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== Creature Banks == Creature bank definitions in h3hota HD.exe start at 0x2702A0. They are coded as follows: <span style="color:red">U1</span>000000 <span style="color:orange">U2</span>000000 <span style="color:orange">U3</span>000000 <span style="color:orange">U4</span>000000 FFFFFFFF 00000000 00000000 00000000, where <span style="color:red">U1</span>, <span style="color:orange">U2</span>, <span style="color:orange">U3</span> and <span style="color:orange">U4</span> are Unit IDs for guards ( <span style="color:orange">U2 U3 U4</span> etc are optional). Note, that the 12 bytes of 00 do not appear after the last defined creature bank (Dragon Utopia). Afterwards, the reward creatures (and creatures only!) are defined as follows: FFFFFFFF <span style="color:blue">R1</span>000000 <span style="color:blue">R2</span>000000 <span style="color:blue">R3</span>000000 Where <span style="color:blue">R1</span> is the reward creature for the first bank, <span style="color:blue">R2</span> for the second, and so on. The order the banks appear in is as follows: #Cyclops Stockpile #Dwarven Treasury #Griffin Conservatory #Imp Cache #Medusa Stores #Naga Bank #Dragon Fly Hive #Shipwreck #Derelict Ship #Crypt #Dragon Utopia. Note, that after changing these values, you still have to edit the remaining bank data in CrBanks.txt. HotA banks, except for the Ancient Altar, are all defined within the Hota.dat file, as crbank21, 22, and so on. === The Pyramid === The pyramid is defined separately: : 0xa3fa2:6a '''02''' 6a '''14''' 6a '''7d''' (52 8d4508 53 50) 6a '''74'''; : 0xa3fb6: '''28''' 00 00 00 Where: * 02 is the number of stacks of Diamond Golems * 14 is the number of Diamond Golems (in total) * 7d is the unit ID of Diamond Golems, * 74 is the unit ID of Gold Golems and * 28 is the number of Gold Golems. BTB2 suggested replacing Diamond Golems with Mummies - this however, requires using a creature ID above 80, and therefore a long push (6B 8D000000 for mummies). However, to do that we would need to use some empty space. He suggested removing the -2 Luck on empty Pyramid subroutine. I decided to instead use some empty space I got from a different change, keeping the -2 Luck penalty. The result is as follows: : 0x0A3FA6 β ebdf (jumps to overwrite -2 luck on empty Pyramid), : 0x0A3F82 β e9 89c10100 (jump to free space 0xc0110) ::::: 68 8d000000 (Mummies) :::::EB 1A 90 90 (jump back to A3FA8), : 0xc0110 (Free) β 8a 87 1b 01 00 00 04 fe 88 87 1b 01 00 00 (displaced code: -2 Luck on empty Pyramid), : 0xc011d (Free) β E9 6b3efeff(jump to 0x0A3F8F (end of F8E)) Note, that this method assumes you have empty space at 0xc0110 (by forcing rumors to always show rumors defined by the mapmaker). If you have empty space elsewhere, simply move the function, altering the jumps appropriately.
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