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 Kharn's BUI and ARM Guide

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Faestus
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Posts : 119
Join date : 2011-11-02

PostSubject: Kharn's BUI and ARM Guide   Mon Nov 07, 2011 11:56 am

Dark Dwarf Mortar (unmodified example)
4257 4D4F 014D 6F72 7461 7200 0000 0000
0000 0000 0000 0000 0000 3C00 7D00 0000
0000 7D00 0800 0100 0F00 C800 0F00 0F00
0000 0000 0000 0000 1900 0500 1000 0304
0000 0000 0800 0400 0000 0000 0000 0000
0000 0000 0000 0000 0000 0000 0000 0000

0000 0000 0000 0000 0000 0200 1400 E5FF
1A00 0D00 1A00~4C00 1500 4D00 1600 4E00

1600 4E00 1600 4D00 1300 4D00 1700 4C00
1600 4B00 1500~0100 0100 GRID 0000 0900
0500 0300 0000 0000 0000 0000 0000 0000
0000 0000 0000 0000 0000 0000 0000 0000
0000 0000 0000 0000




Building plan:
~ID~ ~ID~ 01++ ++++ ++++ ++++ ++++ ++++
++++ ++++ ++++ ++++ ++++ TIME COSG COSM
COSC COSS CMBT SPED ARMR ~HP~ VIEW RESI
0000 0000 0000 0000 DAMG DTYP RANG GRID
CUL1 CUL2 CUL3 CUL4 CUL5 CUL6 CUL7 CUL8
CUL9 CULA CULB CULC CULD CULE CULF 0000

0000 0000 6C00 0000 0000 1FRX 1FRY 2FRX
2FRY 3FRX 3FRY 0000 0000 0000 0000 0000

0000 0000 0000 0000 0000 0000 0000 0000
0000 0000 0000 STYP VSLA GRID DEC1 DEC2
DEC3 DEC4 DEC5 DEC6 DEC7 DEC8 0000 0000
0000 0000 0000 0000 0000 0000 SM1X SM1Y
SM2X SM2Y SM3X SM3Y


~ID~ ~ID~ = The ID of the building. Gravestone is BAGR which would be 4241 4752.
01 = Tag to divide up the ID from the name?
++++ = Name of building.
TIME = Build time.
COSG = Cost in gold to buy the building.
COSM = Cost in stone to buy the building.
COSC = Cost in crystal to buy the building.
COSS = Cost in stone to buy the building.
CMBT = Combat for building, However, it appears it does nothing as all buildings are set to 10 in game... or maybe it's just ranged buildings that get reset?
SPED = Speed of building. (Used for attack).
ARMR = Armour of building. The listed buildings seem to have between 10 and 25 for this value.
~HP~ = Hit points for the building.
VIEW = Viewing distance of building. Note the distance is the number of squares from the building's grid. This means a large building will have a bigger viewing radius than a smaller one even if both are given the same view range.
RESI = Resistance of building. These seem to match that of the buildings armour.
DAMG = Attack damage.
DTYP = Damage type of attack (0=Piercing / 1=Frost / 2=Electric / 3=Fire / 4=Magic / 5=Crushing / 6=Slashing.)
RANG = Range of attack.
GRID = Grid size of building. Horizontal value x verticle (0303 is 3x3, 0908 is 9x8). Note that this entry appears twise.
CUL1-F = Holds grid culling data for the rows. See below for the value data. The number preceeding the word CUL is the row number. (Row 1 (CUL1) being the top and Row 8 (CUL8) being the bottom.)

1FRX = Sets the x (horizontal) position of the first fire sprite (and the first explosion). The first number is the position value, the higher the value, the further right it's set. But note that positions start from the center of the grid (line 6). The third and fourth numbers when BOTH are set to F, change the starting position to the furthest left. If only one of those third and fourth numbers is set to F, then no fire is spawned.
1FRY = Sets the y (vertical) position of the first fire sprite (and the first explosion). The first number is the position value, the higher the value, the further down it's set. The position starts at the top of the actual grid but setting FF to the third and fourth numbers pushes up the start position another grid length high. If only one of those third and fourth numbers is set to F, then no fire is spawned.
2FRX = Same as SFRX but this sets the value to the second fire sprite (and the second explosion). Note that any of the fire sprites could be used here. I haven't found out what decides which fire sprite is used first.
2FRY = Same as SFRY but this sets the value to the second fire sprite (and the second explosion).
3FRX = Same as SFRX but this sets the value to the third fire sprite (and the third explosion).
3FRY = Same as SFRY but this sets the value to the third fire sprite (and the third explosion).

STYP = Structure type. 0=Stone sfx but no debris / 1=Stone Sfx with stone debris / 2=Wood sfx with wood debris / 3=Stone sfx with stone and wood debris. This determins the hit sound and debris spawned by the building when destroyed.
VSLA = Decides what targets the building can attack. 1=Land only / 2=Air only / 3=Both land and air. Setting a 0 here prevents the building from attacking.
GRID = Grid size of building. Horizontal value x verticle (0303 is 3x3, 0908 is 9x8). Note that this entry appears twise.
DEC1-8 = Contains data for adding decals to the rows. The number following DEC referes to the row number. See below for the values that decide where decals are placed.

SM1X = The x coords of a sprite smoke effect. The first number is the position on the whole grid. The second number is the fine position within the square. The fourth number sets the position a grid ahead (as if there were 2 grids together and placed on the second one instead). Note that the values for the first 2 numbers are divided between the whole grid / square. So 0 will always be the very left, 7 the middle and F the far right.
SM1Y = The y coords of a sprite smoke effect. The first number is the position on the whole grid. The second number is the fine position within the square. The fourth number sets the position a grid ahead, but below (as if there were 2 grids together and placed on the second one instead). Note that the values for the first 2 numbers are divided between the whole grid / square. So 0 will always be the very top, 7 the middle and F the bottom.
SM2X = Same as SM1X but for a second smoke effect.
SM2Y = Same as SM1Y but for a second smoke effect.
SM3X = Same as SM1X but for a third smoke effect.
SM3Y = Same as SM1Y but for a third smoke effect.



Grid culling data:
The first number culls squares from 5-8
F11F ~ That first F culls squares 8, 7, 6 and 5.
E11F ~ That E culls squares 8, 7 and 6.
D11F ~ That D culls squares 8, 7 and 5.
C11F ~ That C culls squares 8 and 7.
B11F ~ That B culls squares 8, 6 and 5.
A11F ~ That A culls squares 8 and 6.
911F ~ That 9 culls squares 8 and 5.
811F ~ First 8 culls square 8. The following 1 culls square 1. That second 1 did nothing. The F culls the last square on the top row.
711F ~ That 7 culls square 7 and the 2 before it (6 and 5)!
611F ~ That 6 culls squares 7 and 6.
511F ~ That 5 culls squares 7 and 5.
411F ~ That 4 culls square 7.
311F ~ That 3 culls squares 6 and 5.
211F ~ That 2 culls square 6.
111F ~ That first 1 culls square 5.

The second number culls squares 1-4
FF1F ~ That second F culls squares 4, 3, 2 and 1.
FE1F ~ That E culls squares 4, 3 and 2.
FD1F ~ That D culls squares 4, 3 and 1.
FC1F ~ That C culls squares 4 and 3.
FB1F ~ That B culls squares 4, 2 and 1.
FA1F ~ That A culls squares 4 and 2.
F91F ~ That 9 culls squares 4 and 1.
F81F ~ That 8 culls square 4.
F71F ~ That 7 culls squares 3, 2 and 1.
F61F ~ That 6 culls squares 3 and 2.
F51F ~ That 5 culls squares 3 and 1.
F41F ~ That 4 culls square 3.
F31F ~ That 3 culls squares 2 and 1.
F21F ~ That 2 culls square 2.
F11F ~ That first 1 culls square 1.

The third number seems to do nothing?
The last number culls sqaure 9. It appears that any value other than 2 and C can go here to cull the square.


Decal placing. However, it follows the same pattern as above.
F000 = decal in square 8, 7, 6 and 5.
E000 = decal in square 8, 7 and 6.
D000 = decal in square 8, 7 and 5.
C000 = decal in square 8 and 7.
B000 = decal in square 8, 6 and 5.
A000 = decal in square 8 and 6.
9000 = decal in square 8 and 5.
8000 = decal in square 8.
7000 = decal in square 7, 6 and 5.
6000 = decal in square 7 and 6.
5000 = decal in square 7 and 5.
4000 = decal in square 7.
3000 = decal in square 6 and 5.
2000 = decal in square 6.
1000 = decal in square 5.

0F00 = decal in square 4, 3, 2 and 1.
0E00 = decal in square 4, 3 and 2.
0D00 = decal in square 4, 3 and 1.
0C00 = decal in square 4 and 3.
0B00 = decal in square 4, 2 and 1.
0A00 = decal in square 4 and 2.
0900 = decal in square 4 and 1.
0800 = decal in square 4.
0700 = decal in square 3, 2 and 1.
0600 = decal in square 3 and 2.
0500 = decal in square 3 and 1.
0400 = decal in square 3.
0300 = decal in square 2 and 1.
0200 = decal in square 2.
0100 = decal in square 1.


Last edited by Faestus on Mon Apr 20, 2015 11:31 pm; edited 1 time in total
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PostSubject: Re: Kharn's BUI and ARM Guide   Sun Apr 19, 2015 7:44 am

This is the Army data guide. Also Kharn.

Code:
UNIT~-ID- MTAG ++++ ++++ ++++ ++++ ++++
++++ ++++ ++++ ++++ ++++ ???? TIME CMBT
SPED RESI -HP- VIEW ARMR STRG WEAK 0000
0000 DAMG DTYP RNGE FOOT 0000 0000 0000
0000 0000 0000 0000 0000 0000 0000 0000
0000 0000 0000 0000 0000 PSYC PSYR GOLD
METL CRYS STON 0000 BTAG 0000 BUID 0000

0000 0000 0000 0000 0000 0000 0000 0000
0000 0000 0000 0000 0000 0000 0000 0000
0000 0000 0000 0000 0000 0000 0000 0000
0000 0000 0000 0000 0000 0000 0000 0000
0000 0000 0000 0000 0000 0000 0000 0000

0000 0000 0000 0000 POPS PINT FANM WLKS
CBTS 0002 0202 0202 0202 0202 0202 0202
0202 0202 0202 0202 0202 0202 0202 0202
0202 0200 BONE ATUD FLST~FLST FLDI~FLDI
-VS- WRTH ANIM SFLS BTYP DTHS
                              RN-X RN-Y
RNEX RNEY RE-X RE-Y RSEX RSEY RS-X RS-Y
RSWX RSWY RW-X RW-Y RNWX RNWY 0000 0000
0000 0000 0000 0000 0000 0000 0000 0000
0000 0000 0000 0000 0000 0000




UNIT~-ID- = Unit ID.
MTAG = Unit movement tag. The first 2 numbers are always 01. The second 2 are what changes the unit's movement in game. 00= Grounded / 01= Flyer / 02= Boat / 03= Floater (crosses water)
++++ = Unit name. Not used in game.


???? = Imp has 63 here, Zombie has 76 here. New units don't have anything here. (Something used only in previous games?)
TIME = Production time (In seconds).
CMBT = Combat.
SPED = Speed.
RESI = Resistance.
-HP- = HP.
VIEW = View.
ARMR = Armour.
STRG = Strong vs. 0= Piercing / 1= Frost / 2= Electric / 3= Fire / 4= Magic / 5= Crushing / 6= Slashing / 7= All Psychical / 8= Piercing and Slashing / 9= All Elemental / 10= All damage / E= Fire / FFFF= none
WEAK = Weak vs. (See above for damage types).


DAMG = Damage amount.
DTYP = Damage type. 0= Piercing / 1= Frost / 4= Magic / 6= Slashing.
RNGE = Range for attack.
FOOT = Foot print size of unit. First 2 numbers refer to width. Second 2 refer to height. Usually numbers of 01 and 02 are use. I.E: 0101 or 0202.


PSYC = Psychological effects the unit emits. first 2 numbers refer to the strength. Second 2 numbers refer to the type of effect. 1=Fear / 2= Terror / 5= Poison / 6= Disease. So 0506 would mean the unit has a psyche strength of 5 and the effect of 6 (Disease).
PSYR = Psyche range. Standard numeric value here, so 0500 would be a range of 5.
GOLD = Cost in gold to buy the unit.
METL = Cost in metal to buy the unit.
CRYS = Cost in crystal to buy the unit.
STON = Cost in stone to buy the unit.


BTAG = Build tag, set to 3200 to have a unit able to build.
BUID = Build skill for units that can build.


POPS = Pop cap size. (0100/0200/0400).
PINT = Set up points cost.
FANM = Fidget animation occurrence. Higher values make the animation occur more frequently. Note that the unit also needs to have some form of fidget value for this to be used.
WLKS = Walk sound. 0= Standard / 3= Flapping / 4= Large steps / 6= Siege engine with wheels.
CBTS = Combat sound. 1= Steel 4= fire / 5= magic / 9= Claw.


BONE = Bones tag, set to 1 (0100) to have the unit leave bones behind once it's dead.
ATUD = Attitude. Note that only cowardly works as all others revert to defensive. 0= Cowardly / 1= Stand Guard / 2= Defensive / 3= Aggressive.


FLST~FLST = Frame latency for straight angles (straight up and across). Only 1 value per block is used and they're small values. I.E: 0100 0300 is what the Doom Knight uses for it's slow moving animation.
FLDI~FLDI = Frame latency for diagonal angles. Only use small values.


-VS- = Attack vs capabilities. 0= None / 1= Ground troops / 2= Air troops / 3 = Both targets.
WRTH = Something that the Wraith has and no other unit. Army editor refereed to it as a shadow.
ANIM = Animation control. The first number affects the unit's attack speed animation. Numbers from 1-4 can slightly increase the attack speed. Setting this to F cancels out the animation altogether (but the attack is still played). The second number decides how the unit will figit. 5 prevents movement, but allows animation. D allows movement and animation. The last number controls how the unit will turn around - if set to 1, the unit will play turning around frames, otherwise it will just immediately face the direction told to move to.
SFLS = Number of speech files the unit has per order.
BTYP = Body type. This is used to change the sound that attacks will play when against this unit. 1= Heavy Chainmail / 2= Bony (Undead) / 4= Intangible (Shadows / Ghosts / Wisps)
DTHS = Death sound. 2= Noble man / 3= Small monster / 7= Fade pop / 8= Titan pop / 9= Flyer squeal / A= Sheep / B= Cow / C= Bird


RN-X = Ranged attack offset for North positions. The first number determines the main x position. The second number is strange as it can affect both x and y positions and to a large effect. But in some cases it does nothing or very little.
RN-Y = Ranged attack offset for North positions. The first number determines the main Y position. The higher the value, the further down the grid the attack starts from.
RNEX = Same as above but for North East x positions.
RNEY = Same as above but for North East y positions.
RE-X = Same as above but for East y positions.
RE-Y = Same as above but for East y positions.
RSEX = Same as above but for South East x positions.
RSEY = Same as above but for South East y positions.
RS-X = Same as above but for South x positions.
RS-Y = Same as above but for South y positions.
RSWX = Same as above but for South West x positions.
RSWY = Same as above but for South West y positions.
RW-X = Same as above but for West x positions.
RW-Y = Same as above but for West y positions.
RNWX = Same as above but for North West x positions.
RNWY = Same as above but for North West y positions.
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