How to mod advanced hero classes

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Alaksandu
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Joined: 07 Sep 2013

How to mod advanced hero classes

Unread postby Alaksandu » 07 Sep 2013, 13:17

Hi there! A few days ago, I started to experiment with modding HOMMIV (mainly tweaking creature statistics). Something I really would like to modify is a complete overhaul of the advanced hero classes, something like:

* (Combat+Nobility): attack may stun target
* (Combat+Scouting): enables ranged attack, +6 shots, Terrain Walk
* (Combat+Tactics): +1 combat speed to army
* (Nobility+Scouting): +12.5\% adventure movement
* (Nobility+Tactics): +1 combat movement to army
* (Scouting+Tactics): +5\% attack and defence to army

* (Combat+Chaos): Fire Resistance =
* (Combat+Death): -1 enemy morale
* (Combat+Life): +1 morale
* (Combat+Nature): Stoneskin? % Stunning immunity, (Negate) First Strike?
* (Combat+Order): Cold Resistance

* (Nobility+Chaos): attack strikes targets with Sorrow
* (Nobility+Death): attack strikes targets with Fear
* (Nobility+Life): attack strikes targets with Curse
* (Nobility+Nature): Block? % Bind, Blind, Weakness?
* (Nobility+Order): attack strikes targets with Misfortune =

* (Scouting+Chaos): Fire Shield
* (Scouting+Death): -1 enemy luck? % Haste, Poison, Aging, (Negate) First Strike, Necromancy bonus?
* (Scouting+Life): +10\% resurrection
* (Scouting+Nature): +1 luck? % Regeneration, Retribution, immune to Blind?
* (Scouting+Order): +2 scouting radius, learns Vision

* (Tactics+Chaos): +25\% fire spells
* (Tactics+Death): +20\% raising spells
* (Tactics+Life): +50\% healing spells
* (Tactics+Nature): +16.67\% summoning spells
* (Tactics+Order): +25\% illusions and Banish spells

* (Order+Life): Chaos Ward =
* (Life+Nature): Death Ward
* (Chaos+Death): Life Ward
* (Death+Order): Nature Ward
* (Nature+Chaos): Order Ward

* (Chaos+Order): spells cost -2 mana =
* (Order+Nature): +20\% summoning, illusions? % Magic Leech, Magic Mirror?
* (Nature+Death): +50\% summon demons =
* (Death+Life): vampiric melee =
* (Life+Chaos): ignores wards =

* (\emph{At least three schools of magic}): +20\% mana/spell points

NB: a = means this class is unchanged, a ? indicates I'm still in doubt about the class bonus, and alternatives are displayed as comment behind the % sign

Furthermore, I would like to add a new advanced hero class:
* Mighty Leader (Combat+Nobility+Scouting+Tactics): +25\% hit points
and add a minor bonus to the base classes:
* Archer, Barbarian, Death Knight, Knight, Lord, Thief: +1 combat speed or +2 defence
* Druid, Mage, Necromancer, Priest, Sorcerer: +5 spell points, regains +3 mana/day

However, I've no idea how to achieve anything of this.
Does anybody know how those class changes were done in Equilibris?
Please help! Thank you in advance.

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Karmakeld
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Unread postby Karmakeld » 02 Oct 2014, 17:47

some modding treads includes skill codes. I guess that would be a good place to start (atleast with some of what you want)
http://heroescommunity.com/viewthread.php3?TID=39499
I'm silent in seven languages - and I got all my familys fear.
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Baronus
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Re: How to mod advanced hero classes

Unread postby Baronus » 15 Dec 2015, 18:01

http://heroescommunity.com/viewthread.php3?TID=37350

I know how to change hero faction, skill and ability.
In heroes4.exe adres is:
0x589440 to 589590 or 989440 to 989590 for eg. Ida Pro.
And here we are:
(00)000000 Knight
58e6a600 I don't know.
(00)000000 Life - faction (morale).
(00)000000 Tactics
(0a)000000 Defense
ff ff ff ff Free space, you can add third skill!
Further for 0x589590 are defined advandced classes of heroes when they leveled up and gain special abilities.
Here are data:
KNIGHT 0
PRIEST 1
LORD 2
MAGE 3
DEATH_KNIGHT 4
NEROMANCER 5
THIEF 6
SORCERER 7
ARCHER 8
DRUID 9
BARBARIAN A
-------
Life 00
Order 01
Death 02
Chaos 03
Nature 04
Might 05
--------
#define SKILL_TACTICS 0
#define SKILL_COMBAT 1
#define SKILL_SCOUTING 2
#define SKILL_NOBILITY 3
#define SKILL_LIFE_MAGIC 4
#define SKILL_ORDER_MAGIC 5
#define SKILL_DEATH_MAGIC 6
#define SKILL_CHAOS_MAGIC 7
#define SKILL_NATURE_MAGIC 8
#define SKILL_OFFENSE 9
#define SKILL_DEFENSE A
#define SKILL_LEADERSHIP B
#define SKILL_MELEE C
#define SKILL_ARCHERY D
#define SKILL_MAGIC_RESISTANCE E
#define SKILL_PATHFINDING F
#define SKILL_SEAMANSHIP 10
#define SKILL_STEALTH 11
#define SKILL_ESTATES 12
#define SKILL_MINING 13
#define SKILL_DIPLOMACY 14
#define SKILL_HEALING 15
#define SKILL_SPIRITUALITY 16
#define SKILL_RESURRECTION 17
#define SKILL_ENCHANTMENT 18
#define SKILL_WIZARDRY 19
#define SKILL_CHARM 1A
#define SKILL_OCCULTISM 1B
#define SKILL_DEMONOLOGY 1C
#define SKILL_NECROMANCY 1D
#define SKILL_CONJURATION 1E
#define SKILL_PYROMANCY 1F
#define SKILL_SORCERY 20
#define SKILL_HERBALISM 21
#define SKILL_MEDITATION 22
#define SKILL_SUMMONING 23


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