Pozhalujsta, charged weapons spend batteries, pyro weapons spend fuel |
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Pozhalujsta, charged weapons spend batteries, pyro weapons spend fuel |
Shark |
5.5.2022, 2:18
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#1
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Please help me, i'm trying to make pyro tech weapons consume fuel and charged tech weapons consume batteries.
I was successful in making "charged" weapons spend batteries, however I just don't know how to make "pyrotechnic" weapons spend fuel. I see that Multiverse has done such thing as well, however i'm unable to port that to my own mod. How do they do it? How to make scripts spend fuel? Sorry for bad russian, I don't speak it and just use a translator ---- Пожалуйста, помогите мне, я пытаюсь заставить пиро -техническое оружие потреблять топливо и заряженное техническое оружие потреблять батареи. Мне удалось сделать «заряженное» оружие тратить батареи, однако я просто не знаю, как сделать «пиротехническое» оружие тратить топливо. Я вижу, что мультивселен также сделал такую вещь, однако я не могу перенести это в свой собственный мод. Как они это делают? Как заставить сценарии тратить топливо? Извините за плохую русскую, я не говорю на нем и просто использую переводчик EDIT: Hmm... I seems it's a binary change, it works when I simply use the multiverse arcanum.exe .... How did they repurpose the scroll distance to use up fuel? ``` description "" MAX_LINES_ALLOCATED 20 0. IF Triggerer has item named 2402 THEN goto line 2 1. return and RUN default 2. random number 10 to 40: store in Local 0 3. damage Extra Object for Local 0 points of type 3 damage 4. scroll distance: store in 1 5. script eye candy: play 77 on Extra Object 6. stat stat_level of Extra Object: store in Local 1 7. IF Local 1 <= 0 THEN goto line 10 8. Local 2 = Local 0 * 18 9. stat 18 of Player: adjust by Local 2 10. return and RUN default ``` Which one of these lines uses fuel? --- Хм ... я, кажется, это бинарное изменение, оно работает, когда я просто использую мультивселенную arcanum.exe .... как они перепрофилировали расстояние прокрутки, чтобы использовать топливо? ``` description "" MAX_LINES_ALLOCATED 20 0. IF Triggerer has item named 2402 THEN goto line 2 1. return and RUN default 2. random number 10 to 40: store in Local 0 3. damage Extra Object for Local 0 points of type 3 damage 4. scroll distance: store in 1 5. script eye candy: play 77 on Extra Object 6. stat stat_level of Extra Object: store in Local 1 7. IF Local 1 <= 0 THEN goto line 10 8. Local 2 = Local 0 * 18 9. stat 18 of Player: adjust by Local 2 10. return and RUN default ``` Какая из этих линий использует топливо? Сообщение отредактировал Shark - 5.5.2022, 3:38 |
gamer_777 |
6.5.2022, 2:22
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#2
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Последний
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Shark, this feature initially was a part of the mod "Arcanum Total Rebalance".
AFAIK, you need to use not only modified Arcanum.exe from this mod, but also modified action.mes and ScrMaker.exe from this mod. Only the Autor can tell you more about this. He is still alive on this forum. |
Shark |
6.5.2022, 21:54
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#3
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Shark, this feature initially was a part of the mod "Arcanum Total Rebalance". AFAIK, you need to use not only modified Arcanum.exe from this mod, but also modified action.mes and ScrMaker.exe from this mod. Only the Autor can tell you more about this. He is still alive on this forum. I can deal with the mes files myself, and I somehow doubt the ScrMaker.exe makes any difference, whether it's the one from UAP/Multiverse or a normal one from vanilla, but i'm open to learning. I believe the scripts are parsed by the main binary - arcanum.exe, and that's what i need the engine patch for. From what I see, there's 54 differences between the UAP arcanum.exe and Multiverse arcanum.exe - so I just need to find the minimal subset of changes that contains the change I need. For some yet unknown reason, I don't want to just use the multiverse arcanum.exe binary because it may have other gamebreaking bugs/changes in it that i'm not interested in. I just need this one for now, so first things first - keep applying binary difference patches from MV to UAP until I get the necessary result, then minimize the change until I find just the thing I need. I will look into finding the Arcanum Total Rebalance and maybe do a comparison between it and UAP, maybe there's less differences to sift through. ---- Я могу разобраться с файлами MES, и я каким -то образом сомневаюсь в scrmaker.exe, имеет ли это какое -либо значение, будь то тот, кто от UAP/Multiverse или обычный от ванили, Но я открыт для обучения. Я полагаю, что сценарии проанализированы основным бинарным - arcanum.exe, и это то, для чего мне нужен патч двигателя. Из того, что я вижу, существует 54 различия между UAP Arcanum.exe и Multiverse Arcanum.exe - поэтому мне просто нужно найти минимальное подмножество изменений, которое содержит необходимое изменение. По какой -то еще неизвестной причине я не хочу просто использовать бинарную мультивсеров Arcanum.exe, потому что в нем могут быть другие ошибки/изменения, которые меня не заинтересованы. Мне просто нужен это на данный момент, так что первые вещи Сначала - продолжайте применять патчи бинарной разницы от MV к UAP, пока я не получу необходимый результат, а затем минимизируйте изменение, пока не найду то, что мне нужно. Я рассмотрю общий перебалансирование Arcanum и, возможно, проведу сравнение между ним и UAP, возможно, есть меньше различий, чтобы просеять. |
Shark |
8.5.2022, 1:10
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#4
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It seems that, in his (ATR) version of the game and ScrMaker
``` scroll distance: store in 1 ``` is decompiled/translated into ``` drain 1 fuel from Triggerer ``` However, the Multiverse ScrMaker doesn't see it that way in their install, yet it still works. Putting that ScrMaker (and the rest of the ATR binaries) into any of my installs (vanilla, Multiverse, UAP) doesn't see that line as "drain 1 fuel from Triggerer". .... so it seems that I'm missing more things. It simply doesn't make much sense to me, that when I use MV/ATR binary in the UAP folder, it works fine (which lead me to believe that i just need to patch the UAP arcanum.exe), but only when I use ATR's ScrMaker in it's native environment, the script shows "drain 1 fuel from triggerer". And yet, the script works with both ATR and MV binaries, in or outside of their native environment (e.g. using those binaries in the UAP folder) A very non-trivial lottery problem to find out just the bytes/addresses that facilitate this behaviour. :'( Сообщение отредактировал Shark - 8.5.2022, 1:10 |
Positiff |
8.5.2022, 14:19
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#5
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Технолог
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The minimum set of changes to make "drain fuel" feature work:
Update Arcanum.exe using any HEX-editor according to the data below ([HEX offset] - [The values of bytes which should be written]): 0496D2 - 8B 7D 10 8B 56 0C 0F BE 46 04 57 52 50 E8 8C 23 00 00 0F BE 56 05 8B 4E 10 57 51 52 8B D8 E9 E4 01 14 00 90 90 90 1898D9 - E8 82 20 EC FF 6A 00 6A 00 6A 03 E9 FA 10 EC FF Copy scripts with these numbers from «Arcanum Total Rebalance\Файлы\data\scr» to your mod: 01338, 02938, 02954, 02998, 03002, 03066, 03072 Change the text of line with number 90 in «data\semes\action.mes» file to: {90}{drain (num) fuel from inventory of (obj)} Don't forget to mention that this feature is taken from Arcanum Total Rebalance mod -------------------- |
Shark |
11.5.2022, 3:19
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#6
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The minimum set of changes to make "drain fuel" feature work: Update Arcanum.exe using any HEX-editor according to the data below ([HEX offset] - [The values of bytes which should be written]): 0496D2 - 8B 7D 10 8B 56 0C 0F BE 46 04 57 52 50 E8 8C 23 00 00 0F BE 56 05 8B 4E 10 57 51 52 8B D8 E9 E4 01 14 00 90 90 90 1898D9 - E8 82 20 EC FF 6A 00 6A 00 6A 03 E9 FA 10 EC FF Copy scripts with these numbers from «Arcanum Total Rebalance\Файлы\data\scr» to your mod: 01338, 02938, 02954, 02998, 03002, 03066, 03072 Change the text of line with number 90 in «data\semes\action.mes» file to: {90}{drain (num) fuel from inventory of (obj)} Don't forget to mention that this feature is taken from Arcanum Total Rebalance mod Thanks a bunch, i'll give it a try one of these days. Hopefully the patch works out, since i'm doing it on top of UAP. And sure, if it gets released (and doesn't remain just for personal use) - you'll get credit. Having finally dug out the origin of the feature and the author's name. BTW, these semes files - what are they for? I see your mod has them, and ATR has them. Didn't see them anywhere else. Game's .dat files don't seem to have them either. |
Positiff |
15.5.2022, 12:55
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#7
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Технолог
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BTW, these semes files - what are they for? I see your mod has them, and ATR has them. Didn't see them anywhere else. Game's .dat files don't seem to have them either. They are for ScrMaker.exe obviously - their content is a names of commands and variables used in script editor. I've unpacked game's .dat files a very long time ago, but I'm pretty sure that one of these .dat archives contains "semes" folder and files in it. If it's not, then these files are in "data\semes" folder outside of .dat archives - it is also works well (data in archived files are replaced by the files in "data" forder when the game starts - that's why my ATR mod don't have any .dat archives and contains only pure files in appropriate folders, what allows anyone, who uses it, to easily make some changes).-------------------- |
Shark |
17.5.2022, 0:31
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#8
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BTW, these semes files - what are they for? I see your mod has them, and MV has them. Didn't see them anywhere else. Game's .dat files don't seem to have them either. They are for ScrMaker.exe obviously - their content is a names of commands and variables used in script editor. I've unpacked game's .dat files a very long time ago, but I'm pretty sure that one of these .dat archives contains "semes" folder and files in it. If it's not, then these files are in "data\semes" folder outside of .dat archives - it is also works well (data in archived files are replaced by the files in "data" forder when the game starts - that's why my ATR mod don't have any .dat archives and contains only pure files in appropriate folders, what allows anyone, who uses it, to easily make some changes).Aha, thank you for the clarification. It turns out, the semes/ folder wasn't really needed for the scripts to work. Maybe I'll need it if I'm going to write new scripts that spend fuel, but in that case, i'll just grab the whole semes/ folder from somewhere and use only the modified effects.mes from it. The binary patch did most of the work, now some content-related issue(s) are showing up Сообщение отредактировал Shark - 17.5.2022, 0:31 |
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