WA3E Hex-Editing Topic

Help Topics, Bug Reports, Feature Requests, etc.
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MyNameIsKooky
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Post by MyNameIsKooky » Fri Apr 25, 2014 2:11 pm

Emerald141 wrote:I just tried an experiment with changing SpellBalls' colors while they're inside Floing bubbles. As far as I can tell, Metafloing works fine, but as for Flash... Any spell I freeze and then turn into Flash seems to have no effect when the bubble bursts, whether for Flashing or ReFlashing.
Yep. Something about the "legit" Flash spellballs is different from the "artificial" ones that can get caught in Floing bubbles. I haven't been able to figure out what it is, though. Even when comparing the Hex code of a "legit" Flash spellball and an "artificial" one, both of them look exactly the same (except for one certain hex character, but I've played around with it and it doesn't really seem to make a difference to the Flash itself... this character also seems to be somewhat random). What determines a Flash spellball's characteristics might not be in our ability to modify. :(
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Post by Muzozavr » Fri Apr 25, 2014 4:47 pm

Does it work if you change it to flash not within the floing bubble, but AFTER the flo bubble bursts? Or does it still fail? :?
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MyNameIsKooky
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Post by MyNameIsKooky » Fri Apr 25, 2014 5:26 pm

The Flash doesn't work at all unless you got the Flash from a Flash magic charger.
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Post by Emerald141 » Fri Apr 25, 2014 5:30 pm

Last edited by Emerald141 on Fri Sep 02, 2022 11:40 pm, edited 1 time in total.
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DEEMAN223344
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Post by DEEMAN223344 » Fri Apr 25, 2014 5:59 pm

Maybe this was done to avoid problems with the way Flash functions (i.e. switching 'logic' each time it's used), which could all probably be solved by it instead determining its 'logic' by whether or not an object exists at 1,1.
Actually, yeah, that's actually way safer and more logical than the other way, and could lend itself to new kinds of puzzles, and whatnot. In fact, that would also probably be easier to code. Why would you ever not do it that way? :?
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Post by Muzozavr » Fri Apr 25, 2014 6:23 pm

MyNameIsKooky wrote:The Flash doesn't work at all unless you got the Flash from a Flash magic charger.
My last idea: what if you flash an object, THEN use the "artificial" flash at an empty tile? Maybe you've got the "second" spellball and not the "first" one?
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Post by Emerald141 » Fri Apr 25, 2014 6:40 pm

Last edited by Emerald141 on Fri Sep 02, 2022 11:40 pm, edited 1 time in total.
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MyNameIsKooky
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Post by MyNameIsKooky » Fri Apr 25, 2014 7:16 pm

Found something.

Shooting Flash magic directly from your gloves causes the game to enter a "player has shot Flash" state. In this state, you cannot cast any more magic if your gloves are charged with Flash magic; this makes sure that only one Flash spellball can exist at any given time (at least in a "legit" scenario). When the Flash spellball dissipates, you are able to cast another Flash spell. However, if that Flash spellball gets changed into a different type of magic mid-flight, the game won't register the Flash spellball dissipating and thus you won't be able to use Flash-charged gloves anymore.

HOWEVER, charging your gloves with a different kind of magic still allows you to shoot magic, regardless of whether the player's Flash spellball is present or not. This allows you to change your airborne spellballs into Flash spells. And here's the stinger - THEY WORK LIKE FLASH! As long as the game is in the "player has shot Flash" state, you are able to have ANY Flash spellballs work just like Flash! This applies to magic shooters too!
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Wonderman109
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Post by Wonderman109 » Fri Apr 25, 2014 8:10 pm

:o Not bad, MNIK.

I was wondering, if you shot Flash and it changed to another kind, entered Floing, and was changed back, (doesn't matter when,) would it still be considered the player's?
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MyNameIsKooky
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Post by MyNameIsKooky » Fri Apr 25, 2014 8:11 pm

It doesn't matter whether the actual spellball belongs to the player or not. What DOES matter is if the player has recently used one charge of Flash-charged gloves.
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Post by Wonderman109 » Fri Apr 25, 2014 8:12 pm

So it'd work then. That's pretty abusable.
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Post by Pawelec » Sat Nov 08, 2014 10:00 am

I was wondering if there's any way to make an obstacle diagonally passable but not destroyable or flashable - it would be an immobile, indestructible barrel.
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Post by samuelthx » Sat Nov 08, 2014 1:30 pm

Pawelec wrote:I was wondering if there's any way to make an obstacle diagonally passable but not destroyable or flashable - it would be an immobile, indestructible barrel.
Couldn't you just use logic 6 (or water, for that matter)?
Otherwise, just use a million HP fire flower, neuter its fireball through CMD 4 and make it unflashable by putting a CMD 5 on the flash landing spot (which can only be activated by the fire flowers)
Or have you tried a Scourge cannon?
EDIT: even better, freeze a super fast Chomper with a magic generator (or an Iceflower, which you can promptly destroy afterwards if unneeded)
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Post by Pawelec » Sat Nov 08, 2014 3:32 pm

Oh my, I wanted a simple solution, not a multimillionpart one. And logic 6 can be shot through with magic spells, what I don't want.

Maybe an immobile turtle?
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Post by garirry » Sat Nov 08, 2014 7:11 pm

samuelthx wrote:EDIT: even better, freeze a super fast Chomper with a magic generator (or an Iceflower, which you can promptly destroy afterwards if unneeded)
This won't work, since you can still unfreeze it using Pow or any fire-shooting obstacle. I think you should just try taking a solid object (like a flower) and change it logic to be water.
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Post by tooncool64 » Sat Nov 08, 2014 7:17 pm

How do you change an objects logic?
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Post by garirry » Sat Nov 08, 2014 7:25 pm

tooncool64 wrote:How do you change an objects logic?
I think Emerald's pack of super-adjustable .wops have the option to change logic.
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Post by tooncool64 » Sat Nov 08, 2014 7:26 pm

Does anyone know the data for the logic option?
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OondiLalaLoopy
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Post by OondiLalaLoopy » Sat Nov 08, 2014 7:29 pm

I think the logics list is on Power Wop topic(see Wop exchange program on General discussion in the WA3E section)
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Post by tooncool64 » Sat Nov 08, 2014 7:35 pm

Thx man
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Post by OondiLalaLoopy » Sat Nov 08, 2014 7:37 pm

tooncool64 wrote:Thx man
With pleasure!!!
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Post by Pawelec » Sat Nov 08, 2014 8:03 pm

I'll run a test with an obstacle being an inactive crab, this would solve the issue. I hope it won't MAV because of lacking animations.
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Post by tooncool64 » Sat Nov 08, 2014 8:04 pm

Nah, it wont. I just used a scritter with no animation in a past level.
It shouldn't MAV.
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Post by Wonderman109 » Sat Nov 08, 2014 9:32 pm

Pawelec wrote:I was wondering if there's any way to make an obstacle diagonally passable but not destroyable or flashable - it would be an immobile, indestructible barrel.
I assume you mean no blinking across, right? A 0-range Ghost or Wraith could serve as a landmine.

Closed cages serve the purpos to some extent, but they let spells through in the WAE3, I think. I'm not sure, but I think they didn't in the WAE1.

You can also try sticking a barrel or closed cage on a metatile, I believe the metatile logic would make the spell unshootable if the tile had objects on it anyway.
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Post by Pawelec » Sun Nov 09, 2014 8:28 am

Wonderman109 wrote:You can also try sticking a barrel or closed cage on a metatile, I believe the metatile logic would make the spell unshootable if the tile had objects on it anyway.
Yeah, but the barrel itself could be POWed or Flashed and then it would be possible to shoot spells from the tile next to the metatile. I need something what cannot pass any spells.

Given the fact I found a WOP parameter enabling button pushing by an object (in PowerWOP it's the unknown parameter no. 29 - I've written about that in Things that don't quite fit into an other topic topic) and that ducks' ability to block spells changed through WA trilogy I think there may be a parameter enabling spell passing as well. A barrel with it disabled would be a perfect solution to my problem.

Oh, and I forgot to write the crab solution MAVed as I assumed. Given the fact I need to use CMD 4 on the obstacle crab is also a risky way to go.
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Post by samuelthx » Sun Nov 09, 2014 10:36 am

garirry wrote:
samuelthx wrote:EDIT: even better, freeze a super fast Chomper with a magic generator (or an Iceflower, which you can promptly destroy afterwards if unneeded)
This won't work, since you can still unfreeze it using Pow or any fire-shooting obstacle. I think you should just try taking a solid object (like a flower) and change it logic to be water.
It will, as a super-fast chomper will instantly bite you upon being freed. ;) (before you can even use a next spell)
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Post by garirry » Sun Nov 09, 2014 3:11 pm

samuelthx wrote:It will, as a super-fast chomper will instantly bite you upon being freed. ;) (before you can even use a next spell)
Remember if you shoot POW twice, once it will melt the ice, twice it will destroy the chomper, so that idea would only work in rare cases.
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tooncool64
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Post by tooncool64 » Sun Nov 09, 2014 5:33 pm

Oogh.
Never so this command to your stinker.
command: 4
data1:-1
data2:9
data3:300
data4

NEVER Ugly stinker
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Wonderman109
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Post by Wonderman109 » Mon Nov 10, 2014 3:11 am

tooncool64 wrote:Oogh.
Never so this command to your stinker.
command: 4
data1:-1
data2:9
data3:300
data4

NEVER Ugly stinker
So stinkers without accessories are ugly? That's racist to stinkers.
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tooncool64
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Post by tooncool64 » Wed Nov 12, 2014 5:22 pm

Would anyone like a black magic pack?

What I mean by that is magic chargers colors 8-50 and -1--50.
Would anyone want that?
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