FireGraft 1.16.1 (primarily exe edit discussion)

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RavenWolf
Posts: 45
Joined: Sat Jun 25, 2011 1:03 am

Postby RavenWolf » Thu May 10, 2012 9:22 pm

Well,thanks to take a look on those suggestions. And great work with the new exe edits ;)
pastelmind
Posts: 57
Joined: Fri Nov 19, 2010 7:50 am

Postby pastelmind » Wed May 23, 2012 4:04 pm

Edit: File was outdated and subsequently removed.

@RavenWolf: After some tinkering I nailed the latter two exe edits.

New EXE Edits:
  • Modify hit chance under Dark Swarm
  • Modify hit chance under doodads (trees)
  • Modify hit chance when attacking units uphill
  • Remove random cooldown change when attacking

Off-topic, I discovered that when Dark Swarm is modified to protect air units, it also makes doodads protect air units.
ranmakun
Posts: 18
Joined: Mon Oct 24, 2011 6:01 pm

Postby ranmakun » Sun Jun 03, 2012 7:25 pm

Oh my GOD!! StarCraft Modders have no limits!!!! i like help but is impossible for me.., but i can help with ideas :D, too for my mod and for yours, for increased yours modder level!! ! :D

its possible?
TERRAN
- marine with a new spell: matrix defensive himself. (like the teleportation/recall inverse).
- firebat with a new spell: hallucination himself
- possibility to camuflage all unit if activate the icon spell.
- possibility to load unit/mechanical into a building.(lift building and possibility to unload in any place,like a dropship)

:D easy or hard??? :P

PD: sorry for my bad english.. :(
RavenWolf
Posts: 45
Joined: Sat Jun 25, 2011 1:03 am

Postby RavenWolf » Wed Jun 13, 2012 2:55 pm

pastelmind wrote:Apply Damage Type Modifiers Before Shields/Armor
Changes the damage formula to (damage) = (base dmg) x (modifier) - (armor)


I find that this exe edit makes ignore armor weapons to not ignore the target armor(it works on shields but not on hp), so spells like irradiate and psystorm lose potetential with higher armor targets(irradiate cant even kill a fully upgrade firebat).

There is any chance to fix that?

I dont know if will work, but may be changing the formula to
(damage) = (base dmg - (armor/modifier)) x (modifier) ?
pastelmind
Posts: 57
Joined: Fri Nov 19, 2010 7:50 am

Postby pastelmind » Sat Jun 16, 2012 12:59 pm

Edit: File was outdated and subsequently removed. For the latest version, please see the first post.

New exe edits:
  • Modify energy upgrade connected to unit
  • Modify sight upgrade connected to unit
Which means you can give sight/energy upgrades to other units. However, you can't create new ones--you have to modify existing upgrades (Sensor Array, Titan Reactor, etc).

In other news, I don't think I'll be able to work with FireGraft (and StarCraft) for a long, long time. It's sad, but you just have to let some things go...it was fun while I could enjoy it.

ranmakun wrote:its possible?
TERRAN
- marine with a new spell: matrix defensive himself. (like the teleportation/recall inverse).
- firebat with a new spell: hallucination himself
- possibility to camuflage all unit if activate the icon spell.
- possibility to load unit/mechanical into a building.(lift building and possibility to unload in any place,like a dropship)
FireGraft edits usually modify things that already exist. Creating new spells like the ones you mentioned would probably need plugins. I'm afraid none of your suggestions seem feasible to me.

RavenWolf wrote:
pastelmind wrote:Apply Damage Type Modifiers Before Shields/Armor
Changes the damage formula to (damage) = (base dmg) x (modifier) - (armor)
I find that this exe edit makes ignore armor weapons to not ignore the target armor(it works on shields but not on hp), so spells like irradiate and psystorm lose potetential with higher armor targets(irradiate cant even kill a fully upgrade firebat).

There is any chance to fix that?

I dont know if will work, but may be changing the formula to
(damage) = (base dmg - (armor/modifier)) x (modifier) ?
Huh. You know, I have no idea how that thing works. I made that hack before I got a copy of IDA Pro, and being unfamiliar with assembly, I mostly moved fragments of code around until it seemed to work. Besides, I probably won't have time to interact with any of these now...sorry about that.
RavenWolf
Posts: 45
Joined: Sat Jun 25, 2011 1:03 am

Postby RavenWolf » Wed Jun 20, 2012 1:24 pm

No problem man, you did an amazing job with all those new exe edits!
pastelmind
Posts: 57
Joined: Fri Nov 19, 2010 7:50 am

Postby pastelmind » Wed Jul 18, 2012 1:46 pm

Edit: The attachment was out of date and thus removed.

New EXE Edits:
  • Ensnare:
    • Affect 1 unit only (a la Lockdown, Optic Flare, etc.)
    • Ensnare weapons deal damage like Normal weapons*
    • Don't increase weapon cooldown
    • Don't affect robotic units at all
  • Status Effects:
    • D-Matrix does not reveal cloaked units
    • Lockdown does not reveal cloaked units
    • Maelstrom does not reveal cloaked units
    • (and so on for Irradiate, Ensnare, Plague, Stasis Field, and Corrosive Acid)
  • Misc:
    • Modify mineral harvesting time
    • Modify gas harvesting time
    • Modify weapon cooldown increase by Corrosive Acid
    • Allow hallucinations to NOT receive double damage
*See: Spawn Broodlings deal damage to target unit

Bug Fixes:
  • The 'Apply weapon damage modifiers before shields/armor' EXE edit now treats 'Ignore Armor' weapons as it should. Thanks, RavenWolf!
Notes:
  • Using the new Ensnare-related EXE edits, it is possible to emulate the 'Concussive Shells' ability of Marauders in StarCraft 2. Try!
  • With 'apply weapon damage modifiers before shields/armor' enabled, weapon damage modifiers are calculated before Defensive Matrix and Protoss Plasma Shields.
RavenWolf
Posts: 45
Joined: Sat Jun 25, 2011 1:03 am

Postby RavenWolf » Fri Jul 20, 2012 1:18 pm

Great! and thanks for that fix.
pastelmind
Posts: 57
Joined: Fri Nov 19, 2010 7:50 am

Postby pastelmind » Wed Aug 01, 2012 7:15 am

Edit: File was outdated and thus removed.

New EXE Edits:
  • Modify nuke damage (500)
  • Hallucination:
    • Allow hallucinations to deal damage
    • Allow hallucinations of detectors (e.g. Overlords) to detect invisible units
    • Don't disguise hallucinations (show blue tinge)
  • Carrier Attack:
    • Modify interceptor attack-move range leeway
    • Modify interceptor heal amount per cycle
    • Modify interceptor AI: launch without waiting to heal, don't restore shields, don't return when low on shields, etc.
  • Valkyrie/Halo Rockets: Edit missile target position coordinates
  • Corrosive Acid:
    • Change maximum stack level
    • Modify timer (80 seconds)
  • Make units unselectable (click, drag-select, etc.)
  • Enable right-click rally point selection for any buildings
  • Restoration: Don't cure Parasite/Optical Flare/Ensnare/...
  • Customize spellcasting range for Mind Control/Hallucination/Feedback/Defensive Matrix/Nuclear Strike
  • Modify weapon cooldown for (Reavers/Siege Tanks/Goliaths) on exiting transport
  • Modify Shield Battery's starting energy (100)

In other news, the number of available EXE edits has reached the 1,000 mark. Whew!
I'm still open to new ideas for EXE edits--help us reach OVER 9000!
pastelmind
Posts: 57
Joined: Fri Nov 19, 2010 7:50 am

Postby pastelmind » Fri Aug 03, 2012 6:29 pm

Edit: Outdated file was outdated -- and removed.

Note: This release is a bug fix for the August 1st release.
New EXE Edits:
  • Hallucination: Hallucinations consume supply like normal units
  • Bunker: Select/change specific unit to use flamethrower overlay when inside the bunker
  • Subterranean Spines: Allow more weapons to use the Lurker Attack Array for determining splash damage
Bug Fixes:
  • The mineral/gas harvesting time should work properly now. Sorry about the typo in the FGD file.





:(

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