Home › Forums › Destiny of an Emperor › New Mod: Hero of Chaos (Cao Cao Mod)
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Lady Cao Zhang.
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January 16, 2014 at 9:11 am #52967
MiDKnighT
ModeratorYou can leave those the same but also add new tactics into the picture that rely on other stats. Maybe Scout with AGI and INT. Arrows (new damage tactic) with LDR and AGI. Using this not only makes each profile more unique, it also finds uses for the 3 new attributes.
January 16, 2014 at 9:40 am #52969sonic.penguin
ModeratorThat’s an idea! Currently POL determines drop rate, VIT determines defense and LDR determines…. what again? Hmm, at any rate, I think I could definitely use those for the additional ones. I’m particularly interested in how Gullwing will be functional…
I’ll keep working on the mod in the meantime. If you happen to get the fixes for the tactic stuff, let me know
January 16, 2014 at 9:55 am #52971MiDKnighT
ModeratorLDR does’t do much but if you tie it to some new tactics you can make it mean something.
Actually I think I added LDR to the duel stuff before (I’ll have to look for it). Ie… if your party leader has higher LDR you have more chance of winning a duel. And I think I made it so that LDR+AGI determined your ability to retreat.
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This reply was modified 12 years, 2 months ago by
MiDKnighT.
January 16, 2014 at 9:56 am #52972sonic.penguin
ModeratorAh, and about the base AC thing, it seems even people with marginal stats, have almost maxed out Base AC. For exmaple:
With stats like that, he should have at max 50 Base AC, not 91, but that has to do with the level multiplier as well. The Base AC should probably only marginally affect and should be thought of as its potential at level 51/52. So at level 52 this guy should have around 50 or so AC, level 25 it should be around 25, etc. I just don’t see any of the guts posted on the romhacking guide with addresses otherwise I would tinker with the level multiplier a bit. Any thoughts?
January 16, 2014 at 10:07 am #52973MiDKnighT
ModeratorWould have to dig into Lud’s formula for that.
January 16, 2014 at 10:30 am #52975MiDKnighT
ModeratorWorking on the tactic learning thing. I’ve replicated the problem now just have to dig through my profile enhancement code to figure it out after all this time.
January 16, 2014 at 11:27 am #52976MiDKnighT
ModeratorFixed the tactic bug. Problem was that it was comparing the tactic priority of Raise to the slot of Life. It should have been comparing priority vs priority. Change is very simple:
0xEB7FD: “85”–>”86″
He still does not have Chaos but that’s because you have INT and POL checked off and his POL isn’t high enough since the stat level required is 253:
January 16, 2014 at 11:32 am #52977sonic.penguin
ModeratorJanuary 16, 2014 at 12:40 pm #52978sonic.penguin
ModeratorOkay, just got a bug and here is how it looks. Essentially DOAEditor is not working in unison with the formula that derives stats. It’s wrapping around, or something to that effect, much like the agility did before we knew about it. I was wondering why when I gave Cao Cao 255 LDR that it was going back down to 220 something, thats because it is not over-riding the formula which determines stats for LDR, VIT, and POL
Here will be the other issue… when officers who gain AGI go to the next chapter, that is also going to boost the values of anything that is based off of AGI, doing who know’s what to it.
January 16, 2014 at 12:41 pm #52979MiDKnighT
ModeratorI found the base AC stuff here:
Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com )
Documented in post #40440. Essentially the formula in IPS 1.3 is:
1. Grab VIT
2. LSR it once
3. Add it to AC
4. Grab STR
5. LSR it twice
6. Add it to AC
7. Grab AGI
8. LSR it twice
9. Add it to ACAnd the level is involved as well. Lud documented the original formula in the guide:
let x = STR/2 + INT/4 + AGI/4
But this is now changed in the IPS patch to:
let x = VIT/2 + STR/4 + AGI/4
Base AC = x * 3 * level / 256, capped at 100
Liang Gang must have been at a pretty high level. Looking at him further:
VIT = 149
STR = 188
AGI = 123Doing the LSRs on those numbers we have…
LSR’d VIT = 74
LSR’d STR = 47
LSR’d AGI = 30Calculator using http://www.miniwebtool.com/bitwise-calculator/bit-shift/ (right shift)
So in our case x was 151. Looking back at this:
Base AC = x * 3 * level / 256, capped at 100
That means your level must have been 52 which is max. So:
151 * 3 * 52 = 23556
23556 / 256 = 92So his base AC was high because his level was so high. And since lud capped it at 100, that means the maximum armor+helmet should be at around 100 giving a total AC of about 200 to the wearer if they are studly.
January 16, 2014 at 12:47 pm #52980sonic.penguin
ModeratorOkay, so changing the multiplier from 3 to 2 drops it down to 61 which is a LOT more reasonable in my opinion for an officer w/ these kinds of stats even at level 52. That makes a lot more sense in my book considering I’m trying to tone down a lot of the officers even with stats under 100- Mid 100’s (mostly its POL) for the warrior type officers.
I’m looking for the page that gives the address for that multiplier… I can see it is around 785D7 but I can’t seem to pick it out…
January 16, 2014 at 1:04 pm #52981MiDKnighT
ModeratorI found the multiplier:
1E:98A5:AD 73 60 LDA $6073 = #$34 <– Load current level
1E:98A8:0A ASL <– shift left (doubling it)
1E:98A9:6D 73 60 ADC $6073 = #$34 <– Add the level again
1E:98AC:85 15 STA $0015 = #$00 <– Store itSo if we just take out the adding it back part, that would reduce the multiplier to 2.
So let’s take a monster officer at level 52:
VIT=255
STR=255
AGI=255Now our new formula:
let x = VIT/2 + STR/4 + AGI/4
Base AC = x * 2 * level / 256, capped at 100He would be at 102 which would get capped down to 100 which seems reasonable.
I’ll probably change the multiplier to 2 in IPS 1.3 also. The change would be:
0x798B9: “6D 73 60″–>”EA EA EA”
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This reply was modified 12 years, 2 months ago by
MiDKnighT.
January 16, 2014 at 1:06 pm #52983sonic.penguin
ModeratorOkay, just got a bug and here is how it looks. Essentially DOAEditor is not working in unison with the formula that derives stats. It’s wrapping around, or something to that effect, much like the agility did before we knew about it. I was wondering why when I gave Cao Cao 255 LDR that it was going back down to 220 something, thats because it is not over-riding the formula which determines stats for LDR, VIT, and POL
Here will be the other issue… when officers who gain AGI go to the next chapter, that is also going to boost the values of anything that is based off of AGI, doing who know’s what to it.
Just got some more information about this. It’s doing it for Cao Cao (aka Liu Bei) Value A6-A8… its not doing it to either of the Xiahou Bros… It’s doing it with Yu Jin – Mi Zhu replacement (3C-3D)… wonder what the heck is going on. It seems to be doing that for some and not others.
January 16, 2014 at 1:18 pm #52985MiDKnighT
ModeratorThe LDR tables are at 0x7AA## where ## is the officer ID. I looked at the ROM you sent me and Cao Cao’s LDR is at “FF 00 00” (A6-A8). When I opened the game his LDR was down to 195. Just traced it and the game is looking up the A8 value which is 00 so it’s deriving its own (thanks to my code FLEXX )
So until I fix DoaEditor the solution is to just manually put FF (255) in the table at all 3 spots:
0x7AAA6: FF FF FF
The DoaEditor bug is with officer with multiple officer IDs. Way around is to manually update the tables:
To set the LDR for an officer, put the value at 0x7AA## where ## = officer ID
To set the VIT for an officer, put the value at 0x7AB## where ## = officer ID
To set the POL for an officer, put the value at 0x7AC## where ## = officer IDI’ll have to see how Niahak handled those cases in his code.
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This reply was modified 12 years, 2 months ago by
MiDKnighT.
January 16, 2014 at 1:36 pm #52987sonic.penguin
ModeratorActually, that same thought crossed my mind since it was with Cao Cao and Yu Jin. Also I found the tables that handle displayed AC although its confusing in the guide since it doesn’t explicitly say “this is for displayed AC, and this one is for actual AC”…. well, now it does :D
Displayed AC for body armor:
Armor Defense: 0xfe750 to 0xfe758Displayed AC for helmets:
Helm Defense: 0xfe759 to 0xfe760Here is how it looks after a re-equip and billeting swap (which fixes officer data changes for some reason)
Any way we can get the AC Bar to go all the way to the end like the others? For some reason it stops short. The 235 AC bar isn’t even as long as the 153 INT bar.
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This reply was modified 12 years, 2 months ago by
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