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Tagged: An Sha, Bei Ji, Destiny of an Emperor, Destiny of an Emperor Attributes, Destiny of an Emperor hacking, Destiny of an Emperor Mods, Destiny of an Emperor NES, Destiny of an Emperor Tactic, Fu Bing, Liu Bei, Tactic Expansion Project
- This topic has 119 replies, 8 voices, and was last updated 10 years, 6 months ago by sonic.penguin.
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May 30, 2013 at 7:52 pm #45139MiDKnighTModerator
As much work as I've put into the status page I'm inclined to leave it at 6. Looking at the definitions constitution looks like the most relevant but who would know what CON stands for. Maybe they might think they are an ex-con :o
May 30, 2013 at 7:59 pm #45140DragonAtmaModeratorI really don't think we need a sixth stat. You can if you want to (especially since my programming isn't nearly good enough to produce one with only five stats XD), but I disagree. Having five stats is still two more than we used to have!
May 31, 2013 at 2:02 pm #45141MiDKnighTModerator6 stats will be uber fun. You'll see. And now that I've made a tweek to duel all 3 stats are being used for something now (although it is minor)
LDR – Party leader's LDR affects duel outcome:
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Own STR: 50%
Own AGI: 16.5%
Party Leader's LDR: 16.5%
Secret Sauce Random Number: 16.5%
VIT – The base AC enhancement uses this now. So the higher VIT, the higher your base AC is.
POL – Affects item drops in lud's spoils of war enhancement. The higher the POL the more likely it is for enemies to drop items.
June 2, 2013 at 12:38 pm #45142shifter420Participantthis should be really fun to incorporate into upcoming mods, i can't wait to see how this turns out :D
June 2, 2013 at 2:39 pm #45143MiDKnighTModeratorQuote:this should be really fun to incorporate into upcoming mods, i can't wait to see how this turns outIndeed. I'm excited about it but know I have A LOT of coding ahead…
June 3, 2013 at 2:37 am #45144MiDKnighTModeratorPhase 4 is complete but could use some testing! Now tactics can be associated with 1 or 2 attributes.
In the list at 0xE8400–0xE84FF you can define a tactic as LDR based, STR based, INT based, AGI based, VIT based, or POL based. Then the success/fail will be measured by the tactic attribute of the attacker vs the tactic attribute of the defender (with randomness thrown in).
You can define the attributes for each tactic at 0xE84## where ## = tactic ID. To define each tactic you need to switch your calculator to binary mode (1's and 0's). Here's how we use each value:
Auto-Succeed – LDR – STR – INT – AGI – VIT – POL – (not used)
So if a tactic is INT based it would be:
Auto-Succeed – LDR – STR – INT – AGI – VIT – POL – (not used)
0 0 0 1 0 0 0 0
Then in your calculator switch this to hex and you get "10". Here are the defaults for each tactic:
01 Lian Huo = 10 (00010000 – INT based)
02 Ye Huo = 10 (00010000 – INT based)
03 Yan Re = 10 (00010000 – INT based)
04 Da Re = 10 (00010000 – INT based)
05 Huo Shen = 10 (00010000 – INT based)
06 Shui Tu = 10 (00010000 – INT based)
07 Shui Xing = 10 (00010000 – INT based)
08 Shui Lei = 10 (00010000 – INT based)
09 Hong Shui = 10 (00010000 – INT based)
0A Shui Long = 10 (00010000 – INT based)
0B Chi Xin = 94 (10010100 – auto succeed, INT+VIT based)
0C Tong Xian = 94 (10010100 – auto succeed, INT+VIT based)
0D Yin Xian = 94 (10010100 – auto succeed, INT+VIT based)
0E Jin Xian = 94 (10010100 – auto succeed, INT+VIT based)
0F Wan Fu = 94 (10010100 – auto succeed, INT+VIT based)
10 Ji Rou = C4 (11000100 – auto succeed, LDR+VIT based)
11 Protect = 94 (10010100 – auto succeed, INT+VIT based)
12 Duel = 20 (00100000 – STR based)
13 Ce Mian = 90 (10010000 – auto succeed, INT based)
14 Ji Mian = C0 (11000000 auto succeed, LDR based)
15 Charge = E0 (11100000 – auto succeed, LDR+STR based)
16 Yi Xin = 02 (00000010 POL based)
17 Li Jian = 12 (00010010 INT+POL based)
18 Qi Shou = C8 (11001000 – auto succeed, LDR+AGI based)
19 Jie Ce = 50 (01010000 LDR+INT based)
1A An Sha = 12 (00010010 INT+POL based)
1B Bei Ji = C0 (11000000 auto succeed, LDR based)
1C Fu Bing = 48 (01001000 LDR+AGI based)
1D Life = 94 (10010100 – auto succeed, INT+VIT based)
1E Raise = 94 (10010100 – auto succeed, INT+VIT based)
If a tactic is associated with 2 attributes, then we use the weakest attribute to check for success. For example, since Jie Ce (negate) is LDR and INT based, let's say my leader has 200 more INT than the enemy leader but only 10 higher LDR than the enemy leader. The code would use LDR to decide whether the tactic succeeds or fails since that is the weakest link.
Code Description:
3A:817A:A4 4D LDY $004D = #$01 <– Load current tactic
3A:817C:B9 F0 83 LDA $83F0,Y @ $83F1 = #$10 <– Check the list
3A:817F:10 03 BPL $8184 <– Is the tactic auto succeed?
3A:8181:4C 8B 83 JMP $838B <– If yes, success
3A:8184:C0 1A CPY #$1A <– Is tactic An Sha?
3A:8186:D0 03 BNE $818B <– If so, go to special An Sha code.
3A:8188:4C AB 83 JMP $83AB
3A:818B:A4 4D LDY $004D = #$01 <– Re-load tactic ID
3A:818D:B9 F0 83 LDA $83F0,Y @ $83F1 = #$10 <– Check list
3A:8190:29 40 AND #$40 <– Is LDR bit set?
3A:8192:C9 40 CMP #$40 <– Is LDR bit set?
3A:8194:F0 08 BEQ $819E
3A:8196:A9 FF LDA #$FF <– If LDR bit is not set, don't use this attribute for success/fail.
3A:8198:8D 30 64 STA $6430 = #$00 <– If LDR bit is not set, don't use this attribute for success/fail.
3A:819B:4C B0 81 JMP $81B0 <– Jump to next attribute
3A:819E:A4 4B LDY $004B = #$07 <– Check target's LDR
3A:81A0:B9 00 64 LDA $6400,Y @ $6401 = #$76 <– Check target's LDR
3A:81A3:85 F3 STA $00F3 = #$0C
3A:81A5:A4 4A LDY $004A = #$02 <– Check our own LDR
3A:81A7:B9 00 64 LDA $6400,Y @ $6401 = #$76 <– Check our own LDR
3A:81AA:20 B0 82 JSR $82B0 <– Subroutine (from original ROM) to compare attributes
3A:81AD:8D 30 64 STA $6430 = #$00 <– Store success rate value for LDR here
Repeat the same checks for STR, INT, AGI, VIT, POL:
3A:81B0:A4 4D LDY $004D = #$01
3A:81B2:B9 F0 83 LDA $83F0,Y @ $83F1 = #$10
3A:81B5:29 20 AND #$20
3A:81B7:C9 20 CMP #$20
3A:81B9:F0 08 BEQ $81C3
3A:81BB:A9 FF LDA #$FF
3A:81BD:8D 31 64 STA $6431 = #$18
3A:81C0:4C D5 81 JMP $81D5
3A:81C3:A4 4B LDY $004B = #$07
3A:81C5:B9 9C 61 LDA $619C,Y @ $619D = #$FA
3A:81C8:85 F3 STA $00F3 = #$0C
3A:81CA:A4 4A LDY $004A = #$02
3A:81CC:B9 9C 61 LDA $619C,Y @ $619D = #$FA
3A:81CF:20 B0 82 JSR $82B0
3A:81D2:8D 31 64 STA $6431 = #$18
3A:81D5:A4 4D LDY $004D = #$01
3A:81D7:B9 F0 83 LDA $83F0,Y @ $83F1 = #$10
3A:81DA:29 10 AND #$10
3A:81DC:C9 10 CMP #$10
3A:81DE:F0 08 BEQ $81E8
3A:81E0:A9 FF LDA #$FF
3A:81E2:8D 32 64 STA $6432 = #$08
3A:81E5:4C FA 81 JMP $81FA
3A:81E8:A4 4B LDY $004B = #$07
3A:81EA:B9 A8 61 LDA $61A8,Y @ $61A9 = #$4B
3A:81ED:85 F3 STA $00F3 = #$0C
3A:81EF:A4 4A LDY $004A = #$02
3A:81F1:B9 A8 61 LDA $61A8,Y @ $61A9 = #$4B
3A:81F4:20 B0 82 JSR $82B0
3A:81F7:8D 32 64 STA $6432 = #$08
3A:81FA:A4 4D LDY $004D = #$01
3A:81FC:B9 F0 83 LDA $83F0,Y @ $83F1 = #$10
3A:81FF:29 08 AND #$08
3A:8201:C9 08 CMP #$08
3A:8203:F0 08 BEQ $820D
3A:8205:A9 FF LDA #$FF
3A:8207:8D 33 64 STA $6433 = #$00
3A:820A:4C 1F 82 JMP $821F
3A:820D:A4 4B LDY $004B = #$07
3A:820F:B9 B4 61 LDA $61B4,Y @ $61B5 = #$4B
3A:8212:85 F3 STA $00F3 = #$0C
3A:8214:A4 4A LDY $004A = #$02
3A:8216:B9 B4 61 LDA $61B4,Y @ $61B5 = #$4B
3A:8219:20 B0 82 JSR $82B0
3A:821C:8D 33 64 STA $6433 = #$00
3A:821F:A4 4D LDY $004D = #$01
3A:8221:B9 F0 83 LDA $83F0,Y @ $83F1 = #$10
3A:8224:29 04 AND #$04
3A:8226:C9 04 CMP #$04
3A:8228:F0 08 BEQ $8232
3A:822A:A9 FF LDA #$FF
3A:822C:8D 34 64 STA $6434 = #$00
3A:822F:4C 44 82 JMP $8244
3A:8232:A4 4B LDY $004B = #$07
3A:8234:B9 10 64 LDA $6410,Y @ $6411 = #$A2
3A:8237:85 F3 STA $00F3 = #$0C
3A:8239:A4 4A LDY $004A = #$02
3A:823B:B9 10 64 LDA $6410,Y @ $6411 = #$A2
3A:823E:20 B0 82 JSR $82B0
3A:8241:8D 34 64 STA $6434 = #$00
3A:8244:A4 4D LDY $004D = #$01
3A:8246:B9 F0 83 LDA $83F0,Y @ $83F1 = #$10
3A:8249:29 02 AND #$02
3A:824B:C9 02 CMP #$02
3A:824D:F0 08 BEQ $8257
3A:824F:A9 FF LDA #$FF
3A:8251:8D 35 64 STA $6435 = #$00
3A:8254:4C 69 82 JMP $8269
3A:8257:A4 4B LDY $004B = #$07
3A:8259:B9 20 64 LDA $6420,Y @ $6421 = #$4A
3A:825C:85 F3 STA $00F3 = #$0C
3A:825E:A4 4A LDY $004A = #$02
3A:8260:B9 20 64 LDA $6420,Y @ $6421 = #$4A
3A:8263:20 B0 82 JSR $82B0
3A:8266:8D 35 64 STA $6435 = #$00
Now it's time to see which attribute we use to decide success/fail:
3A:8269:AD 30 64 LDA $6430 = #$00 <– Get LDR success rate value
3A:826C:85 F3 STA $00F3 = #$0C <– Store LDR success rate value
3A:826E:AD 31 64 LDA $6431 = #$18 <– Get STR success rate value
3A:8271:C5 F3 CMP $00F3 = #$0C <– Is STR a worse chance to succeed than LDR?
3A:8273:B0 02 BCS $8277
3A:8275:85 F3 STA $00F3 = #$0C <– If so we use STR success rate
Then repeat for INT, AGI, VIT, POL:
3A:8277:AD 32 64 LDA $6432 = #$08
3A:827A:C5 F3 CMP $00F3 = #$0C
3A:827C:B0 02 BCS $8280
3A:827E:85 F3 STA $00F3 = #$0C
3A:8280:AD 33 64 LDA $6433 = #$00
3A:8283:C5 F3 CMP $00F3 = #$0C
3A:8285:B0 02 BCS $8289
3A:8287:85 F3 STA $00F3 = #$0C
3A:8289:AD 34 64 LDA $6434 = #$00
3A:828C:C5 F3 CMP $00F3 = #$0C
3A:828E:B0 02 BCS $8292
3A:8290:85 F3 STA $00F3 = #$0C
3A:8292:AD 35 64 LDA $6435 = #$00
3A:8295:C5 F3 CMP $00F3 = #$0C
3A:8297:B0 02 BCS $829B
3A:8299:85 F3 STA $00F3 = #$0C
Now we see if the tactic succeeds or fails:
3A:829B:A5 AD LDA $00AD = #$74 <– Get random number
3A:829D:65 AE ADC $00AE = #$D4 <– Get random number
3A:829F:29 0F AND #$0F <– Get random number
3A:82A1:C5 F3 CMP $00F3 = #$0C Compare it to our success rate value
3A:82A3:90 03 BCC $82A8
3A:82A5:4C 90 83 JMP $8390 <– Tactic Fails
3A:82A8:4C 8B 83 JMP $838B <– Tactic Succeeds
June 3, 2013 at 3:25 pm #45145MiDKnighTModeratorPhase 5 is complete. You can now assign tactic damage to LDR, STR, INT, AGI, VIT, or POL. Also the target's VIT helps them reduce tactic damage some. Ie.. A tactic that hits someone with lower VIT will do more damage than against someone with higher VIT.
Changes have been put in the guide.
June 3, 2013 at 9:23 pm #45146sonic.penguinModeratorBoo, not sure if I like that. I would prefer higher VIT officers to be more damage resistant and higher POL officers to be more tactic resistant. Too much emphasis for 1 stat can be too overwpowering. And shouldn't Zhang Fei with a higher VIT be LESS resistant to tactic damage than someone who is lower but smarter like say Lu Su?
June 3, 2013 at 9:53 pm #45147MiDKnighTModeratorIt's not that much. It's only noticeable if you compare someone with 200 VIT vs someone with 40 VIT.
Also, VIT is not the same as STR. There could be a really good defensive officer with high VIT and low STR.
EDIT: I could also use a combination of VIT and INT if you'd like to do that. Meaning that VIT+INT would help reduce tactic damage (any tactic).
June 3, 2013 at 10:12 pm #45148MiDKnighTModeratorIn other news, being able to learn tactics by attribute (phase 6) is pretty much done. I started working on the main tactic expansion and am making progress. Room for 255 tactics may be here soon :o
June 4, 2013 at 3:57 am #45149MiDKnighTModeratorWow wow wow… You guys are gonna love this… I've mostly got the tactic expansion done. In fact, I just tested and I'm going to give us say… 40 new damage/healing tactics to play with! Of course you can assign each of these a damage/healing potential and assign various attributes to it (LDR, STR, INT, AGI, VIT, POL) which affects success/fail and damage dealt. I'm also going to make secondary tactics for Yi Xin, Li Jian, Qi Shou, An Sha (for sonic), Bei Ji, and Fu Bing so that we can have a single and multi target version of each.
June 4, 2013 at 2:05 pm #45150MiDKnighTModeratorThe framework for tactic expansion is complete!
There is now room for 255 tactics in the game. To do this I had to move and replace all of the tactic tables. The lists are at:
0xE8400–0xE84FF – Attributes associated with tactic
0xE8500–0xE85FF – Stat level needed to learn tactic
0xE8600–0xE86FF – Slot of tactic
0xE8700–0xE87FF – Priority level of tactic
0xE8800–0xE88FF – Tactic cost table
0xE8900–0xE89FF – How to target the tactic
0xE8A00–0xE8AFF – Targets all or not
0xE8B00–0xE8BFF – Elemental damage type
0xE8C00–0xE8CFF – Damage Potential 1
0xE8D00–0xE8DFF – Damage Potential 2
0xE8E00–0xE8EFF – Offensive/Defensive Tactic
0xE9000–0xE903F – Tactic ID level learned
Tactic Names are on Page 3E starting at 0xF8220.
So to use a new tactic, set up the above lists for that tactic and for your officer to learn it, add it to the tactic ID level learned table at 0xE9000. Note that the order you put in there is important. Ie.. a later tactic in slot 0 will replace an earlier one. The first list at "0xE8400–0xE84FF – Attributes associated with tactic" is very important. This defines what attributes are associated with a tactic and if the tactic auto-succeeds or not. The attributes control:
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– Whether a tactic is learned or not (if there are 2 attributes the officer's stat must be high enough in both attributes to learn the tactic.
– Whether the tactic succeeds or fails. It uses the attributes for the tactic and compares them to the enemy's same attributes. If there is more than one attribute we choose the weakest to determine if the tactic succeeds. For example if Zhuge Liang uses a tactic that has STR and INT then STR would be used to see if the tactic succeeds.
– How much damage the tactic does. The more attributes associated with a tactic, the higher the damage potential, but the more attributes the harder it is for the tactic to succeed.
Currently the tactics available are:
01 Lian Huo = 10 (00010000 – INT based)
02 Ye Huo = 10 (00010000 – INT based)
03 Yan Re = 10 (00010000 – INT based)
04 Da Re = 10 (00010000 – INT based)
05 Huo Shen = 10 (00010000 – INT based)
06 Shui Tu = 10 (00010000 – INT based)
07 Shui Xing = 10 (00010000 – INT based)
08 Shui Lei = 10 (00010000 – INT based)
09 Hong Shui = 10 (00010000 – INT based)
0A Shui Long = 10 (00010000 – INT based)
0B Chi Xin = 94 (10010100 – auto succeed, INT+VIT based)
0C Tong Xian = 94 (10010100 – auto succeed, INT+VIT based)
0D Yin Xian = 94 (10010100 – auto succeed, INT+VIT based)
0E Jin Xian = 94 (10010100 – auto succeed, INT+VIT based)
0F Wan Fu = 94 (10010100 – auto succeed, INT+VIT based)
10 Ji Rou = C4 (11000100 – auto succeed, LDR+VIT based)
11 Protect = 94 (10010100 – auto succeed, INT+VIT based)
12 Duel = 20 (00100000 – STR based) ***
13 Ce Mian = 90 (10010000 – auto succeed, INT based)
14 Ji Mian = C0 (11000000 auto succeed, LDR based)
15 Charge = E0 (11100000 – auto succeed, LDR+STR based) ***
16 Yi Xin = 02 (00000010 POL based)
17 Li Jian = 12 (00010010 INT+POL based)
18 Qi Shou = C8 (11001000 – auto succeed, LDR+AGI based)
19 Jie Ce = 50 (01010000 LDR+INT based)
1A An Sha = 12 (00010010 INT+POL based) ***
1B Bei Ji = C0 (11000000 auto succeed, LDR based)
1C Fu Bing = 48 (01001000 LDR+AGI based)
1D Life = 94 (10010100 – auto succeed, INT+VIT based)
1E Raise = 94 (10010100 – auto succeed, INT+VIT based)
1F New Damage tactic 1
20 New Damage tactic 2
21 New Damage tactic 3
22 New Damage tactic 4
23 New Damage tactic 5
24 New Damage tactic 6
25 New Damage tactic 7
26 New Damage tactic 8
27 New Damage tactic 9
28 New Damage tactic 10
29 New Damage tactic 11
2A New Damage tactic 12
2B New Damage tactic 13
2C New Damage tactic 14
2D New Damage tactic 15
2E New Damage tactic 16
2F New Damage tactic 17
30 New Damage tactic 18
31 New Damage tactic 19
32 New Damage tactic 20
33 New Damage tactic 21
34 New Damage tactic 22
35 New Damage tactic 23
36 New Damage tactic 24
37 New Damage tactic 25
38 New Damage tactic 26
39 New Damage tactic 27
3A New Damage tactic 28
3B New Damage tactic 29
3C New Damage tactic 30
3D New Heal tactic 1
3E New Heal tactic 2
3F New Heal tactic 3
40 New Heal tactic 4
41 New Heal tactic 5
42 New Heal tactic 6
43 New Heal tactic 7
44 New Heal tactic 8
45 New Heal tactic 9
46 New Heal tactic 10
And more coming soon…
The changes have been put in IPS patch 1.3 but note that the tactic names and tactic tables are not in patch 2 so they don't overwrite modded lists.
June 4, 2013 at 2:44 pm #45151MiDKnighTModeratorOf course I'd appreciate plenty of testing help. *nudges sonic*
EDIT: Oops I had broken all enemy tactics with one little boo boo.
To fix – 0x3B8FF: 8A
June 4, 2013 at 7:50 pm #45152MiDKnighTModeratorNew tactics added, plus some A.I. fixes. Tactics added:
47 – Yi Xin2
48 – Li Jian2
49 – Qi Shou2
4A – An Sha2
4B – Bei Ji2
4C – Fu Bing2
Basically multi-hit versions of the original tactics. So the original ones will be single hit and these will be multi-hit. And for adding the new tactics this code is important:
0E:BB40:C0 1D CPY #$1D <– Life?
0E:BB42:D0 03 BNE $BB47
0E:BB44:4C BA BA JMP $BABA <– If Life go here
0E:BB47:C0 1E CPY #$1E <– Raise?
0E:BB49:D0 03 BNE $BB4E
0E:BB4B:4C BA BA JMP $BABA <– If Raise go here
0E:BB4E:C0 1D CPY #$1D <– Higher than tactic 1D?
0E:BB50:B0 03 BCS $BB55
0E:BB52:4C EA BA JMP $BAEA <– Lower go here
0E:BB55:C0 49 CPY #$49 <– Lower than tactic 49?
0E:BB57:B0 0A BCS $BB63
0E:BB59:98 TYA
0E:BB5A:38 SEC
0E:BB5B:E9 31 SBC #$31
0E:BB5D:85 4D STA $004D = #$4A
0E:BB5F:A8 TAY
0E:BB60:4C 13 BB JMP $BB13
0E:BB63:C0 49 CPY #$49 <– Tactic 49 (Qi Shou2)?
0E:BB65:D0 0A BNE $BB71 <– If not skip ahead
0E:BB67:98 TYA
0E:BB68:38 SEC
0E:BB69:E9 31 SBC #$31
0E:BB6B:85 4D STA $004D = #$4A
0E:BB6D:A8 TAY
0E:BB6E:4C F2 BA JMP $BAF2
0E:BB71:C0 4A CPY #$4A <– Tactic 4A (An Sha2)?
0E:BB73:D0 0A BNE $BB7F <– If not skip ahead
0E:BB75:98 TYA
0E:BB76:38 SEC
0E:BB77:E9 30 SBC #$30
0E:BB79:85 4D STA $004D = #$4A
0E:BB7B:A8 TAY
0E:BB7C:4C 8D BA JMP $BA8D
0E:BB7F:C0 4B CPY #$4B <– Is tactic 4B (Bei Ji2)?
0E:BB81:D0 0A BNE $BB8D <– If not skip ahead
0E:BB83:98 TYA
0E:BB84:38 SEC
0E:BB85:E9 30 SBC #$30
0E:BB87:85 4D STA $004D = #$4A
0E:BB89:A8 TAY
0E:BB8A:4C F2 BA JMP $BAF2
0E:BB8D:C0 4C CPY #$4C <– Is tactic 4C (Fu Bing2)?
0E:BB8F:D0 0A BNE $BB9B
0E:BB91:98 TYA
0E:BB92:38 SEC
0E:BB93:E9 30 SBC #$30
0E:BB95:85 4D STA $004D = #$4A
0E:BB97:A8 TAY
0E:BB98:4C EA BA JMP $BAEA
So if we add more tactics, we need to pick up where I left off at BB98 on page 0E (although we will probably need to switch to a new page for more space). Likewise, the A.I. leaves off here:
01:8479:C9 4B CMP #$4B
01:847B:D0 0F BNE $848C
01:847D:A8 TAY
01:847E:AD 2E 62 LDA $622E = #$00
01:8481:3D 30 81 AND $8130,X @ $8136 = #$02
01:8484:C9 00 CMP #$00
01:8486:F0 03 BEQ $848B
01:8488:4C A8 83 JMP $83A8
01:848B:98 TYA
01:848C:68 PLA
01:848D:C9 2B CMP #$2B
01:848F:F0 04 BEQ $8495
01:8491:48 PHA
01:8492:4C C0 80 JMP $80C0
01:8495:48 PHA
01:8496:4C 00 80 JMP $8000
So if we added more we'd have to pick up at 848C on page 01.
Code changes:
0x4130:
A883984C4084
0x4160:
10F8C900F0034CA883A0194CD7800000
C015D0034CB1824C7A81EAEAEAEAC012
D0034CB182A93A2082C4C01AD0034CB0
83C04AD0034CB0834C6E810000000000
0x42C0:
81EAEAEAEAEAEAEA
0x4450 (A.I. code for new tactics):
C947D00FA8AD28623D3081C900F0034C
A88398C948D00FA8AD2A623D3081C900
F0034CA88398C949D00FA8AD2C623D30
81C900F0034CA88398C94BD00FA8AD2E
623D3081C900F0034CA8839868C92BF0
04484CC080484C008000000000000000
0x3BAC0:
9D06054C4EBA4C40BBEA
0x3BB50 (new tactics):
C01DD0034CBABAC01ED0034CBABAC01D
B0034CEABAC049B00A9838E931854DA8
4C13BBC049D00A9838E931854DA84CF2
BAC04AD00A9838E930854DA84C8DBAC0
4BD00A9838E930854DA84CF2BAC04CD0
0A9838E930854DA84CEABA0000000000
0x7A950 (A.I. Bug Fix):
0000A90E2082C468684C0080
Default tactic attributes:
0xE8447: 0212C812C048
0xE8647: 040505050505
0xE8747: 040402040502
0xE8947: 000000000000
0xE8A47: 808001800180
0xE8E47: 000080008000
0xF8680 (Default Names):
7428380A27383D02FF00000000000000
751B380A1938303D02FF000000000000
7420380A22373E6402FF000000000000
76103D0A22373002FF00000000000000
0F1134380A193802FF00000000000000
7215640A11383D3602FF000000000000
IPS patch 1.3 updated.
June 4, 2013 at 8:00 pm #45153ludmeisterParticipantMy goodness. This is incredible work! The possibilities will be endless…
When all else fails... manipulate the source code.
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