally immune creatures (Elementals, Undead and Mechanical generally)



It's pretty crazy that they prepare most of these abilities for creatures and then not use them, if you ask me.

But well, like 20 years later I'm using them for the first time
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Never changing = never improving

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Baronus
Baronus


Legendary Hero
posted May 16, 2021 08:54 AM

Great! We need all! With icons! This game is wasted by creators. Very bad produced. Is a lot to repair. Now we can polished this losed things. Mising abilities bad ballance bad economy bad unit choices. Bud in future free h4engine is only solution because it needs general rebuilding.

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