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HoMM3 auto Guard slot amount

 
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dksvertix
Newbie cheater
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Joined: 07 Oct 2012
Posts: 21

PostPosted: Tue Oct 09, 2012 10:47 pm    Post subject: HoMM3 auto Guard slot amount Reply with quote

I want to lock a split army amount for each slot for Guards, but doing this the newbie way will force me to write a huge address list.

I thought I should learn a bit deeper.

What I want to learn now, is, how to get currently selected/opened guardable object's guard spot addresses and either
1) set a pre-amount for each slot, so I won't have to split manually and just accept, or
2) automatically fill all slots with army in my slot #1

Now, any tutorials about this specific part?

And btw, is it possible to make a CE script that will somehow check, if the executable is the correct one?


CE and HoMM3 are like just made to be together. Laughing
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dksvertix
Newbie cheater
Reputation: 0

Joined: 07 Oct 2012
Posts: 21

PostPosted: Thu Oct 18, 2012 12:51 am    Post subject: Reply with quote

Oookay, this is not so easy as I thought. I will trash this idea.

I need to learn more Assembly, since almost all I did is screw up the values globally. Laughing

But one thing I did find, was how to make all resources, even those captured by my enemies, be under my control only. Laughing

4C674D : mov [esi],bl

set "1" instead of "bl" Laughing

There also seems to be something missing, something I can not find. I can't insert new mobs to guard that captured, non-guarded resource - some things, a lot of things, needs to be activated in order to get all mob codes and text display right. I just can't figure it all out, yet...

why does it default displaying text about Tryoglites guarding that place, why does it show Wraith icons and sometimes even 255 Serpents appear if I move an Archangel out from it's slot, why do I need to zero out 3 bytes in order it to make it show name after "Guarded by a .. of"... messy, messy, messy.
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