If i can change the Positions and maybe the Platforms the soldiers stand on, we can make in future bigger Castle kepps, higher and bigger towers etc. The static tiles on Top that dissapear if anyone stand on top of the Tower, i can make them invisible from start on, maybe i add this in the Converter Programm:Īnd the other static Images that have the fixed Positions inside Stronghold exe: I also have created an issue for that: #375 Im not so good to find the bytes for it inside the exe, maybe one of you have more luck with it. The Positions are stored inside of the exe and for better Graphic mod packs it will be cool to change them. Maybe one of you can help me with the static positions from the tiles above Towers. Return base + 4 * BUILDING_MATERAL_INDICES count * (BUILDING_INDICES - BUILDING_INDICES. Local ref = 0x11242f0 local base = ref + 4 * BUILDING_MATERAL_INDICES. Return BUILDING_INDICES * 4 + baseĮnd function getBuildingCostAddress( building, material) count = 5 function getBuildingHPAddress( building) Local P1 = 0x1160844 return P1 + TROOP_INDICES * 4 + (player - 1) *PlayerOffsetīUILDING_MATERAL_INDICES. Local P1 = 0x115e844 return P1 + (player - 1) *PlayerOffsetĮnd function getMenCountAddress( type, player) Local P1 = 0x115ECF0 return P1 + (player - 1) *PlayerOffsetĮnd function getPopularityAddress( player) PlayerOffset = 0x39F4 function getMoneyAddress( player) Local attacker_base = (TROOP_INDICES - TROOP_INDICES. knight vs peasant: 0xB50164 - knight vs sword 0xB501CC - sword vs sword 0xB5008C - distance (byte): 320 = 0x140 - distance 80 = 0x50 local knight_base = 0xB50160 crossbow local base = 0xB4DD20 return base + 4 * TROOP_INDICESĮnd function getDamageAddress( attacker, attacked) slingers local base = 0xB4DBE0 return base + 4 * TROOP_INDICESĮnd function getBoltDamageAddress( target) archers local base = 0xB4DAA0 return base + 4 * TROOP_INDICESĮnd function getStoneDamageAddress( target) Return UNIT_HP_BASE_ADDRESS + 4 * TROOP_INDICESĮnd - projectile damage function getArrowDamageAddress( target) UNIT_HP_BASE_ADDRESS = 0xB4D960 function getHPAddress( unit) Return UNIT_COST_BASE + 4 * UNIT_COST_INDICES rarcher = 15 - gold cost function getUnitCostAddress( unit) just thought of it: the addresses might vary by stronghold version in some way, I'm not sure about that! I've benn waiting for triple-range firethrowers, cow-throwers, invisible knights and so on basically since my childhood.! So, for example, if you open your exe, go to address 0x74E9B0 and set the third set of hex numbers to FF FF FF 00, you'll get near-immortal archers, while setting it to all zeros makes them die from one hit of anything.Ĭould anyone provide a similar list for unit/building costs, and/or damage and range values? Even just knowing the general area in the exe would be of much help. As far as I understand, the numbers' places are reversed, so 10 27 00 ist actually 00 27 10, or, in decimal, 10,000. I'm not really well versed in the technical details, so I can't explain the background - but, on the practical side of things, each line in this section holds the health values for 4 units and each value in turn is made up of 4 hex-numbers, like 10 27 00 00, where the third one is usually 00 and the last one always (actually reduces health in a weird way if set to another value). 2įor those who don't know, each address, for example 0x74EA30, refers to one 16-hex-number line in the hex editor. I'm sure some people here already have a list like this, otherwise the patch would probably not be possible, but I hope it is still of help to some: In combination with my own experiments, this allows me to provide the addresses in the exe for the health values of all units. Wow, thank you so much, this is exactly the kind of thing I was hoping for with my post!!
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