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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Is there a way to remove spell from unit?
Thread: Is there a way to remove spell from unit?
vulcancolak
vulcancolak


Famous Hero
posted May 25, 2021 09:18 PM
Edited by vulcancolak at 21:59, 25 May 2021.

Is there a way to remove spell from unit?

Hello everyone. I have to remove poison spell from magi. Is it possible? Or at least replace existing spell with another existing spell.

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karmakeld
karmakeld


Responsible
Supreme Hero
posted June 22, 2021 11:11 PM

vulcancolak said:
Hello everyone. I have to remove poison spell from magi. Is it possible? Or at least replace existing spell with another existing spell.


Don't recall if spells is listed in the creature table file, anywho NimoStar would be your go to guy
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted June 23, 2021 03:14 AM
Edited by NimoStar at 03:20, 23 Jun 2021.

There are no spells on the creature tables or on the creature abilities. The only way to add or remove castable spells or where they are listed is known only to 2006 Equilibris guys. They are on an unknown part of the .exe and can only be done with hex edit, but we don't know where.

All we know is how to add mass_spells in equi 3.51/3.55 exe. But this increases spells, not removes them.

The problem is all best hackers and programmers are generally working minuscule things in h3 (last thing is "how to edit water wheel in HotA") and not even looking at the big things in h4
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wuxiangjinxing
wuxiangjinxing


Hired Hero
posted June 23, 2021 04:24 AM

It can be done via cheat engine script.

Generally speaking, each creature uses 24 bytes to determine their spells.  You can find the spell list in this page: [url=http://heroescommunity.com/viewthread.php3?TID=37350&PID=1315786#focus]http://heroescommunity.com/viewthread.php3?TID=37350&PID=1315786#focus[/url]

As you can see, the spells have indexes ranging from 00 to bb, distributed in 24 groups.  Each group contains 8 spells, which will be converted into an 8-bit binary number in memory.  For example, if a creature's first spell slot is 03, then it has both acid and aging (00000011).

Now the next problem is where is the memory for each creature.  The offset for monk is 0AB15B0 and that for goblin knight is 0AB1838.  You can calculate the offset for other creatures based on their creature index, which can be found below.  Each creature takes 24 bytes.

HEX DECIMAL CREATURE_NAME
----------------------------------------------------------------------
00 00 - Air Elemental
01 01 - Angel
02 02 - Ballista
03 03 - Bandit
04 04 - Behemoth
05 05 - Beholder
06 06 - Black Dragon
07 07 - Bone Dragon
08 08 - Centaur
09 09 - Cerberus
0A 10 - Champion
0B 11 - Crossbowman
0C 12 - Crusader
0D 13 - Cyclops
0E 14 - Venom Spawm
0F 15 - Devil
10 16 - Dragon Golem
11 17 - Dwarf
12 18 - Earth Elemental
13 19 - Efreet
14 20 - Elf
15 21 - Faerie Dragon
16 22 - Fire Elemental
17 23 - Gargoyle
18 24 - Genies
19 25 - Ghost
1A 26 - Berserker
1B 27 - Gold Golem
1C 28 - Griffin
1D 29 - Hafling
1E 30 - Harpy
1F 31 - Hydra
20 32 - Ice Demon
21 33 - Imp
22 34 - Leprecon
23 35 - Mage
24 36 - Mantis
25 37 - Medusa
26 38 - Mermaid
27 39 - Minotuar
28 40 - Monk
29 41 - Mummy
2A 42 - Naga
2B 43 - Nightmare
2C 44 - Nomad
2D 45 - Ogre Mage
2E 46 - Orc
2F 47 - Peasant
30 48 - Phoenix
31 49 - Pikeman
32 50 - Pirate
33 51 - Satyr
34 52 - Sea Monster
35 53 - Skeleton
36 54 - Squire
37 55 - Sprite
38 56 - Thunder Bird
39 57 - Titan
3A 58 - Troglodyte
3B 59 - Troll
3C 60 - Unicorn
3D 61 - Vampire
3E 62 - Water Elemental
3F 63 - White Tiger
40 64 - Wolves
41 65 - Zombie
42 66 - Waspwort
43 67 - Goblin Knight
44 68 - Evil Sorceress
45 69 - Gargantuan
46 70 - Dark Champion
47 71 - Catapult
48 72 - Frenzied Gnasher
49 73 - Mega Dragon

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted June 23, 2021 07:08 AM
Edited by NimoStar at 07:09, 23 Jun 2021.

That list in the link os for mass spells that can be added with equilibris only (and not remove the default H4 ones). Maybe can be done in real time with cheat engine, but that is not mod but memory editing. We need to know where in the exe the normal spells are stored.

Anyways,

With this there is now a way to "remove" spells from creatures by changing its effects:

http://heroescommunity.com/viewthread.php3?TID=47071&pagenumber=1
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