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A few questions... - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: Little Fighter 2 Zone (https://lf-empire.de/forum/forumdisplay.php?fid=7) +--- Forum: [2.0] Exe Editing (https://lf-empire.de/forum/forumdisplay.php?fid=43) +--- Thread: A few questions... (/showthread.php?tid=6353) Pages:
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A few questions... - vonfrank - 04-28-2011 I assume the solution to these questions would be done through HEX editing which is why I posted them here. 1. REMOVE the function of id:7 and id:8 being able to fuse into id:51. I no longer need any fusion ability in my mod so I need it removed all together. 2. Increase the default HP from 500 to 1000. 3. Remove the armor from id:6 and id:37. 4. Add lv2 armor to id:38 and lv1 armor to id:54. 5. Make id:6 and id:49 have 100hp when opointed. Any advice on this at all would be helpful. Basically, all I really need is for someone to point me at the right lines in the code of the .exe and then I can modify it with ollydebug. (I have some experience with .exe editing) Thanks in advance.
RE: A few questions... - Bamboori - 04-28-2011 about 2: why dont you simply reduce every damage done by half? RE: A few questions... - vonfrank - 04-28-2011 Quote:Don't use id:7 and id:8,if you don't want a fusion. Well yes that is a possibility, but for the sake of not having to copy new AI, change the id values in stage mode, ect. ect. It would be easier if I could just make them not fuse. Quote:about 2: why dont you simply reduce every damage done by half? that would mean changing A LOT of numbers in every character's data file. I think it would be much easier just to increase the HP. RE: A few questions... - Boop - 04-28-2011 Hi vonfrank, sadly I'm the last person around who can actually answer any questions you have .I'm assuming you are using 2.0a, if not then these will be slightly off. 1) Code: 00406506 |. 8B06 |MOV EAX,DWORD PTR DS:[ESI] ; load player pointer2) Just so you know, if you change the default hp, then everything opointed will have like 1000 hp as well. I seriously recomend not doing this, you're better off just halving all the damge. The procedure to start an object starts at: Code: 004061D0 /$ DD05 20794400 FLD QWORD PTR DS:[447920]Code: 004063CF |. 898E FC020000 MOV DWORD PTR DS:[ESI+2FC],ECX3 + 4) Armor stuff starts at: Code: 0042E685 |. 83F9 25 |CMP ECX,25 ; knight armor5) 10 HP to opinted thingy is set here: Code: 004201E3 . 83F9 05 CMP ECX,5 ; check if id is 5PS: You should check out http://lf-empire.de/forum/showthread.php?tid=3329 & https://spreadsheets.google.com/ccc?key=r5Xp6WYfcmlxDTUlwfdZHYQ#gid=0 It should explain how lf2 works in terms of objects etc. RE: A few questions... - vonfrank - 04-28-2011 WOW! Thanks! I'll take a look at all of this and let you know if I need further help. Alright then, so far: 1. <SOLVED REMOVE the function of id:7 and id:8 being able to fuse into id:51. I no longer need any fusion ability in my mod so I need it removed all together. 2. <SOLVED Increase the default HP from 500 to 1000. 3. Remove the armor from id:6 and id:37. 4. Add lv2 armor to id:38 and lv1 armor to id:54. 5. <SOLVED Make id:6 and id:49 have 100hp when opointed. Silva, you obviously know your stuff. Thanks again for the help so far. I'm having a bit of trouble with the armor issues. I changed Code: 0042E685 |. 83F9 25 |CMP ECX,25 ; knight armorCode: 0042E685 |. 83F9 26 |CMP ECX,26 ; bat armorRE: A few questions... - Boop - 04-28-2011 Are you sure bat doesn't have the armor? I just tried and he does have armor o.0. Are you sure he wasn't hit with effect 2/3 or ID 214/208 ? Code: 0042E685 83F9 26 CMP ECX,26 ; knight armorEdit: Woo, i was right about compiler optimizations . it is division by 10. so it checks for effect 2/3 and 20/30 . I've looked at to many compiled programs .
RE: A few questions... - vonfrank - 04-28-2011 I just tried it again. When they have the armor they will make the a different sound when hit, correct? (I think its 085.wav). Bat still makes the normal sound when hit and i was hitting him with a variety of attacks (physical, julian's skull blasts, ect.) Also, the Knight still sometimes has the armor. I can tell because he will still occasionally make the 085.wav sound when he is hit. RE: A few questions... - Boop - 04-28-2011 The sound actually happens somewhere else, I don't actually know where. I never really bothered to find out because I don't play with sounds . All this does is lower the damage and stops them from going to the hit frames.
RE: A few questions... - vonfrank - 04-28-2011 Ah, OK. So I guess it is working then. Thanks! One more question that I forgot to ask in my first post... How do I go about adding new key combinations to AI that already exist in the game. I dont want to copy an AI, (I already know how to do that) but I want to add a new move to an AI. For example, make the AI for id:1 (deep) be able to use the D^J command (which he normally does not). RE: A few questions... - Boop - 04-28-2011 Well the input's are explained on: https://spreadsheets.google.com/ccc?key=r5Xp6WYfcmlxDTUlwfdZHYQ#gid=0 If you scroll down, you'll see them start at D0. Just write a 1 there and it'll execute it. You'll have to write a bunch of logic for it and properly document whats happening and where the pointers are stored for stuff. It's a pain in the a** really . I had to write some AI stuff for http://www.lf-empire.de/forum/showthread.php?tid=2625&highlight=two+level . All it had to do was check if the enemy was on the top platform, then walk up/down and press JA. It was a serious pain in the a** .PS: most of the AI stuff in LF2 constructs the inputs using D + direction + J/A, instead of using the ready made ones. |