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=== Pathfinding === Pathfinding is spread out over several parts of the code. The part that allows for spending less than 100 MP per terrain is mostly in HotA.dll: {| class="wikitable" |+ Caption text |- ! File offset !! opcodes !! instruction !! comment |- |0x019a22b|| c7 40 04 5f 00 00 00 || mov DWORD PTR [eax+0x4],0x5f|| ; 95 - dirt |- |0x019a232|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a237|| c7 40 08 5a 00 00 00 || mov DWORD PTR [eax+0x8],0x5a|| ; 90 |- |0x019a23e|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a243|| c7 40 0c 55 00 00 00 || mov DWORD PTR [eax+0xc],0x55|| ; 85 |- |0x019a24a|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a24f|| c7 40 14 7d 00 00 00 || mov DWORD PTR [eax+0x14],0x7d|| ; 125 - sand |- |0x019a256|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a25b|| c7 40 18 64 00 00 00 || mov DWORD PTR [eax+0x18],0x64|| ; 100 |- |0x019a262|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a267|| c7 40 1c 55 00 00 00 || mov DWORD PTR [eax+0x1c],0x55|| ; 85 |- |0x019a26e|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a273|| c7 40 24 5f 00 00 00 || mov DWORD PTR [eax+0x24],0x5f|| ; 95 - grass |- |0x019a27a|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a27f|| c7 40 28 5a 00 00 00 || mov DWORD PTR [eax+0x28],0x5a|| ; 90 |- |0x019a286|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a28b|| c7 40 2c 55 00 00 00 || mov DWORD PTR [eax+0x2c],0x55|| ; 85 |- |0x019a292|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a297|| c7 40 34 7d 00 00 00 || mov DWORD PTR [eax+0x34],0x7d|| ; 125 - snow |- |0x019a29e|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a2a3|| c7 40 38 64 00 00 00 || mov DWORD PTR [eax+0x38],0x64|| ; 100 |- |0x019a2aa|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a2af|| c7 40 3c 55 00 00 00 || mov DWORD PTR [eax+0x3c],0x55|| ; 85 |- |0x019a2b6|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a2bb|| c7 40 44 96 00 00 00 || mov DWORD PTR [eax+0x44],0x96|| ; 150 - swamp |- |0x019a2c2|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a2c7|| c7 40 48 7d 00 00 00 || mov DWORD PTR [eax+0x48],0x7d|| ; 125 |- |0x019a2ce|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a2d3|| c7 40 4c 64 00 00 00 || mov DWORD PTR [eax+0x4c],0x64|| ; 100 |- |0x019a2da|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a2df|| c7 40 54 64 00 00 00 || mov DWORD PTR [eax+0x54],0x64|| ; 100 - rough |- |0x019a2e6|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a2eb|| c7 40 58 5a 00 00 00 || mov DWORD PTR [eax+0x58],0x5a|| ; 90 |- |0x019a2f2|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a2f7|| 68 f1 55 30 4f || push 0x4f3055f1|| |- |0x019a2fc|| c7 40 5c 55 00 00 00 || mov DWORD PTR [eax+0x5c],0x55|| ; 85 |- |0x019a303|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a308|| c7 40 64 5f 00 00 00 || mov DWORD PTR [eax+0x64],0x5f|| ; 95 - subterranean |- |0x019a30f|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a314|| c7 40 68 5a 00 00 00 || mov DWORD PTR [eax+0x68],0x5a|| ; 90 |- |0x019a31b|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a320|| c7 40 6c 55 00 00 00 || mov DWORD PTR [eax+0x6c],0x55|| ; 85 |- |0x019a327|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a32c|| c7 40 74 5f 00 00 00 || mov DWORD PTR [eax+0x74],0x5f|| ; 95 - lava |- |0x019a333|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a338|| c7 40 78 5a 00 00 00 || mov DWORD PTR [eax+0x78],0x5a|| ; 90 |- |0x019a33f|| a1 90 36 20 10 || mov eax,ds:0x10203690|| |- |0x019a344|| c7 40 7c 55 00 00 00 || mov DWORD PTR [eax+0x7c],0x55|| ; 85 |- |} To change the pathfinding minimum movement, one has to modify the values for each terrain, for each level of the skill. The new terrains introduced by HotA, wasteland and highlands, are not affected by this. Their movement costs are stored as plain ASCII text in HotA.dat.
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