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God Mode which protects only from 100% damage - SpellForce
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Gniarf
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PostPosted: Tue Jun 25, 2013 7:55 am    Post subject: This post has 1 review(s) Reply with quote

I bet it's because towers don't do damage equal to your max hp, but damage equal to your remaining hp, in which case the following script should work:
Code:
{
 ===========================================
 Spellforce - Platinum Edition
 Game Version  : 1.54.75000
 Script Version: 3.0
 CE Version    : 6.2
 GodMode
 Edited from Recifense's table
===========================================
}
[enable]
//=========================================
alloc(MyCode,1024)
//=========================================
aobscan(aobGodMode,66 89 41 06 5b 59 c2 04 00)
//=========================================
// Declaration section
label(pGodMode)
label(_GodMode)
label(_BackGM)
label(_ExitGM)
 registersymbol(pGodMode)
 MyCode:
//=========================================
_GodMode:
 cmp byte ptr [ecx-26],01       // Player's unit ?
 jne _ExitGM
 cmp ax, word [ecx]             //hp+damage = max HP ?
 jne _ExitGM
 sub eax,edx                    // undo the previous add eax,edx if the player is receiving damage equal or greater than his max hp
  _ExitGM:
 mov [ecx+06],ax                // Original code
 pop ebx                        // Original code
 jmp _BackGM                    // Back to main code
 //=========================================
 //SpellForce.exe+454890:
aobGodMode:
pGodMode:
 jmp _GodMode
_BackGM:
 //=========================================
// Original Codes
[disable]
//SpellForce.exe+454890:
pGodMode:
 mov [ecx+06],ax
 pop ebx
 unregistersymbol(pGodMode)
dealloc(MyCode)
This inevitably means that if you have 10 remaining hp and a random mod hits you for 10 dmg, you won't die.

Last edited by Gniarf on Tue Jun 25, 2013 1:07 pm; edited 1 time in total
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mgr.inz.Player
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PostPosted: Tue Jun 25, 2013 8:15 am    Post subject: Reply with quote

It depends what he exactly wants: protect from towers ALWAYS - your script



Or, protect from towers only if unit have more than 90% of max health,
weak (damaged by other enemies) units can still die:

Code:

(partial AA script)
 cvtsi2ss xmm0,edx              // damage
 movsx ebx, word [ecx]
 cvtsi2ss xmm1,ebx              // max HP
 mulss xmm1, dword ptr [percent]

 comiss xmm0,xmm1               // damage <  (90% max HP) ?
 jl _ExitGM

 sub eax,edx

_ExitGM:



ALT+A - protect from towers (if unit has less than 90% HP, it will be destroyed)
ALT+Q - disable option



Spellforce, protect from towers.CT
 Description:

Download
 Filename:  Spellforce, protect from towers.CT
 Filesize:  4.19 KB
 Downloaded:  1788 Time(s)


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Jacusiek
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Posts: 81

PostPosted: Tue Jun 25, 2013 11:40 am    Post subject: Reply with quote

Thanks Gniarf, I'm for 99,999% sure it is working good.
@mgr.inz.Player: I wanted ALWAYS to have protection, so this time Gniarf's script was better Very Happy (You had to missunderstood me when I explained You the script, I wanted to have)
Anyway, thank You both for help!

@Edit: Still one problem: When I put separate script with Your God Mod and activate it, I cannot activate the rest of the table Recifense made, and when I activate the rest of the table, I cannot activate Your God Mod. How to fix it?
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Gniarf
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PostPosted: Tue Jun 25, 2013 1:07 pm    Post subject: Reply with quote

Jacusiek wrote:
@Edit: Still one problem: When I put separate script with Your God Mod and activate it, I cannot activate the rest of the table Recifense made, and when I activate the rest of the table, I cannot activate Your God Mod. How to fix it?
If you want to use other features from Recifense's table, it is easier to simply patch his godmodes rather than using "my" pair of scripts with his table.
You said earlier " how to make it separate from the original God Mode?", but I don't understand why you want to separate the godmode if you're still using his table?



The fixes you have to apply to Recifense's table are:
Code:
aobMonHP:
pMonHP:
 jmp _MonHP <- replace by //jmp _MonHP
_BackMH:
(this is one of the many ways to disable the _MonHP hack)
and replace the godmode function:
Code:
//=========================================
_GodMode:
 cmp dword ptr [iEnableMH],0
 je _ExitGM                     // Jump if feature is disabled
 cmp byte ptr [ecx-26],01       // Player's unit ?
 jne _ExitGM
 cmp ax, word [ecx]             //hp+damage = max HP ?
 jne _ExitGM
 sub eax,edx                    // undo the previous add eax,edx if the player is receiving damage equal or greater than his max hp

  _ExitGM:
 mov [ecx+06],ax                // Original code
 pop ebx                        // Original code
 jmp _BackGM                    // Back to main code
//=========================================
for the 1 hit kills.
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Jacusiek
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PostPosted: Tue Jun 25, 2013 3:15 pm    Post subject: Reply with quote

By saying "separate" I mean:

- Script:
* God Mode A (normal)
* God Mode B (towers)
* Resources
* Other scripts

I tried to do:

- Script
* God Moda A
* something...
- God Mode B

and that didn't work. So I would like to have God Mode B in the same script, but I also want to have normal God Mode, I tried to unite them, that's what I done:
http://wklej.to/tVH9k - I added GodModeZ, ExitGMZ, HPZ, etc. (the letter Z means that is the new God Mode). When I activate Your God Mode, it works, but the normal one doesn't want to work.
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Gniarf
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PostPosted: Tue Jun 25, 2013 11:46 pm    Post subject: Reply with quote

Here, I separated godmode A (normal godmode for all units), B (building godmode) and Z (protection against 1 hit kills). Activating both godmode A and Z disables godmode A.


If you try to learn from what I've done, well, "j** short" is just my personal fancy, "j**" alone works the same way but just takes 3 more bytes and can make longer (>128 bytes) jumps.



SpellForce.CT
 Description:
Edited Recifense table

Download
 Filename:  SpellForce.CT
 Filesize:  13.47 KB
 Downloaded:  1888 Time(s)



Last edited by Gniarf on Wed Jun 26, 2013 5:14 am; edited 2 times in total
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Jacusiek
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Joined: 24 Jan 2011
Posts: 81

PostPosted: Wed Jun 26, 2013 4:50 am    Post subject: Reply with quote

God Mode for units isn't working as it should. Before, it was working like this: I didn't lose any HP, but now it's working, that I lose HP, but my regeneration is very very big (always regenerate to my max HP). I prefer first God Mode, because sometimes when monsters are fast enough, they can still kill me, before my HP will regenerate.

@Edit: I've made some changes:
1. I deleted lines (at MonHP):
Code:
 cmp dword ptr [iEnableGodmodeZ],0
 jne short _ExitMH               // MonHP is disabled if Godmode Z is used


and replaced je with jmp (in MonHP):
Code:
cmp dword ptr [iEnableMH],0
 jmp short _ExitMH                // Jump if feature is disabled


And I made that GodModeZ is total God Mode for units, and GodModeA is protection against Tower. I'm magician Very Happy. Anyway, I'm very glad, You helped me Smile
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Gniarf
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PostPosted: Wed Jun 26, 2013 5:15 am    Post subject: Reply with quote

Yeah that was a stupid mistake on my part. I just updated the ct above, see how it's supposed to be fixed.
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Jacusiek
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PostPosted: Wed Jun 26, 2013 6:07 am    Post subject: Reply with quote

I was able to fix it anyway, but thanks again. The script is working finally.
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