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Modding Battlereams.dat

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Still Battle Realms.dat ha ha....

Just replace some thing by Nightvol (or by other unit).

i have replace squirrel by Nightvol. But he does not automatical attack.

Where to mod???

- U can replace all creature by any unit in address: 12EC8E

- Then..... Open Your WM and place new creature-unit on your map he he.....

thisisnightvol.png

newcreature.png

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Yesssss! Iv'e always wanted Nightvol in the center of the skirmish as a 'Neutral' monster.

A few questions.

Does Nightvol re-spawn when you kill him?

Is it possible for Nigthvol (as a neutral monster) use a moded BG? (Summon 40 hordelings lol)

I made wolf peasants have summon spirit wolf as a default BG and I was surprised the AI actually uses it.

@ Modders

Do you guys know where the Unit Caps are for Kenji/Grayback's Journey? In Kenji's journey, there are times where the unit cap is the same as the skirmish medium unit cap but the other missions stayed the same

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I think he will re-spawn, because he like horses. When Horse die, they will re-spawn in 15 seconds

BG, I not sure AI can use any BG, so where to mod AI to use BG ??? That is challenge.

Full BG's Attributes:

This is Sight Beyond Sight (Arah):

88682805.png

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epic

a lot of these i had already detected, but how did you find out what all the numbers are doing?

the same questen i could ask drA for his bilding and unit sheets.

i dont think you have tried them out like me did you?

however you have done it could you do the same with the sheets of the objeckts?

i wanted to explain this picture here later untill i found out what all these numbers from ability sheets mean but after you ve done all the work there is nothing left for me :)

so i explain it now

objeckts.png

By necronia at 2011-07-02

what i already know is

staticobjects.png

By necronia at 2011-07-05

as you can see in both pictures there are reserved (00-09) object sheets you can use if you dont want to change original objeckts

but the stats in the picture above are only for the static objeckts like trees, bamboo, lotus lightning, stump, stones and the things like that

there is another section for normal objects like stone man , stepping stones, boulder, stone head broke,kanjis dad stage, old wall, otomos grave, impassible rumble, dragon bones etc etc

here are some 00-09 reserved as well and the number to show these items in the world editor is 72 numbers after the last letter of the objects name

the same number exists even for effects it is 20 numbers after the ending x from "??effect".flx

  • Upvote 1

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i will try to use a reserved to put a moded unit, to see if i can do it, so i will try with a new building (all this made of others units and buildings) to see if that is posible :D

CHALLENGE:: how to mod the buildings the peasent can build

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( ._.) what in hell happened here ?... no posts since 07/july ?

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a little list of the abilities i found

the addresses go to the value of the stamina you must have to aktivate this ability

125285: death sentry

125823: spreading goo

118073: Issyl haste

126BDA: soulfrost

11B06C: seelenkeule

12E85C: yvaine ice prison

1196FB: koril teleport

12364B: soban summon golems

10A23A: deseased one acid puke

109F6B: deseased ones scream

123ECE: dark carnophy

127CF6: heavy rain

12B016: lotus tower corruption

11AACE: sehks äther korridor

12636D: dark arson

11B33B: master warlock unlife

12B5B4: reaper summon shambler

1074F4: inner strenght

119C99: flying leafs

116F99: shadowsteed fire (horse)

12690B: lifedrain

108050: tausils give ability

10831F: sehks give ability

107D81: lythis give ability

11A261: rite of acension (all 3 are the same)

117DA4: rebirth

117AD5: famine

1230AD: shinja weakening

125DC1: utara song of sorrow

11CF7D: necro summon spirits

12D768: Taro insidious hex

11F17F: raider caltrop

108BA4: cannoneer place mine ability

113CE1: dark packt

1088D5: budo sklave driver

12609E: vetkin bravado

1063CA: invisibly (bandit)

11C441: sniper scope

113FC4: razor fans

11F462: bush fire

12E2BE: serpent vampiric gaze

11BE8B: blast shot (blunderbuss)

106976: bandit paralysis darts

12473B: swordsman mugging

121F75: yin blade

123BE9: whirling spear

109C9C: weakness bolt

12A1B1: soldier low blow

12E58D: deamon amulett

1219BF: blood bound

129EE2: hubnailed boots

108E73: smoke bombs

12446C: glaß sword

10A7D8: dragon monument attack

114DCF: garrin call horse

105593: sight beyond sight

120616: chemist mandrake spore rockets

12225A: dragon skin

118611: kabuki flash powder

12253D: yang blade

12225A: dragon skin

1150B4: fire shield

1188F0: stardust

127FE1: dragon power transfer

105E14: archer zen arrow

12A480: guardian stun

12391A: stunning spear

11D7EA: otomo war shout

1096FE: chemist multi rockets

12DA37: teppo protecktion

118BBF: kazan firebreath

10AAA7: chi shield

105862: fire arrows

11EBE1: indireckt powder keg

11EEB0: super keg

10AD76: dragon firesword

124CE7: tao reflecktion

12AA1E: last standing

115383: sacrafice

1282B0: double image

116CCA: grayback shout

114831: gaihla heal

12DD06: summon spirit wolf

1099CD: phosphorus bolts

10B5E3: druidess bless

12745D: wolf bite

107AB2: zen counterpunch

106C5B: lycanthropy

119F92: razor edged boomerang

12AD27: razor edged boomerang slave

122DC6: armored friend

128E08: dryad sapping ritual

110D10: scorched earth

11E621: scorched earth 2

117537: lava rock

11B60A: wrecking ball

12337C: sledger stun

128B1D: dig

1060E3: totem

11DD88: wolf howl

11D51B: shadow skills (ninja)

118E8E: critical strike

11FD0D: druidess enangle model ability

12030D: sledgers stun slam effeckt

12000A: arahs zen arrow effeckt

10A509: deseased on death ability

124FB6: unclean on death ability

121CA6: ronins on death ability

10E5A2: ?? has root ability

127A13: storm master zymeth

109160: mandrake spores

11E912: salting the earth

12000A: arahs zen arrow effeckt

124A18: evasion

10942F: chemist healing herbs

10B314: dragon tower stun

122ADB: serpent tower stun

12772C: wolf tower slowing

10BB81: druidess passive

125AF2: utara stun passive

107225: schwertjünger passive

10B045: drachenkrieger passive

11915D: kenji passive

from this adresses you can jump to all the values

-80 usage type

-76 Target cursor type

-72 target range

-68 can target ground

-64 Toggleable

-60 auto toggle off after first use

-56 limited charges

-52 application of effeckt

-48 proximity effeckt

-44 range

-40 delay

-36 use even if no effectable items

-32 max accumulated effects

-28 deplete health per effeckt item

-24 deplete stamina per effect item

-20 divide effect amog targets

-16 affect closest item only

-12 min health required

-8 health cost

-4 health drain rate

0 min stamina required

4 stamina cost

8 stamina drain rate

12 min yin required

16 yin cost

20 min yang required

24 yang cost

28 min rice required

32 rice cost

36 rice drain rate

40 min water required

44 water cost

48 water drain rate

52 chance of occuring

56 affect player items

60 affect allied items

64 affect enemy items

68 affect same clan only

72 affect rice

76 affect building

80 affect boulders

84 affect units

88 affect units with battle gear only

92 affect specific unite type 1

96 affect specific unite type 2

100 affect specific unite type 3

104 affect specific unite type 4

108 affect specific unite type 5

112 duration of effect

116 max effect per unit

120 particle effect at source

124 particle effect follows source

128 particle effect at affect items

132 particle effect follows affect items

136 apply time scale multiplier for attack animation

140 attack time scale multiplier

144 apply time scale multiplier for gather animation

148 gather time scale multiplier

152 apply time scale multiplier for build repair animation

156 builde repair time scale multiplier

160 apply time scale multiplier for move animation

164 move time scale multiplier

168 apply time scale multiplier for all animation

172 all time scale multiplier

176 apply health regeneration multiplier

180 health regeneration multiplier

184 apply stamina regeneration multiplier

188 stamina regeneration multiplier

192 apply rice gather rate multiplier

196 rice gather rate multiplier

200 apply building rate multiplier

204 building rate multiplier

208 apply repair rate multiplier

212 repair rate multiplier

216 apply train rate multiplier

220 train rate multiplier

224 apply horse catch success multiplier

228 horse catch success multiplier

232 apply rice regrowth rate multiplier

236 rice regrowth rate multiplier

240 apply LOS multiplier

244 LOS multiplier

248 apply missile range multiplier

252 missile range multiplier

256 apply missile advoidance multiplier

260 missile advoidance multiplier

264 apply missile damage multiplier

268 missile damage multiplier

272 additive armor multiplier

276 apply armor multiplier blunt

280 armor multiplier blunt

284 apply armor multiplier piercing

288 armor multiplier piercing

292 apply armor multiplier cutting

296 armor multiplier cutting

300 apply armor multiplier fire

304 armor multiplier fire

308 apply armor multiplier explosive

312 armor multiplier explosive

316 apply armor multiplier magic

320 armor multiplier magic

324 apply damage multiplier

328 damage multiplier

332 apply damage over time

336 apply damage blunt

340 damage blunt

344 apply damage piercing

348 damage piercing

352 apply damage cutting

356 damage cutting

360 apply damage fire

364 damage fire

368 apply damage explosive

372 damage explosive

376 apply damage magic

380 damage magic

384 falloff

388 kill non hero unit with death

392 kill hero with death

396 kill unit pop out

400 kill self

404 create unit

408 create unit type

412 create unit counts towards cap

416 max created units

420 accquired yin

424 yin acquisition rate

428 accquired yang

432 yang acquisition rate

436 play animation

440 play ride animation

444 new melee attack animation state

448 new missle attack animation state

452 attachment index

456 disanable attachment index

460 set texture ressource

464 texture ressource index

468 disable order processing

472 disable order priority

476 disable mobility

480 disable run ability

484 disable attack capble

488 concealment

492 invulnrtability

496 unit not seen as thread

500 apply to add health

504 add health percentage to add

508 add health over time

512 add stamina

516 stamina percentage to add

520 set weapon

524 upgrade unit

528 remove enemy upgrade

532 give ability to unit

536 create magic at target

540 enable ride targeting

544 reveal concealed enemies in LOS

546 Reveal all concealed enemies

552 set flag for LOS reveal

556 resett flag for target LOS reveal

560 set flag for target LOS reveal small

564 reset flag for target LOS reveal small

568 redirect damage from unit to target

572 redirect stamina used from unit to target

576 repair building

580 teleport target unit to source

584 teleport unit to random lockation

588 gain percent cost of enemy upgrade

592 cause horse rear up

596 bandit lock picks

600 pack master wolf howl

604 humidity

608 magic objeckt

612 remain active when objeckt exists

616 drain tower rate

620 drain tower range

624 anti magic

for this list thanks to SITUVN

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gooooooo...d

: D

i will see how i can use that on my mod

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I was working on a list like SITUVN/Ryudo's, but I'm glad you beat me to it. It really helped me understand abilities. Is there a way to change what unit the Reaper creates with his ability? I was able to change Summon Spirit Warrior, Raise Zombie, and Wolf's Bite, but I couldn't figure out the Demon Amulet or the Summon Shambler abilities.

Also, Ryudo, thank you so much for that tutorial on changing the properties of static objects. I can't wait to try that out in game. Is there a way to stop the objects from animating? I want to put in a few buildings as objects, but they keep playing their destruction animations.

Does anyone know if there's a way to make wolves and shale spiders selectable, or if there's a property that makes units creatable from a creature spawn point?

I don't think I could thank everybody enough for keeping this game alive for me. You are all great!

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Please Can you edit thehero power-up mode? I would like the nightvol has the look of the ninja and how infested / unclean / diseased can be transformed into the original form ...

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theres a way to stop normal and static objeckts from animating by trying out a few things it was gone but i did not go further yet cause i modded and changed abilities

about the other things i tryed with no result yet

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Hi, all...

I just want to share something about building requirements in Battle Realms. Like if we want to build a Well, a Town Square must be available first and so on.

Each building has an ID (not a model type). An example for Dojo that required Peasant Hut, if we move to offset 133F72 we will see like this:

dojohexoffset.png

02 (red) for building ID, 7F (green) for model type, 00 (yellow) for clan type (Dragon).

And a Peasant Hut with offset 134916:

peasanthuthexoffset.png
 
06 (red) for building ID, 83 (green) for model type, 00 (yellow) for clan type (Dragon), and so on.

Now, we can change the requirements of Dojo (and other buildings). Just move to offset 143622 and we will see:

buildingrequirementsoffset.png

First line (red) bytes is building ID, second (blue) is required building ID #1, third (orange) is required building ID #2, fourth (green) is required building ID #3, fifth (purple) is required building ID #4.

In this case, 00 in first line is ID of Alchemist Hut and second line is 06, the ID of first required building (Peasant Hut). Another building IDs are marked with yellow. We will see that 01 (Bathhouse) is followed by 06 (Peasant Hut), 02 (Dojo) is followed by 06 (Peasant Hut), and so on.

We can replace the bytes (IDs) of the required buildings with FF FF FF FF. Like this:

buildingnorequirementsoffset.png

Before:

buildingrequirementbefore.png

And after:

buildingrequirementafter.png

This is just a few example of building IDs from Dragon clan:


ID Model Name              Offset
---------------------------------------------------------------------------------
00 7D    Alchemist Hut     (0x00133A7C)
01 7E    Bathhouse         (0x00133D28)
02 7F    Dojo              (0x00133F80)
03 80    Dragon Monument   (0x001341D8)
04 81    Fireworks Factory (0x0013446C)
05 82    Keep              (0x001346E2)
06 83    Peasant Hut       (0x0013493A)
....


With this IDs we can "steal" buildings from another clan. We can change Dojo button with the Tavern from Serpent (of course we must change the peasant ID to our peasant ID if we want to train our peasants in their buildings).

I mod [battle Realms.dat] using Visual Studio 2010. Maybe my offset seems different with yours but actually it is a same addresses.

Next post, if I have time, I want to show how to change the Upgrade Buttons requirements for each buildings (Ying/Yang cost and upgrade time). Just a little mod.

I am very sorry if this post is "outdated" or "very useless" in this forum. I just want to share something for "Battle Realms modders". It's okay for me if this post will be marked "useless".
sleep.png

And I am sorry if my English is very bad.
wacko.png

Thanks,

Edited by Erlout
  • Upvote 2

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@BrianMw

This info is not useless at all. There are many modders who have tinkered with this but no one has ever explained how to do it.

Just a quick question.

When you 'steal' a building from another clan, let's say a Tavern for the Dragon clan, can you use the serpent unit upgrades that comes with the buildings?

because I merged the Dragon and Serpent clans in my mod but the serpent clan units are pretty weak because I can't get their upgrades sad.png

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http://www.mediafire...yttqa5q5n8b2z87

I would like to request from anyone who can modify my battle realms - wotw mod by these:

Wolf clan:

Transformation of Grayback & Longtooth

Slave Grayback & Slave Loongtooth when enter to SHALERY becomes the endgame Grayback & Normal Longtooth

New Buildings - Normal peasant hut to shale mines

Lotus clan:

Yvaine cannot die in this mod so please change.

Serpent:

Bodo - I want him back from serpent's keep if possible to have another place for a hero

Royal Academy to Monastery

Dragon:

Kazan - i want him back also from dragon's keep if possible to have another place for a hero

Thanks in advance.

regards,

A12MTONMAR

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To Godaime:

Yes, you're right. Although we can "steal their buildings" or train units in their buildings or in our buildings, the other clan units don't have their "upgrades".

At least, we know how to change the "targets" or "units" who "affected" from an "upgrade button", so the units from the other clans can have "upgrade" from our clan. So, I don't need to "steal" their buildings, I just train them in my building and they will have one or more "upgrades" from my buildings. Example, Swordsman from Serpent with "Tempered Steel" and "Dragon Heart" upgrades. Of course if they want to have "upgrades" from our clan, their "clan flag" must be set to our clan.

Almost 8 years since I first play Battle Realms, but until today I still like very much this game. Moreover, since I read about "modding Battle Realms" from this forum a few years ago, I can spend all day just to "modify then play" this game.

Thanks for the modders for their effort and their time, this game still life until today.

To Mr. Fish:

You're welcome, Mr. Fish. smile.png

And just the same, I'm sorry for my bad English. sleep.png

Thanks.

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@ Godaime, can you do my request please?...

http://www.mediafire...yttqa5q5n8b2z87

I would like to request from anyone who can modify my battle realms - wotw mod by these:

Wolf clan:

Transformation of Grayback & Longtooth

Slave Grayback & Slave Loongtooth when enter to SHALERY becomes the endgame Grayback & Normal Longtooth

New Buildings - Normal peasant hut to shale mines

Lotus clan:

Yvaine cannot die in this mod so please change.

Serpent:

Bodo - I want him back from serpent's keep if possible to have another place for a hero

Royal Academy to Monastery

Dragon:

Kazan - i want him back also from dragon's keep if possible to have another place for a hero

Thanks in advance.

regards,

A12MTONMAR

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finally back here again,

a12mtonmar : i think i did that to someone but i cant remember...

bryan , if you are new , hi :D

also good info you got there now i can put the wells and huts more 'balanced' in my monstruous mod

and even better , i WILL change all the requirements for all the buildings so we cant rush in my mod (]:<

long live long games xD

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finally back here again,

a12mtonmar : i think i did that to someone but i cant remember...

bryan , if you are new , hi biggrin.png

also good info you got there now i can put the wells and huts more 'balanced' in my monstruous mod

and even better , i WILL change all the requirements for all the buildings so we cant rush in my mod (]:<

long live long games xD

Hi cross_Blunn! can you do my mod request please?

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( ·¯·) i remember i did that, inside my mod : P

but before doing that to your mod i need to act. my compiled list, i can do your mod tomorrow or in the night

i also will mod even more of my *little-moded* BR.dat

.

.

.

.

i got a problem.... i understood the way to mod the buildings requirements but when i went to mod the dragon well requirements [so i can get that out like the wolf ] [i was also planing on do the same for the lotus and serpent too, so we can have access to water in winter maps and in some maps i plan to do with inaccessible water supplies >: ) ]

so : P when i was searching the 'requirements i found 0, idk if its only me but my dragon well is in this order 1 name 2 building ID and before the end of the begining of the other building [lotus aviary] are the mask.tga 's

.

.

.

.

ok... ( ._.) now i cant find this, and someone tell me how do i search negative hex in xvi32:

-80 usage type

-76 Target cursor type

-72 target range

-68 can target ground

-64 Toggleable

-60 auto toggle off after first use

-56 limited charges

-52 application of effeckt

-48 proximity effeckt

-44 range

-40 delay

-36 use even if no effectable items

-32 max accumulated effects

-28 deplete health per effeckt item

-24 deplete stamina per effect item

-20 divide effect amog targets

-16 affect closest item only

-12 min health required

-8 health cost

-4 health drain rate

0 min stamina required

4 stamina cost

8 stamina drain rate

12 min yin required

16 yin cost

20 min yang required

24 yang cost

28 min rice required

32 rice cost

36 rice drain rate

40 min water required

44 water cost

48 water drain rate

52 chance of occuring

56 affect player items

60 affect allied items

64 affect enemy items

68 affect same clan only

72 affect rice

76 affect building

80 affect boulders

  • Upvote 1

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cros_blunn, you're not supposed to be looking for a negative value. Those values are supposed to be a certain number of bytes after the addresses of the abilities. So 4 bytes after 1074F4 would be the stamina cost of Inner Strength, and 8 bytes before it (-8 bytes) would be the health cost.

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yeah mr fish explained it.

that numbers are just to make it easier to find the right value you want to change

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Hi to all

I'm currently new to this, but can some1 help me with this because i'm a noob in hex editing

Dragon

Samurai -> Dojo = Kenji Young

Samurai -> Target Range = Kenji 1 Dragon

Samurai -> Alchemist Hut = Kenji 2 Dragon

Samurai -> Bathhouse = Kenji 3 Dragon

Samurai -> Royal Academy = Kenji o.w. Dragon

Serpent

Ronin -> Tavern = Kenji Young

Ronin -> Sharpshooters Guild = Kenji 1 Serpent

Ronin -> Alchemist Hut = Kenji 2 Serpent

Ronin -> Bathhouse = Kenji 3 Serpent

Ronin -> Assassin’s Den = Original Taro

Wolf

Berserker -> Combat Pit = Grayback slave

Berserker -> Ballistic Grounds = Grayback middle

Berserker -> Quarry = Grayback endgame

Berserker -> Vitality Garden = Longtooth slave

Lotus

Warlock -> Forge = Yvaine ungodly power

Warlock -> Blade Garden = Zymeth o.w. Orb

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oh so it was like that ....:P

i will mod the 3 gs that i ever use the lotus ´´consume´´ g´s

also i can´t help much right now since i someone accidentally my keyboard and now i have to use alt+ to use the letter ´n´´b´ and some more also some numbers

left-arrow,down-arrow, delete, insert, home, end and the altGr

.

.

technically i can´t write without taking 45 minutes

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