FireGraft 1.16.1 (primarily exe edit discussion)

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pastelmind
Posts: 57
Joined: Fri Nov 19, 2010 7:50 am

Postby pastelmind » Fri May 27, 2011 12:04 am

This version adds some new EXE edits, mostly involving fixes for reorganizing certain speed/attack upgrades. Also, there are new EXE edits related to Healing: maximum distance, heal target acquisition range, etc. I'm also adding a tutorial for updating Firegraft and existing mod files with the new file.

File was outdated; Removed.
pastelmind
Posts: 57
Joined: Fri Nov 19, 2010 7:50 am

Postby pastelmind » Wed Jun 01, 2011 11:12 pm

Interesting new EXE edits:

Code: Select all

569Change=0xeb32
569Entry=Tech,Target,Spawn Broodlings,Broodlings Do Not Kill Target
569Offset=0xf4aa6
569Size=2
569Type=Code
570Change=0xe900feffff
570Entry=Tech,Target,Spawn Broodlings,Broodlings Damage Target (No Miss)
570Hint=This EXE edit must be used along with the previous edit. Otherwise, the damage dealt will be meaningless.
570Offset=0x8ba06
570Size=5
570Type=Code
571Change=0x90909090909090b840010000
571Entry=Tech,Target,Mind Control,Make Spell Range Independent of Sight Range
571Hint=Must be enabled for the next EXE edit to work. Did you know that Mind Control was dependent on the Dark Archon's sight range?
571Offset=0xf69d0
571Size=12
571Type=Code
572Entry=Tech,Target,Mind Control,Spell Casting Range
572Hint=Measured in pixels. This EXE edit modifies a position that used to be program code, and thus requires the previous EXE edit to work. The default value is 98615807.
572Offset=0xf69d8
572Size=4
572Type=Const
573Change=0xeb
573Entry=Tech,Ground,Dark Swarm,Affect Air Units
573Hint=Allows the unit that is scanned as protecting ground attacks to affect air units also.
573Offset=0x76220
573Size=2
573Type=Jump
574Change=0x909090909090
574Entry=Tech,Ground,Dark Swarm,Preserve Original Unit Properties Upon Spawning
574Hint=The unit spawned by the spell will not have its elevation level/collision-related properties modified.
574Offset=0xf48f9
574Size=6
574Type=Code
575Change=0x909090909090
575Entry=Tech,Ground,Disruption Web,Preserve Original Unit Properties Upon Spawning
575Hint=The unit spawned by the spell will not have its elevation level/collision-related properties modified.
575Offset=0xf6b49
575Size=6
575Type=Code

So doing something like Force Field in SC2 is now possible in SC1. I'm also working on adding EXE edits for the default spellcasting AI, so the next update will have to wait a few days.

Edit: Well, crap. I must be the only person who didn't know that Irradiate duration is based on the Weapon Cooldown in WEAPONS.DAT...no wonder there is no EXE edit for this one.
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Hercanic
Posts: 39
Joined: Sat Sep 27, 2008 6:42 am

Postby Hercanic » Fri Jun 03, 2011 12:26 am

Fantastic work! :D
DiscipleOfAdun
Posts: 37
Joined: Sat May 05, 2007 9:39 pm

Postby DiscipleOfAdun » Fri Jun 03, 2011 5:05 am

Congratulations on all the hard work. I'm seriously impressed. :)
pastelmind
Posts: 57
Joined: Fri Nov 19, 2010 7:50 am

Postby pastelmind » Tue Jun 14, 2011 8:58 am

Edit: Outdated file removed.

Thanks for your encouragement. :)

I'm attaching a version with some new EXE edits -- at least, the ones that are supposed to be stable. It includes:

  • Spawn Broodling: Don't Kill Target, Deal Damage To Target
  • Mind Control: Modify Spellcasting Range (originally, Mind Control is dependent on the casting unit's sight range)
  • Dark Swarm, Disruption Web: Preserve Original Unit Properties Upon Spawning (don't make the unit into a flyer)
  • Irradiate:
    • Affect non-organic units, affect buildings
    • Modify splash radius
    • Remove splash damage (affect only 1 unit)
  • Effect boundary (something like radius) of Maelstrom, Stasis Field, Ensnare and Plague.
  • EMP Shockwave: limit the amount of Shields/Energy reduced to an absolute value.
  • Apply Damage Type Modifiers Before Shields/Armor
  • Changes the damage formula to: (damage) = (base dmg) x (modifier) - (armor)
Flexo
Posts: 15
Joined: Tue Aug 04, 2009 7:35 am

Postby Flexo » Tue Jun 14, 2011 5:28 pm

DiscipleOfAdun wrote:Congratulations on all the hard work. I'm seriously impressed. :)
Second! gg!

Now we can only hope that some mods appear that use this stuff, but at least its here. Flash forward 5 years and SC2 is all but a memory, modders will flock back to the simple and elegent days of BroodWar and have this to work with. "Build it and they will come!" :lol:
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Hercanic
Posts: 39
Joined: Sat Sep 27, 2008 6:42 am

Postby Hercanic » Thu Jun 16, 2011 10:30 am

Awesome work, Pastelmind! Many of those edits I can make good use of! :D
RavenWolf
Posts: 45
Joined: Sat Jun 25, 2011 1:03 am

Postby RavenWolf » Sat Jun 25, 2011 2:36 am

Very impressive work!

pastelmind wrote: Apply Damage Type Modifiers Before Shields/Armor
This also means that the unit size comes in concideration when damage its applied to shields, rigth?

Its a shame that i can?t update my mod to 1.16.1 because of pluggins :(

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