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Posted by El Bastard on April 14, 1998 at 22:08:37:


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


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david@theresistance.net | David Shaw | http://david.theresistance.net/