Berserker
Posts: 16657
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27.05.2013 17:22 |
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Berserker
Posts: 16657
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solitaire345 Wrote:The town creature list is at memory 0x6747B4. The formula to calculate the address for particular dwelling is ((int *)0x6747B4+7*2*TownType+7*IsUpgraded+DwellingLevel)
The town incomes are integers stored at these addresses: 0x5BFA1A+1 - basic (500) 0x5BFA2D+1 - town hall (1000) 0x5BFA48+1 - city hall (2000) 0x5BFA63+1 - capitol (4000) 0x5BFABD+1 - grail bonus (5000)
Also you can add bonus to gold income given by resource silo: The table of integers is at 0x688F04. There are 7 ints per town, corresponing to different resources. The last one is the value for gold.
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12.07.2013 14:42 |
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hippocamus
Posts: 517
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Кто знает:
- что за лоды прописаны в экзешнике героев h3psprit и h3pbitma?
- они реально подгружаются или нет?
-= подпись Гиппокамуса =-
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12.08.2013 00:19 |
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AKuHAK
Posts: 116
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Это лоды из патча 1.3 возрождения эрафии. Да они в те далёкие времена так назывались. И да все лоды грузятся до сих пор (порядок точный уже не помню). Если возникают ещё вопросы по поводу древних лодов милости просим под спойлеры в этой теме.
p - значит патч ))
Например в патче 2.1 добавились h3abp_sp.lod и h3abp_bm.lod
(This post was last modified: 16.08.2013 02:01 by AKuHAK.)
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16.08.2013 01:39 |
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Berserker
Posts: 16657
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27.12.2013 23:09 |
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Berserker
Posts: 16657
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27.12.2013 23:39 |
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Valery
Posts: 2196
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(27.12.2013 23:09)Berserker Wrote: ; x2 - art type
; x3 - art subtype or -1 (usually for non-scrolls)
Meh, this made me lose 1 hour and doubt about the state of my brain
Artifact type should be read artifact number or ID, as type is always 5, is the subtype/number which changes. So I couldn't make the artifacts be equipped again until I found the trick.
; x2 - art ID
; x3 - art subtype or -1 (usually for non-scrolls) -this is not clear for me what it means, for now I leave it -1, works like that.
Combos switch work perfectly. Everything is perfect, joy.
(This post was last modified: 28.12.2013 11:10 by Valery.)
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28.12.2013 08:55 |
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Berserker
Posts: 16657
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28.12.2013 16:18 |
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Valery
Posts: 2196
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Well usually I know where to put type and subtype, but those SN:E I have no clue how they work, so I took your words as God's bible. Still not sure what the second is about, the -1. It works with so I don't worry for now.
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28.12.2013 16:20 |
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Berserker
Posts: 16657
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03.01.2014 22:21 |
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igrik
Posts: 2819
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код для отключения абилки суккубов и зверей
Code:
; НАЗВАНИЕ: Removes commanders disbalance abilities
; ВЕРСИЯ: 1.0
; АВТОР: Berserker
; ОПИСАНИЕ: Убирает у Суккубов присоединение монстров, а у Зверей - золото после боя
; EXE: TE
; 76CC35:
; JNZ SHORT 0076CC3C => NOP(2)
307C35 9090
; 769A28:
; JNZ SHORT 00769A2C => NOP(2)
304A28 9090
game bug fixes extended.dll || My Plugins || My GitHub
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23.01.2014 17:34 |
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Berserker
Posts: 16657
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26.01.2014 01:03 |
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Berserker
Posts: 16657
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feanor Wrote:;Replace standart terrains for towns
;0 Грязь Dirt
;1 Песок Beach
;2 Трава Grass
;3 Снег Snow
;4 Болото Swamp
;5 Скалы Desert (former Rough)
;6 Подземелье Wasteland (former Underground)
;7 Лава Lava
;8 Вода Water (will cause bugs when placed as native)
;9 Пропасть Rock (will cause bugs when placed as native)
;02;Knight
;02;Sorc
;03;Wizard
;07;Heretic
;00;Necromancer
;06;Warlock
;05;Barb
;04;Witch
;02;Gypsy
;Units' native terrains
006436A8 02;Knight
006436AC 02;Sorc
006436B0 03;Wizard
006436B4 07;Heretic
006436B8 00;Necromancer
006436BC 01;Warlock
006436C0 06;Barb
006436C4 04;Witch
006436C8 05;Gypsy
;RMG native terrains
006408D8 02;Knight
006408DC 02;Sorc
006408E0 03;Wizard
006408E4 07;Heretic
006408E8 00;Necromancer
006408EC 01;Warlock
006408F0 06;Barb
006408F4 04;Witch
006408F8 05;Gypsy
;Sand corridors
53300E 01; replacement of UG wasteland with sand
;Redirect some spec checks for wasteland to sand
532FB8 01
532FE8 01
;No wasteland battles at Z=1
464044 EB
;RMG preferences for neutral zones
; Default
;006824A0 00 00 00 00 01 00 00 00 04 00 00 00 FF FF FF FF;Dirt -> Castle, Rapart, Necropolis
;006824B0 06 00 00 00 FF FF FF FF 00 00 00 00 00 00 00 00;Sand -> Stronghold
;006824C0 00 00 00 00 01 00 00 00 FF FF FF FF 00 00 00 00;Grass -> Castle, Rampart
;006824D0 02 00 00 00 FF FF FF FF 00 00 00 00 00 00 00 00;Snow -> Tower
;006824E0 07 00 00 00 04 00 00 00 FF FF FF FF 00 00 00 00;Swamp -> Necr, Fort
;006824F0 06 00 00 00 08 00 00 00 FF FF FF FF 00 00 00 00;Rough -> Citadel, Conflux (instead of Forge)
;00682500 05 00 00 00 03 00 00 00 04 00 00 00 FF FF FF FF;UG -> Inferno, Necr, Dungeon
;00682510 03 00 00 00 FF FF FF FF 00 00 00 00 00 00 00 00;Lava -> Inferno
;00682520 FF FF FF FF 00 00 00 00 00 00 00 00 00 00 00 00;Water -> None
006824A0 0400000000000000FFFFFFFFFFFFFFFF;Dirt -> Necr, Knight
006824B0 030000000400000005000000FFFFFFFF;Beach(UG)-> Inferno, Necromancer, Warlock
006824C0 0100000000000000FFFFFFFFFFFFFFFF;Grass -> Sorc, Knight
006824D0 02000000FFFFFFFFFFFFFFFFFFFFFFFF;Snow -> Wizard
006824E0 0500000007000000FFFFFFFFFFFFFFFF;Swamp -> Warlock, Witch
006824F0 08000000FFFFFFFFFFFFFFFFFFFFFFFF;Desert -> Gypsy
00682500 06000000FFFFFFFFFFFFFFFFFFFFFFFF;Waste -> Barb
00682510 03000000FFFFFFFFFFFFFFFFFFFFFFFF;Lava -> Inferno
00682520 FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF;Water -> None
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06.02.2014 19:24 |
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