SITUVN 13 #751 Posted July 5, 2011 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..... Quote Share this post Link to post Share on other sites
godaime 5 #752 Posted July 5, 2011 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 Quote Share this post Link to post Share on other sites
SITUVN 13 #753 Posted July 5, 2011 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): Quote Share this post Link to post Share on other sites
Ryudo 1 #754 Posted July 5, 2011 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 By necronia at 2011-07-02 what i already know is 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 1 Quote Share this post Link to post Share on other sites
cros_blunn 11 #755 Posted July 7, 2011 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 CHALLENGE:: how to mod the buildings the peasent can build Quote Share this post Link to post Share on other sites
cros_blunn 11 #756 Posted July 23, 2011 ( ._.) what in hell happened here ?... no posts since 07/july ? Quote Share this post Link to post Share on other sites
Ryudo 1 #757 Posted July 24, 2011 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 Quote Share this post Link to post Share on other sites
cros_blunn 11 #758 Posted July 26, 2011 gooooooo...d : D i will see how i can use that on my mod Quote Share this post Link to post Share on other sites
MrFish 5 #759 Posted August 8, 2011 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! Quote Share this post Link to post Share on other sites
Utara<3 1 #760 Posted August 13, 2011 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 ... Quote Share this post Link to post Share on other sites
Ryudo 1 #761 Posted August 18, 2011 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 Quote Share this post Link to post Share on other sites
Erlout 3 #762 Posted August 21, 2011 (edited) 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:02 (red) for building ID, 7F (green) for model type, 00 (yellow) for clan type (Dragon).And a Peasant Hut with offset 134916: 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: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:Before:And after: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".And I am sorry if my English is very bad.Thanks, Edited January 4, 2015 by Erlout 2 Quote Share this post Link to post Share on other sites
godaime 5 #763 Posted August 21, 2011 @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 Quote Share this post Link to post Share on other sites
Ton_Mar 0 #764 Posted August 21, 2011 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 Quote Share this post Link to post Share on other sites
MrFish 5 #765 Posted August 21, 2011 Your information will be very useful for me. Thanks a lot, BrianMW! Quote Share this post Link to post Share on other sites
Erlout 3 #766 Posted August 22, 2011 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. And just the same, I'm sorry for my bad English. Thanks. Quote Share this post Link to post Share on other sites
Ton_Mar 0 #767 Posted August 22, 2011 @ 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 Quote Share this post Link to post Share on other sites
cros_blunn 11 #768 Posted September 1, 2011 finally back here again, a12mtonmar : i think i did that to someone but i cant remember... bryan , if you are new , hi 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 Quote Share this post Link to post Share on other sites
Ton_Mar 0 #769 Posted September 2, 2011 finally back here again, a12mtonmar : i think i did that to someone but i cant remember... bryan , if you are new , hi 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? Quote Share this post Link to post Share on other sites
cros_blunn 11 #770 Posted September 2, 2011 ( ·¯·) 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 1 Quote Share this post Link to post Share on other sites
Ton_Mar 0 #771 Posted September 4, 2011 hello cross_blunn! any update about my request mod? Thanks! Quote Share this post Link to post Share on other sites
MrFish 5 #772 Posted September 4, 2011 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. Quote Share this post Link to post Share on other sites
Ryudo 1 #773 Posted September 4, 2011 yeah mr fish explained it. that numbers are just to make it easier to find the right value you want to change Quote Share this post Link to post Share on other sites
DragonClan Forever 0 #774 Posted September 5, 2011 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 Quote Share this post Link to post Share on other sites
cros_blunn 11 #775 Posted September 7, 2011 oh so it was like that .... 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 Quote Share this post Link to post Share on other sites