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 Post subject: My own GameData Editor
 Post Posted: Fri May 08, 2015 1:23 am 
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Hello Everyone!

I've made something that will soon be a powerful tool for GameData.cff file editing without having to mess with binary or hex.
As for now it can only be used to change ability requirements, but I'll be extending its functionality in the nearest future.

Here it is:
https://www.dropbox.com/s/89uc1rkaruvxj16/SpellForce%20GameData%20Editor.exe?dl=1

Requirements: Newest .NET Framework

Please, let me know, what you Guys are thinking. :)

Sincerely,
Bartosz "VolterPL" Rosadziński

P.S.
One screenshot. :)
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 Post Posted: Fri May 08, 2015 2:12 am 
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i think its a fantastic tool Volter !
Your last request on ability requirements got me thinking of extending avatar level up to 60 or 70,
wonder if rupuz can figure out how to do it,
i also saw german modders are working on high definition for SF1,
i wonder if its possible to make quests even if not voiced,
perhaps we could together make yet another short campaign

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 Post Posted: Fri May 08, 2015 12:58 pm 
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Hi!

I'm glad that you liked my tool. It means a lot to me. :D

As of modding, I seriously don't know how would it work. My best bet would be to create an additional GameData2.cff file for data of skills, items and all the stuff for levels > 50 and append it in scripts.

As of the campaign - all the things needed to create a campaign are in PAK files. I know that Rupuz and you have excellent experience in this stuff and this could really work. The campaign wouldn't have to be voiceless, I'm volunteered to record some parts. :D

But first we need a 100% working Lua4 decompiler. All the decompilers listed in Lua documentation work quite well with smaller files, but they fail to decompile scripts over ~500B.

I've found a work-in-progress Lua4 Decompiler here:
https://github.com/aheadley/python-lua4dec

It doesn't work yet, but the author's doing his job.

If all else fails, I can try and write my own Lua4 decompiler, but that's the last resort.
All we can do now is wait. I hope that this forum will be alive for a long time. I've found it too late. :D

Sincerely,
Bartosz "VolterPL" Rosadziński


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 Post Posted: Fri May 08, 2015 3:57 pm 
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I'm looking forward for this editor as well as for 100% working lua4 decompiler

I'll try to help what I can :)

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 Post Posted: Fri May 08, 2015 4:44 pm 
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Can I ask you to explain me that:

"in gamedata.cff file that spell is at 0001C600 offset:

3A 06 9E 00 03 00 06 00 00 00 00 00 00 00 00 00 19 00 0A 00 00 00 C0 D4 01 00 00 00 0F 00 02 01 98 3A 00 00 05 00 00 00 2D 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 64 00 00 00

3A 06 = spell number
9E 00 = spell type (in this case salvo)
03 00 06 = spell requirements (03 = archer; 00 = no subclass; 06 = lvl 6)
19 00 = mana usage (25 mana)
0A 00 00 00 = cast time (10 milisec)
C0 D4 01 00 = recast time (120000 milisec = 2 min)
0F 00 = max range
02 01 = cast type (in this case on yourself)
98 3A 00 00 = spell duration (15000 milisec = 15 sec)
05 00 00 00 (don't know what it means, maybe min number of targets; 5)
2D 00 00 00 (don't know what it means, maybe max number of targets; 45)"?

Few questions:
a) How long is an array of bytes describing one skill? //Edit: I've got it, 76.
b) What a "spell number" is, as I've noticed that actual spell number used in spelline.lua is marked here as "spell type"?
c) Have you figured out the last two chunks (05 00 00 00 and 2D 00 00 00)? :D
d) Do you know what does that 64 in 4-to-last byte means in each skill?

I'm looking forward to hear from you, as I'm thirsty for more coding. :P


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 Post Posted: Fri May 08, 2015 5:39 pm 
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b) spell number is as it says, they are numbered from 1 to 3531, but spell type have it's own numbering

c)on each skill/spell there are some unknown values, my guess it's percentage of possibility of some sort, maybe 5 means min 5% chance of hitting with additional arrow, and 45 is max 45% chance of hitting

d) last values my guess is some sort of ending for that spell/skill, or maybe again some sort of percentage: all spells/skills are available, I really don't know

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 Post Posted: Fri May 08, 2015 5:47 pm 
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Okay, got that, I'm dumb, I've forgotten that there are different levels of the same skill. :D
Is your gamedata chaotical as well? Like if it wasn't sorted at all...


Last edited by VolterPL on Fri May 08, 2015 5:48 pm, edited 1 time in total.

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 Post Posted: Fri May 08, 2015 5:47 pm 
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c) or maybe 5 and 45 means how much damage by % additional arrows dealing

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 Post Posted: Fri May 08, 2015 5:49 pm 
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38 06 9C 00 03 00 01 00 00 00 00 00 00 00 00 00 19 00 0A 00 00 00 C0 D4 01 00 00 00 0F 00 02 01 98 3A 00 00 2C 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 64 00 00 00

trueshot skill also have value 2C 01 = 300, so it's clear 300% more damage

37 06 9B 00 01 00 06 00 00 00 00 00 00 00 00 00 19 00 0A 00 00 00 C0 D4 01 00 00 00 0F 00 02 01 98 3A 00 00 21 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 64 00 00 00

durability skill have value 21 = 33, so 33% more AC

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 Post Posted: Fri May 08, 2015 5:51 pm 
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if you mean spells and skills are chaotic then yes, though a lot of are from 1 to 12 and then more from 13 to 20 lvl

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