
Did someone tried to Hex-edit Abilities for unit/item ?
Some interesting effects can be achieved in that way.
And since Quoted from firegolem: interesting, than we can add or edit magic, spells, abilitys? Quoted from PawelS: The effects of spells and abilities are hard-coded in the game exe file, so if you add a new one by hex-editiong the pfs files, it will probably do nothing or the game will not work properly. There's my little survey. Developers for some (still unknown) reason created not just " How about " I'll tell you some things learned trough use of For simplification of analysis Abilities was tested with .ail-s containing only one item with only one property. Library name length was 6 chars, item name was 5 chars (both stored in .ail files, so it's important). And picture was changed from default to bag's (length will be 93 instead of 99 if not touched). I don't know official names for this fields, but each ability have two specific fragments: In hex editor, it looks like Or, for 26-byte "Enchantment-like" abilities: ( Try to use this ones and/or some other if you'll find them. Can be interesting. Note that simple Ability Level modification seems to be Enchantment-like abilities includes " "Key" seems to be start of each ability record, "Ability Level" - end of short variant of record, and "Index" is placed just after " Funny thing: Surely basic ranged attack's Key Tips: Idea: I cannot guarantee, of course, that any such thing will work at all and will not cause bugs or But many other results seems to be useful for mod-making so why we must ignore this possibility ?.. P.S P.P.S: I can write more details, including AbilityID list and field IDs, if interested. [This message has been edited by Turbo Beholder (edited 01-03-2006 @ 10:17 AM).]
Just open modified UnitRes.pfs in
i would try it.
That's right, of course (unfortunately).
But experiments with .ail files (not CRC-protected) shows that it's not
We cannot
I read that thread only now (fortunately ), so i tried.
Hmmm. So how about "
I can say this... now. Never seen it replenishing
I hoped that it's # uses per day, but extra power is good too.
Yes, 15-30 (?) HPs is too many for ordinary healers - but, IMHO, it's proper Ability for Saints. Must have at
You cannot set it with Editor ? Ahhhh. Seems not to be greatest problem.
Though not great thing, it's interesting demonstration.
And it can be useful - not as main, but as excellent auxiliary weapon (staff wielder will have something good on
Then entire .ail file length is 99 bytes, or 111 for some Abilities ("Enchantment-like" ones, see below).
In addition to other differences, before their "index" (see below) inserted two bytes: (
But if normal passive ability "index" changed to enchantment-like or vice versa, it still can work somehow.
Size: 4 bytes.
One with which name is associated (and corresponding properties that can be seen or set trough "Abilities" tab of
Note: Ability Names are
........
where "
........
These 2- and 4- byte sequences before index seems to be used always, so it's good marker to find.
Size: 4 bytes.
Sets behaviour and sometimes conditions for Ability.
Variable that used, explicite and accessible in "
If set to
Level works correctly and reliable: even when item picked/dropped by heroes with their own "
I don't know what one of fields in 10-byte child object does, maybe just disable/enable dispelling and/or checking for maintenance - to tell procedures is such ability a result of enchantment or not ?..
Extra record is used in game to address upkeep to actual caster, store actual upkep value, tells source (Innate / cast by Wizard / Enchantment Hall), etc.
2 fields (1 byte each) for DurationAbility (and descendants) with Turn-counter, like
........
where "
also found other formats:
Of course,
"Enchantment-like" ones have 2 extra bytes in this signature: "
Turn-Counter variant have 4 extra bytes: found in
As one can see right on
One used in "Phoenix" and "Zombie" units - it's "Enchantment-like" (index
Moreover, Phoenix have ) effect - it's tested (see list).
As seen from landing -exit if "used" (at least some of them crashes, some does not).
Try to give unit the same ability on different levels and edit ClassID to improve it (while replacing lower Level to new, higher). If similiar Abilities are derived from multiple sources (including level upgrades), only one will work (or else ) With different Ability Levels all Ok, but if ClassIDs is different, will higher level prevail or not ?..
I'll try it soon.
Or that
If someone already tried this trick too - please point at article or just write your survey if there's no accessible articles. Good tool for data files exploration.
There's
Recently old site was synchronized, old DOS STL is removed (you may find it somewhere in Internet and i can email 4.30 shareware to STL-pack beta testers). AFAIK, there will be Win32 version of STL sooner or later, maybe soon enough - but not yet. Probably STL-pack will be released soon after Win STL (i'll convert structure definition scripts to new format). Meanwhile, my research continues.
Sorry, there was some errors. I corrected them and added ClassIDs in separate message.
But AbilityIDs are much less important in most cases, because their corresponding abilities can be seen (and set for unit/item) in
And even I make no pretence Of having more than common sence - R.W.Wood
The secret half a country keeps, the whisper in the lane... - R.Kipling
[UPatch 1.4 Team] * STLpack