News |
Solo Strategy |
Multiplayer Strategy |
Solo Films
Myth Links |
Myth Mapmaking |
Site FAQ
In Reply to: Unit Attack Strength, Reload Time, and Speed posted by Fly Molo on April 11, 1998 at 22:37:37: : Hey All, : I just started getting into this hex editing business, and have gotten in most of the basics. I am wondering, thought, how to edit unit attack characteristics and their speed. : Thanks in advance. Well, it has taken me long enough to figure it out, but I believe that I nailed that pesky thing. What follows is the result, and as always, if you have anything to add, LET ME KNOW!!! Character Attributes (byte number w/o header - add 40 if a mons plug-in) 00 - .. .. .. .. CO CO CO CO .. .. .. .. .. .. .. .. 16 - .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 32 - .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 48 - .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 64 - .. .. .. .. .. .. .. .. P? P? P? P? P? P? P? P? 80 - P? P? P? P? P? P? .. .. .. .. .. .. .. .. .. .. 96 - .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 112- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 128- .. IA .. .. .. .. .. .. .. TS .. SS .. .. .. .. 144- OT OT OT OT .. .. .. .. .. .. .. .. PA PA PA PA 160- .. .. PR .. .. .. .. .. .. .. .. .. .. .. .. PS 176- .. .. .. .. .. .. .. .. .. .. .. SP SA SA SA SA 192- .. .. SR .. .. .. .. .. .. SX .. .. .. .. .. .. 208- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 224- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 240- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 256- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 272- .. .. .. .. .. .. .. .. .. SZ .. .. .. .. .. .. 288- .. .. .. .. D1 D1 D1 D1 HH .. .. .. .. .. .. .. 304- HE HE HE HE D2 D2 D2 D2 S1 S1 S1 S1 NM NM NM NM 320- FL FL FL FL .. .. .. .. .. .. .. .. Ss Ss Ss Ss 336- As As As As Ms Ms Ms Ms FF FF FF FF FH FH FH FH 352- AO AO AO AO AE AE AE AE HB HB HB HB CK CK CK CK 368- FK FK FK FK Bg Bg Bg Bg Ag Ag Ag Ag AM AM AM AM 384- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 400- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. TC 416- .. .. .. .. .. .. .. .. .. .. .. .. D3 D3 D3 D3 432- PE PE PE PE St St St St PR PR PR PR .. .. .. .. 448- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 464- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 480- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 496- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. CO- Collection (i.e. Dwarf, Fir'Bolg) P?- Passable? an 0A seems to imply yes, while there are also 0B and 0D used.* IA- Initial Ammunition TS- Turning Speed (expressed in ¼/sec [percentage equivalent] of that ratio) SS- Speed OT- Object Type (baob = Basic Object) PA- Primary Attack PR- Primary Attack Range PS- Primary Attack Rate SP- Secondary Ability Parameter SA- Special Ability SR- Special Ability Range SX- Secondary Ability Arc SZ- Sprite Size D1- Exploding Projectile (what parts/pieces fly when said unit gets hit by an explosion) HH- Health HE- Melee Impact D2- Death Effect S1- Spelling NM- Name FL- Flavor Ss- Select unit Sound Reference (unit selected) As- Attack Order Sound Reference (ordered to attack) Ms- Move Order Sound Reference (ordered to move) FF- Hit Friendlies Sound reference FH- Hit by Friendly Fire Sound reference AO- Obstacle preventing Attack Sound reference AE- Attack Enemy Sound reference (ordered to attack enemy) HB- Hit Both (friendly/enemy) Sound reference CK- Enemy Kill Sound reference FK- Friendly kill Sound reference Bg- Blocked blow Graphics Sequence Reference Ag- Absorbed blow Graphics Sequence Reference AM- Ammo (object(s) dropped upon unit's death) TC- Trading Cost D3- It appears that this reference is used instead of D2 upon occasion PE- Programmed effect reference (lpgr) PR- Programmed effect reference (prgr) St- Stli file reference for special ability text. * Each byte of P? is set as to whether or not the unit can traverse these terrains. An 0A seems to be the most widely used tag to imply that the listed terrain is traversable, while setting the hex value to FF seems to imply that it cannot go there. There are also 0B and 0D used, however, I am not certain what theses tags are, perhaps walks better on? Water Tags 1 =Dwarf Depth 2 =Human Depth 3 =Giant Depth 4 =Deep Terrain Tags 5 =Sloped 6 =Steep 7 =Grass 8 =Desert 9 =Rocky 10=Marsh 11=Snow 12=Forest "Flying" Tags 13=Walking Impassable 14=Flying Impassable
david@theresistance.net
| David Shaw
| http://david.theresistance.net/