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Modding manual for HoMM IV
Posted: Sun Aug 01, 2010 17:56
by Mosqua
Hi.
I know that you are modding-master. I succeeded only modify creature statistics, spellcost and descriptions. I (and many, many HoMM4 fans) please your - write easy manual modding.
I care about most:
- add and delete creature ability (e.g. add charge for nomads or delete regeneration for Dark Champions)
- create spellbook for creature (add new and modify old)
- change class skill for advanced class (e.g. Lifeward for Looter (Death+Tactics))
- change affiliation creature-building (e.g. recruitment Troglodite in Bandit_Lair)
PS.
Why do I write in english? My english is better than the russian. If not be answer i can write in russian.
Posted: Mon Aug 02, 2010 10:28
by Dalai
All of the above requires changing exe file. Do you have required skills?
Posted: Mon Aug 02, 2010 14:08
by Mosqua
I have program to modification exe file (from University) and have skillcodes for creature, but i dont know how add and delete. How I insert 2 bytes to code, i hace message "Invalid data" - file exe is error.
I please your (as this is not problem) written manual modding or anything alike.
Posted: Tue Aug 03, 2010 05:04
by Accolon
Mosqua
How I insert 2 bytes to code
Insert? You must overwrite bytes, not insert.
Posted: Tue Aug 03, 2010 09:05
by Mosqua
@Accolon: if I overwrite bytes this I replace skill. Every skill have 2-bytes-code (6A xx). So I have to insert bytes, if i wanna add skill for creature (e.g. add charge for nomad).
Posted: Wed Aug 04, 2010 07:48
by Accolon
Mosqua
You can't simply insert bytes to exe-file. All skill-records are fixed lenght and
must contain no more than 4 fields. So if you wish add skill, you must replace/ overwrite "zero space". Otherwise you exe-file will be destroed (as a programm).
Example.
Code: Select all
N1_01 N1_02 ***** ***** N2_01 ***** ***** *****
N1_01 - first skill creature N1;
N1_02 - second skill creature N1;
***** - zero space;
N2_01 - first skill creature N2
***** - zero space.
In that case, you can add creature N1 no more, than 2 skills. And creature N2 - 3 skill.
Code: Select all
N1_01 N1_02 N1_03 ***** N2_01 ***** ***** *****
So, we add creature N1 skill N1_03 correctly, overwriting "zero space".
Code: Select all
N1_01 N1_02 N1_03 ***** ***** N2_01 ***** ***** *****
We
insert N1_03 to exe-file and now exe-file is broken.
Posted: Wed Aug 04, 2010 09:22
by Mosqua
Is problem...
E.g. Imp - E8 7C 07 00 00 6A 29 6A 19 6A 21 B9 F4 1B AB 00.
Bold type is skill creature. Red is close code. If I change to previous or next symbol or red code - I destroy exe file. I don't see another zero space.
Posted: Wed Aug 04, 2010 18:02
by Accolon
Mosqua
Ok, I'm wrong. Sorry.
See
manual. In russian, but program-code and other useful info in english.
Bold type (6A 29 6A 19) is skill creature
Sadly, this is not skill id, but asm-construction:
So, if you wish add ability, you need to create small asm-programm for it. If you skilled enough in asm-programming, you can made it with
manual's examples.
Posted: Thu Aug 05, 2010 12:58
by Mosqua
Cпасиба! Cпасиба! Cпасиба!!!
And how to change the spellbook spellcasters?
And how to change bonus for advance class?
And how replace recruitment creature in town_buildings and creature_generator?
And this is all.