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 Post subject: Re: Modding gamedata
 Post Posted: Fri Oct 16, 2015 4:42 pm 
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Witchcraft wrote:
Can't wait for it! :shock:


well, I found a way to add stuff into gamedata file not just change existing stuff :)

so now I don't need to search and mess around with already added items, spells, units, etc.

I can add new ones :D

viewtopic.php?f=29&t=249

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 Post subject: Re: Modding gamedata
 Post Posted: Fri Oct 16, 2015 10:54 pm 
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rupuzioks wrote:
most units are wearing items made only for them, so yeah most of those items will be null items in that list

6A 09 02 60 10 for Imperial Fire Assassin


Thank you. Apparently, the 2nd item they have is the new skin for them. After I accidentially typed in the ID for firedance in 02, the Imperial Fireassasin had the look of the male avatar with Face 00 and the firedance Item was over his head. Really funny, and a little bit helpful.


And how to add new items with the way you found out, this is something I will try out as soon as possible.


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 Post subject: Re: Modding gamedata
 Post Posted: Sat Oct 17, 2015 8:09 am 
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Witchcraft wrote:
And how to add new items with the way you found out, this is something I will try out as soon as possible.


look at my previous post with link to offsets forum section

I edited posts already and included length values for each offset section

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 Post subject: Re: Modding gamedata
 Post Posted: Sat Oct 17, 2015 5:03 pm 
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Ok, following thing: I want to add new shadow units and later create a whole new spell that summons shadows. This spell will be the new spell for the darkelf Havocs.

This means that I have to add new stats in the Offset 0004421D - 000613B4. After that I have to change the 98 D1 01 to another value, to make the new units recognized by the GameData.

Then I have to add the spells and requirements in the offset 00000020 - 0003FD13 and later change F4 FC 03, if I have enough luck and there is enough space for editing.

After that I have to give the spells the UI, that means that I have to add the UIs in 0003FD20 - 000441F8 and later change the D9 44.

After that I have to add the scrolls in 0006359E - 000897DB and then change the 3E 62 02.

After that I have to add the scroll ID, so I can use the spell too, 0008F140 - 00091727 and then change the E8 25.

Then it's necessary to define the item requirements in 00094450 - 0009A485. After that I have to change 36 60.

I'm sure that I have forgot some other necessary points, like unit spells and unit equipment, but I just wanted to say, that this will be quite a piece of work. And shall it work later with the .lua datas?


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 Post subject: Re: Modding gamedata
 Post Posted: Sat Oct 17, 2015 7:02 pm 
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yes, you just only need to add to lua files those items, units too

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 Post subject: Re: Modding gamedata
 Post Posted: Sun Oct 25, 2015 6:43 pm 
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In the "Unit Stats" thread of the GameData Offsets subforum, what does "vulnerability value" mean? And what does it tell about Shar Arduin with a vulnerability value of 07?

Also, (how) can I change the appearance of Shar Arduin, so he looks like Darkelf Havoc?


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 Post subject: Re: Modding gamedata
 Post Posted: Sun Oct 25, 2015 7:59 pm 
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here is his stats:

45 07 16 00 89 25 00 22 00 22 00 35 00 35 00 2C 00 35 00 00 00 1E 00 1E 00 1E 00 1E 00 64 00 64 00 64 00 78 00 00 00 00 00 00 00 00 01 00 01

he don't have vulnerability value

for appearance you need to change his equipment (second item; 49 07 02 ...)

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 Post subject: Re: Modding gamedata
 Post Posted: Sun Oct 25, 2015 8:42 pm 
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The change only worked on the enemy Shar Arduin, not on the hero I can control. He still stays with the Death Knight skin.


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 Post subject: Re: Modding gamedata
 Post Posted: Sun Oct 25, 2015 9:29 pm 
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hero units are different from actual units, I think they are scripted in lua files

you can still find out that second item (02) they are wearing and change mesh in sql_items lua file

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 Post subject: Re: Modding gamedata
 Post Posted: Sun Oct 25, 2015 11:04 pm 
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Got it, but where is the lua file? I have searched through my datas, but only found the luas I downloaded from this board.


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