September 30th, 2011, 06:13
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Btw, I've edited the top post to add the suggestions of Jtm and Question.
These are good ideas and I'll add them to the Tweaker when I get around to it.
--I like ILSe
September 30th, 2011, 14:46
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It'd be nice ability to add new memory locations by giving Tweaker the data segment address (accepting hex input) and format (ie. str, byte, word, boolean array) for the desired memory location. This could make Tweaker very modular, if you know what I mean. For instance, if I wanted to change my fortress location and it was not in Tweaker by default, then I could add new custom memory pointer for it, give it description and change the value when needed. Just an idea.
2nd suggestion: I'd want to be able to see ds:offset or relative memory addresses of any data point. This would make Tweaker very handy for experimenting, data mining and overall memory tinkering purposes.
EDIT: The hacking programs I'm currently using are in some ways limited. For example, neither allow me to find MoM memory locations instantly, because MoM changes place in memory, and thus save memory location profiles and later easily get back to them. So far, I've done things manually. Sometimes it's been frusterating. I'm unable to build such a program myself due to highly limited freetime.
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Jtm Wrote:It'd be nice ability to add new memory locations by giving Tweaker the data segment address (accepting hex input) and format (ie. str, byte, word, boolean array) for the desired memory location. This could make Tweaker very modular, if you know what I mean. For instance, if I wanted to change my fortress location and it was not in Tweaker by default, then I could add new custom memory pointer for it, give it description and change the value when needed. Just an idea.
2nd suggestion: I'd want to be able to see ds:offset or relative memory addresses of any data point. This would make Tweaker very handy for experimenting, data mining and overall memory tinkering purposes.
EDIT: The hacking programs I'm currently using are in some ways limited. For example, neither allow me to find MoM memory locations instantly, because MoM changes place in memory, and thus save memory location profiles and later easily get back to them. So far, I've done things manually. Sometimes it's been frusterating. I'm unable to build such a program myself due to highly limited freetime.
Also noted in top post.
--I like ILSe
January 10th, 2012, 04:41
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Can i use the tweaker to make permanent changes to the units/races?
Or is there any chance of getting an update to fix the initial spell selection for life magic?
January 10th, 2012, 05:08
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Question Wrote:Can i use the tweaker to make permanent changes to the units/races?
Yep.
If you load WIZARDS.EXE into the tweaker, make changes and save them, they become permanent.
Question Wrote:Or is there any chance of getting an update to fix the initial spell selection for life magic?
What do you mean?
--I like ILSe
January 10th, 2012, 09:15
(This post was last modified: January 10th, 2012, 11:20 by Question.)
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Last time i mentioned that the menue for initial spell selection, life magic was invisible because it was white text on a white background.
How do i undo "double move mod"?
Edit : Isnt the initial spell selection not fully working anyway? With 9 life spellbooks i can only pick 2 common life spells to start with and 3 learnable ones, but ingame i get a choice of 8 common spells.
January 13th, 2012, 11:43
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Oh and how do you use the program to modify spell data? E.G. Increase firebolt damage? The parameters dont seem to be in it...
January 13th, 2012, 11:57
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Question Wrote:Last time i mentioned that the menue for initial spell selection, life magic was invisible because it was white text on a white background.
How do i undo "double move mod"?
Edit : Isnt the initial spell selection not fully working anyway? With 9 life spellbooks i can only pick 2 common life spells to start with and 3 learnable ones, but ingame i get a choice of 8 common spells.
As I said before...
I like Serena Wrote:The "Select initial spells" option is as yet an experimental feature, basically built on request of Catwalk.
It works, but I don't think you'll want to use it.
I should have added "(exp)" to it to indicate it's experimental.
Thanks for noting that it is white on a white background.
I don't have that myself on my screen, so there appears to be a compatibility problem. I'll fix it.
I'm afraid I haven't gotten around to it to fix it yet.
To undo the Double Move mod, it suffices to Quit the MoM game and Continue it.
Effectively WIZARDS.EXE is reloaded, resetting the unit attributes.
Question Wrote:Oh and how do you use the program to modify spell data? E.G. Increase firebolt damage? The parameters dont seem to be in it...
There is already a lot of spell data that can be changed in the Tweaker.
As yet firebolt damage is not in there.
It is not a data table, but it is hard coded in the code and takes a little more effort to make accessible.
Actually the saving rolls are also hard coded in the code, but I did make those accessible.
Btw, I've updated the top post in this thread with your requests.
--I like ILSe
January 17th, 2012, 06:44
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just a note: the Firebolt default damage is described in the spelldat.lbx
But: the same value uses the firewall spell and other. So, if you change the firebolt damage from 5 the firewall damage will be also changed from 5.
January 17th, 2012, 22:48
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Asfex Wrote:just a note: the Firebolt default damage is described in the spelldat.lbx
Where?
I thought I made everything in spelldat.lbx accessible and editable.
--I like ILSe
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