Author Topic: WarCraft II 1.33 WarHack  (Read 7415 times)

Offline Delete mine too

  • Death Knight
  • *********
  • Posts: 2652
  • http://meatspin.com
    • View Profile
    • http://meatspin.com
WarCraft II 1.33 WarHack
« on: July 08, 2016, 04:25:47 AM »
We do not support hacking. This program can be useful to modify the exe and compares difference to hopefully making modding experience easier.     


                       Installation Use
                        ==========================

        All this covers is how to install and use this editor, first decompress
it in you WarCraft II directory then do the following:

     
   1. Unzip WarHack for windows
   2. Run WARHACK and answer the questions


BASIC USE:
==========

        When started you should hit a screen with the red bar at the top,
        you are at the startup screen.  It should state the version of War2
        and ask for you to press a key.  If not you have either mispelled the
        parameter (war2hack.exe or whatever) or your version of War2 is not
        compatible!(v1.0 + v1.2 + v1.3 + v1.33 are supported).

        Once in the main menu, you can edit various characteristics:

                1. Units = Basic information on units with references
                        to their corresponding command bar,icons, and names.

                2. Command Data = Allows you to edit the units command bar

                3. Spell Editor = Allows you to edit Mana cost and hopefully
                        range in the near future.

SPELL EDITOR:
=============

        The spell editor is perhaps the simplest component. It allows one to
change the mana cost and range of a particular spell. Once you have
made  the changes press ESC to exit back the the main menu and save changes.

UNIT EDITOR:
============

        This menu introduces functions..  Functions are pointers to code, and
unlike the other values will ALWAYS crash the game is set to arbitrary values.
You can get possible values by browsing what other units have for this function.
(Or the appendix A).  Here is a short description of every entry:

Icon:  This is the icon # (in the terrain specific icons counting from 0)
Name:  Offset in unit name(strdat) counting from 0
Str Text: What the default strdat.war would show for the name.
unk : Your guess is as good as mine :)
Fna : ???
Fnb : Status Bar on side.. Copy value from farms to footman to see farm status
        on a footman :)
cmd data: Offset from the command editor to start of a command section
commands: How many commands the read from ^- section.


COMMAND EDITOR:
===============

   What commands? Well those move, attack, etc. spells every unit
has on the sidebar.  They are arranged into areas called positions:

1  2  3
4  5  6
7  8  9

Each one of those #'s is a command and all of them make of a function
group.    Each one if these has a position, a requirement function (that
determines whether it is shown, and action function,etc..

   Here is a brief description of each property:
ICON - The icon index
STRING - The index of the string shown when the mouse is over the button.
POSITION - The position it is in (the numbers are above)
REQ FN - The function called to determine if the button is shown
REQ VER - The variable passed to that function.
ACT FN - The function that gets called when the button is pressed.
ACT VAR - The variable passed.

        A few notes about this editor.  The selection bar on the side selects
the *DEFAULT* function that this unit uses, so if you map the barracks to a
different cmd struc, the barracks will still take you to the old one. (You'd
have to select the one you mapped it to.)

        The cross-references however include your modifications.  If you modify
a cmd  struc with more than 1 thing in its crossreference all listed units
are affected!

CURRENT CMD OFFS = Tells the current struc offs, this is what you'd change to
        in the units editor.

Yuo probably didn't suck all that in, so its best to expierament!
Remember don't overwrite war2.exe!  If you need more helpp view
tutor.txt for some examples!


Offline shesycompany

  • Death Knight
  • *********
  • Posts: 3587
  • retired, be in music section
    • View Profile
Re: WarCraft II 1.33 WarHack
« Reply #1 on: July 08, 2016, 09:16:18 PM »
 8) we got it man just a little more time.

Offline somnu

  • Critter
  • *
  • Posts: 2
    • View Profile
Re: WarCraft II 1.33 WarHack
« Reply #2 on: July 05, 2017, 08:56:48 AM »
Can this work on the BNE edition?

Offline shesycompany

  • Death Knight
  • *********
  • Posts: 3587
  • retired, be in music section
    • View Profile
Re: WarCraft II 1.33 WarHack
« Reply #3 on: July 05, 2017, 08:47:16 PM »
no but u can still doit soon as someone builds it   :blank:
(lamb is still away, this is exactly what his prog is but even better)
spell editor = complete (as good as warhack)

command editor= complete (as good as warhack)

unit editor =is just as good as he described ..making a unit a farm ..but popping out new units arent so easy.(as good as warhack)tupac can pop out dif units so yes that shit is done also.

i never could get it to work with my .exe's would be great if someone could and see all the stuff it does..
« Last Edit: July 06, 2017, 02:01:24 PM by easycompany »

Offline Delete mine too

  • Death Knight
  • *********
  • Posts: 2652
  • http://meatspin.com
    • View Profile
    • http://meatspin.com
Re: WarCraft II 1.33 WarHack
« Reply #4 on: July 06, 2017, 09:23:18 PM »
Setup a VM with XP or windows 2000 or something should work perfect.

If I ever get time I will gladly finish the exe editor and our editor.

Offline shesycompany

  • Death Knight
  • *********
  • Posts: 3587
  • retired, be in music section
    • View Profile
Re: WarCraft II 1.33 WarHack
« Reply #5 on: July 07, 2017, 07:51:44 AM »
lamb will be back! dont lose hope!or maybe not :o
« Last Edit: July 07, 2017, 07:56:00 AM by easycompany »