DO/ARM

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Original ARM file into, taken from DOC111. It is older than Smurf and Mikademus' DOC project, though.

				***EDITING IN DARKOMEN***


What's in the file :

Editing unit stats.
Editing gold and magic items in the savegame files.
Editing gold amount that can construct multiplayer armies with (eg 9000).

NOTE : you need a hexeditor (or you can use debug if proficient with it) to make
       use of all this info.

Not to be used unscrupulously!


If there's anything else I'm missing that's important then ask and thou may receiveth.

**********************************************************************************

* Location of unit stats in savegame files.

savegame files at x:\darkomen\savegame\


* Location of multiplayer unit files = X:\darkomen\gamedata\2parm\

hu_allmp.aud for human armies.
gs_allmp.aud for greenskin armies.
ud_allmp.aud for undead armies.

(Note, in savegames the format is the same except there's some extra 
 values used which aren't important)

----

after byte "DC 84" the first unit starts

EXAMPLE :

AA AA 00 00   BB 00 00 00   CC DD EE EE   FF 00 00 00
GG GG GG GG   HH 00 un un   un un un un   un un un un   
un un un un   un un un un   un un un un   un un un un
un un un 00   00 00 II 00   JJ KK KK KK   00 00 00 00
S1 S1 S1 S1   S1 S1 S1 S1   S1 LL LL LL   LL LL LL 00   
00 MM 00 00   NN 00 hn hn   hn hn hn hn   hn hn hn hn
hn hn hn hn   hn hn hn hn   hn hn hn 00   00 00 00 00   
00 00 00 00   00 00 00 00   00 00 00 00   00 00 00 S2   
S2 S2 S2 S2   S2 S2 S2 S2   00 PP PP 00   00 PP 00 00   
QQ 00 RR 00   ?1 00 ?2 00   ?3 00 ?4 00   SS SS TT UU   
FF FF FF FF   FF FF FF FF   FF FF FF FF   FF FF FF FF   
FF FF 00 00   00 ?6 00 ?7   VV 00 00 00

BYTE MEANINGS : 

AA AA = 11 00 = unit with you. 10 00 = don't have unit...
BB = meaningless I think.
CC = Mage number? (see below).
DD = Number of armour shield slots.
EE EE = Unit cost (see below).
FF = Banner.
GG GG GG GG = Psycholgy/Special abilities (see below).
HH = Unit sprite.
un = Unit name (can't be seen on opponent's computer in battle only yours)
II = Unit name.
JJ = 00 if good, 80 if eveil, 40 if neutral (eg traders).
KK KK KK = Number of men in unit total/Number of men in unit alive/Number of Ranks.
S1 = Stats of men/crew (see below).
LL = see below.
MM = 02 or FF, ?? (probably not important).
NN = Hero sprite.
hn = hero name (don't bother with this).
S2 = Stats of leader/artillery (see below).
PP = leader's armour/leader's weap/leader's(or artillery) missile.
QQ = 00 or FF ?? (probably not important).
RR = 3d head of leader.
?1, ?2... = used in singleplay for unit positioning/aren't important.
SS SS = Experience.
TT = Unit number in book for duplicates. eg 1st Dwarves have 01, 2nd Dwarves have 02...
UU = Number of gold (initial and unsellable) shields.
18 FF's = mage book/magic item slots (see below).
VV = Profile in book. (banner/leaderhead/picture)


**************************************************************************************


CC : (Mage number ?)

2 = Necromancer, Night Goblin Shaman(multi), Orc Shaman(multi), Night Goblin Champion Shaman
3 = Orc Champion Shaman
4 = Vamp lord, Master Necromancer, Orc Master Shaman
5 = Necromancer Lord, Mannfred von Carstein, Hand Of Nagash, Dread King, Orc Shaman Lord 

     Note - Seems to have no effect at all. Most mages in multi have 2 regardless of level.
          - But is necessary for unit to cast spells. This and a mage book.

Unit Cost :

01 00 = 3    (1 * 3)
10 00 = 48   (10 h or 16 * 3)
00 01 = 768  (100 h or 256 * 3)
00 10 = 12288 (1000 h or 4096 * 3)


Psychology/Special abilities : 

-Only sure on some of these. Just check values of the real units.
-Used for Hate Greenskins, Hate dwarves, Cause fear, Fear elves, Never break/Immune to psych,
          Maybe Double wounds from fire, 360 degree vision, Ignore terrain, Magic resistance,
          Cannot be engaged and others.


Statistics : 

1st = Movement, 2nd = Weapon skill, 3rd = Ballistic skill, 4th = Strength,
5th = Toughness, 6th = Wounds, 7th = Initiative, 8th = Attacks, 9th = Leadership.

    Note - normal values from 0 - A (10).


LL :

1st byte - 00 if not cavalry, 01 if have horse mount. 02 if boar.
2nd byte - Armour type (see below).
3rd byte - Weapon type (see below).
4th byte - Unit type (see below).
5th byte - PntVal (not really important I think...use value from similar unit)
6th byte - Missile weapon (see below).

    Note : hero only needs armour, weapon and missile.
  

Armour :

00 = No shields.
01 = 1 shield.
02 = 2 shields.
03 = 3 shields.
04 = 4 shields.
06 = 3 shields and Regenerate.
07 = 2 shields and ???                   (Treeman's 'armour')
08 = Wraith's 'armour' with no shields   (Normal weapon immunity I believe)
11 = 2 shields.
12 = 3 shields.
13 = 4 shields.
15 = 5 shields.

      Note - the 11 to 15 are only used for mounted units.


Weapons : 

00 = Hands/Claws       (nothing special I think)
01 = Sword             (nothing special)
02 = Two handed sword  (+2 S, strike last)
03 = Halberd or Spear  (probably + 1 S)
04 = Flail             (+2 S first round)
05 = Wight blade       (does 1-3 wounds, magical)


Unit type : 

-affects horse or arrows pic in top right corner of profile
-affects replacement cost for a man and armour increase.
-affects special rules for unit on battlefield.

Human Infantry = 08
Wood Elf infantry = 09
Dwarf Infantry = 0A
Night Goblins = 0B
All undead on foot = 0D
Ogres = 0F
Human Cavalry = 10
Skeleton horsemen/Black grail = 15
Mercenary Crossbowmen  = 18
Wood Elf Archers = 19
Night Goblin Archers = 1B
Skeleton archers = 1D
Human artillery = 20
Skull catapult = 25
Human Wizards = 28
Undead wizards = 2D
Dread King = 35 
Monsters = 37
Undead Chariot/Hand of Nagash = 3D  

   Note - Chariot has some unpredicatable effects including :  Cause crash when click on many
          parts of chariot unit icons in book, don't click on it at all! ; replacements cost is 
          screwed ; Doesn't auto-deploy ; crash when give items sometimes or just when buy item 
          and try to give to someone else ; can be used in battle though.  
        - Unit type normally affects the sound they make when for example they CHARGE!


Missile weapons : 

07 = Short Bow     (tiny range...about same as pistol!)
08 = Normal Bow    (average range)
09 = Elven bow     (great range, more than crossbow I think)
0A = Crossbow
0B = Pistol
0C = Cannon
0D = Mortar
0E = Steam tank cannon (shorter range)
0F = Rock lobber
10 = Ballista
11 = Screaming skulls 

	Note: -giving missile ability to a unit requires that they have an 'archer' unit type ;
               and a missile weapon. But remember, most units that aren't units wouldn't have
               a 'shooting frame' for the sprite and so the game may crash...or you might see
               their death frame instead when shooting!      



Unit Level and Skulls : 

70 17 = lev 4   (1770h = 6000 xp)
B8 0B = lev 3   (0BB8h = 3000 xp)
E8 03 = lev 2   (03E8h = 1000 xp)
00 00 = lev 1   (0000h = 0000 xp)



Magic item/Mage Book slots :

1st 2 bytes determine which spells mage has.  

1600 = Bright Book
1700 = Ice Book
1800 = Waaagh Book
1900 = Dark Book  

or any of the "FF FF" bytes can have the following for magic items.

0100 = Grudgebringer
0200 = Skabskrath
0300 = Runefang
0400 = Hellfire
0500 = Storm Sword 
0600 = Lightning Bolt  - don't use this one as causes crashes.
0700 = Spelleater Shield
0800 = Dragon Helm
0900 = Shield of Ptolos
0A00 = Enchanted Shield
0B00 = Heart of Woe
0C00 = Potion of Strength
0D00 = Horn of Urgok
0E00 = Ring of Volans  - can be selected but won't perform any action.
0F00 = Banner of Arcane Warding
1000 = Banner of Wrath
1100 = Banner of Defiance
1200 = Mork's War Banner
1300 = Staff of Osiris
1400 = Wand of Jet
1500 = Book of Ashur


    Note - A unit needs a book number and the mage number to cast spells. Mage unit type isn't
           necessary like for shooting missiles. And sprite errors will also NOT occur if
           the unit doesn't have a spellcasting anim. The guy just doesn't move :) Pretty sure
           of this...well at least for some sprites.
         - Don't put a spell book it the other item slots (afters the first one) otherwise a
           crash will more thatn likely occur when selecting the 'book' item.

**********************************************************************************

GOLD LOCATION IN SAVEGAME FILES :

offset : 00028C to 00028D  (2 bytes)

MAGIC ITEMS LOCATION IN SAVEGAME FILES : 

offset : offset : 00028E to 0002XX (1 byte each)

***********************************************************************************


To change gold amount that you can construct multiplayer armies with : 

In engrel.exe.

offset 0043FC - D  for 9000 pts selection = normally 28 23
offset 00440C - D  for 7000 pts selection = normally 58 1B 
offset 00441C - D  for 5000 pts selection = normally 88 13
offset 00442C - D  for 3000 pts selection = normally B8 0B



***********************************************************************************

Compiled by Thorgrim (thorgrim@iinet.net.au)
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