MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
MMExtension seems to clash with the Chaos Conspiracy mod. Literally almost all monsters in the maps are Skirmishers.
- J. M. Sower
- Scout
- Posts: 188
- Joined: 25 Jan 2016
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Uhh... I have a problem with HostileTxt again. It works in the past, but last time when I run the game I noticed that almost all of the monsters (without one type) set as spawns in editor (it looks identicaly when I use SummonMonster) are friendly. Thats weird, because as you can see on the screen below I set them the same numbers and monsters with hostile Id equal 18 are realy hostile, but with 73 (and 67) are friendly.
I also tried Rodril's mod for remove monsters limits and it works identicaly.
Ps. I checked it and it doesn't work in MM8, but in MM7 everything is ok. For example, in MM7 I summon some monster with hostile for player equal 0 (he is friendly) and when I set his hostile equal 2 he gets aggressive. When I try this in MM8 summoned monster have the same hostile all the time.
I also tried Rodril's mod for remove monsters limits and it works identicaly.
Ps. I checked it and it doesn't work in MM8, but in MM7 everything is ok. For example, in MM7 I summon some monster with hostile for player equal 0 (he is friendly) and when I set his hostile equal 2 he gets aggressive. When I try this in MM8 summoned monster have the same hostile all the time.
Last edited by J. M. Sower on 22 Jan 2017, 11:32, edited 3 times in total.
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Though MM8 declaring 89 rows in HostileTxt, in fact it does not read rows after 66 (seems it is hastily patched legacy from MM7). I forgot about it and set default number as 89 for MM8, so HostileTxtLimitsRemoval did not work if you added less then 24 new monsters. Fixed: https://www.dropbox.com/s/i5nlfy077fe3y ... 8.zip?dl=0 (also old script violated historytxt pointer, what caused crashes, it does not anymore).J. M. Sower wrote:I have a problem with HostileTxt again.
Last edited by Rodril on 22 Jan 2017, 18:19, edited 4 times in total.
- J. M. Sower
- Scout
- Posts: 188
- Joined: 25 Jan 2016
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Now I have this error:Rodril wrote:Though MM8 declaring 89 rows in HostileTxt, in fact it does not read rows after 66 (seems it is hastily patched legacy from MM7). I forgot about it and set default number as 89 for MM8, so HostileTxtLimitsRemoval did not work if you added less then 24 new monsters. Fixed: https://www.dropbox.com/s/i5nlfy077fe3y ... 8.zip?dl=0
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Are you sure, you have something in Hostile.txt at line 75 (it is not typo, i mean 75: first line does not counts, second line ("party") counts as 0 in .exe)? (Have you put .txt into .lod? I'm always forgetting). If you think, everything is right, add one line with any symbol or word in first cell and one row to hostile.txt, it will solve issue. I've tested script again, everything work as it should be, i had such errors only when i did mistakes in hostile.txt.J. M. Sower wrote:Now I have this error:
- J. M. Sower
- Scout
- Posts: 188
- Joined: 25 Jan 2016
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Look at my Hostile.txt file. I don't know what is wrong.Rodril wrote:Are you sure, you have something in Hostile.txt at line 75 (it is not typo, i mean 75: first line does not counts, second line ("party") counts as 0 in .exe)? (Have you put .txt into .lod? I'm always forgetting). If you think, everything is right, add one line with any symbol or word in first cell and one row to hostile.txt, it will solve issue. I've tested script again, everything work as it should be, i had such errors only when i did mistakes in hostile.txt.
https://www.sendspace.com/file/ev4li0
Last edited by J. M. Sower on 27 Jan 2017, 06:53, edited 2 times in total.
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Is there a way to play Chaos Conspiracy w/ MMExtension? I wanted MMExtension so I could attempt a solo game in TCC along with HD mode, etc. TCC is playable but the problem with MMExtension is that 95% of all monsters across maps are changed to Skirmishers. Is there a workaround?
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
I've teseted it and everything works fine for me:J. M. Sower wrote:Look at my Hostile.txt file. I don't know what is wrong.
https://www.sendspace.com/file/ev4li0
https://www.dropbox.com/s/yeycsp2jd4edf ... t.mp4?dl=0
Maybe you have something like "00 patch.EnglishT.lod" in data folder? Or something another, what replaces Hostile.txt in original .lod? If not, do following:
Download this script: https://www.dropbox.com/s/pk24nuxbh86mm ... g.lua?dl=0
Turn off or remove "RemoveHostileTxtLimit.lua", put downloaded script into \Scripts\Structs\After folder.
Launch game. After start cinematics debug console will appear. Type this:
Code: Select all
DebugCOUNT
- J. M. Sower
- Scout
- Posts: 188
- Joined: 25 Jan 2016
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Uhh... I had hostile.txt in some additional archive. Now it works. BTW, did I understand correctly that monster hostile to another monster is activated only if he is in some group? It is disabled if he is in 0 group?Rodril wrote:I've teseted it and everything works fine for me:
https://www.dropbox.com/s/yeycsp2jd4edf ... t.mp4?dl=0
Maybe you have something like "00 patch.EnglishT.lod" in data folder? Or something another, what replaces Hostile.txt in original .lod? If not, do following:
Download this script: https://www.dropbox.com/s/pk24nuxbh86mm ... g.lua?dl=0
Turn off or remove "RemoveHostileTxtLimit.lua", put downloaded script into \Scripts\Structs\After folder.
Launch game. After start cinematics debug console will appear. Type this:This is number of rows in Hostile.txt, loaded by game. Game always loading full table. If it equal 73 - change DebugCOUNT to 133 and close console, if game will crash then only thing left to do - searching of wrong Hostile.txt.Code: Select all
DebugCOUNT
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Not exactly, they must be in diffrent(!) groups, does not matter which. Monsters in group 0 will fight with monsters in group 10, but will never fight with monsters in group 0 (default monster's group is 1).J. M. Sower wrote:BTW, did I understand correctly that monster hostile to another monster is activated only if he is in some group? It is disabled if he is in 0 group?
- J. M. Sower
- Scout
- Posts: 188
- Joined: 25 Jan 2016
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Right, I get it.Rodril wrote:Not exactly, they must be in diffrent(!) groups, does not matter which. Monsters in group 0 will fight with monsters in group 10, but will never fight with monsters in group 0 (default monster's group is 1).J. M. Sower wrote:BTW, did I understand correctly that monster hostile to another monster is activated only if he is in some group? It is disabled if he is in 0 group?
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
So, I've been poking around at these utilities a bit. Greyface had mentioned that the latest version included hooks for some of the things that I wanted to do, but I'm not much of a coder and am just completely lost as to how to get started.
Of all the things I've wanted to do, the main thing I've really been after and would help me get motivated to get back on the wagon are the changes I want to make to alchemy - making green potions "Cure MP" instead of blue ones and so on. I'm guessing that this needs to be done via a LUA script, I just... have no idea where to start. Any advice?
(For reference: http://btb2.free.fr/cupcakes/mm7_alchemy.txt)
Of all the things I've wanted to do, the main thing I've really been after and would help me get motivated to get back on the wagon are the changes I want to make to alchemy - making green potions "Cure MP" instead of blue ones and so on. I'm guessing that this needs to be done via a LUA script, I just... have no idea where to start. Any advice?
(For reference: http://btb2.free.fr/cupcakes/mm7_alchemy.txt)
Last edited by BTB on 05 Feb 2017, 21:08, edited 1 time in total.
"You don't have to be a vampire to die like one... bitch." -Simon Belmont
- J. M. Sower
- Scout
- Posts: 188
- Joined: 25 Jan 2016
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
GrayFace, I noticed that in MM8 theoretically are two endings but they are using the same video and congratulations inscription/background. There is posibility to edit that?
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
There is no trigger for using an item on a character yet.BTB wrote:Of all the things I've wanted to do, the main thing I've really been after and would help me get motivated to get back on the wagon are the changes I want to make to alchemy - making green potions "Cure MP" instead of blue ones and so on. I'm guessing that this needs to be done via a LUA script, I just... have no idea where to start. Any advice?
Yes, you can count on that. Any movie, any text, any background picture.J. M. Sower wrote:GrayFace, I noticed that in MM8 theoretically are two endings but they are using the same video and congratulations inscription/background. There is posibility to edit that?
Last edited by GrayFace on 11 Feb 2017, 20:24, edited 1 time in total.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
- J. M. Sower
- Scout
- Posts: 188
- Joined: 25 Jan 2016
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
That's good. So, in which way? Only thing I know is that scripts evt.EnterHouse(600) and evt.EnterHouse(601) are responsible for it.GrayFace wrote:Yes, you can count on that. Any movie, any text, any background picture.
Last edited by J. M. Sower on 12 Feb 2017, 16:35, edited 1 time in total.
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
I see... are item-use triggers something that are planned for the future?
"You don't have to be a vampire to die like one... bitch." -Simon Belmont
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Yes.
In future.J. M. Sower wrote:That's good. So, in which way?
Last edited by GrayFace on 14 Feb 2017, 08:10, edited 1 time in total.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Well, I will await that update, then. There's no rush at all - I have a *lot* going on in my life right now.
And again, thank you for all of your hard work.
And again, thank you for all of your hard work.
"You don't have to be a vampire to die like one... bitch." -Simon Belmont
- J. M. Sower
- Scout
- Posts: 188
- Joined: 25 Jan 2016
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Many things which I'm looking forward.
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Hello.
Grayface, can you help me?
Can you explain, at least briefly, how can i set array/structure, which will behave like MMExt arrays/structures? I.e. to bind them and their elements to actual addresses, which i want. In scripts about MonstersTxt and HostileTxt i just changed existing.
I'm doing script which will allow us to add and change rules of special houses (like shops, stables, taverns etc). It is close to finishing, and seems stable, though testing needed. Current link is: https://www.dropbox.com/s/ukhr1q9f9ria8 ... t.zip?dl=0
Put it into '...\General' or '...\Structs\After' folder. Only mm8 for now. Read readme, it have few important details about spellbook shops and taverns. (I wanted to add tech info, but there is a lot, i'll add it to archive later, though pointers to original rules and assortments are in first lines of script).
For now, script doing following:
1. At first launch it generate 'House rules.txt' table in '...\Data\Tables' folder, you can change exsisting rules of any house or even add new (limits removed for rules and assortments as well).
2. System of house managment partially reworked, so script allowing us to append(!) any special house to end of '2DEvents.txt' instead of keeping all of them in one block. Index by type used instead of global now.
And i want to add structures to manage with house rules and shop assortments inside game, it will alow us to, for example, make events and quests, after which assortment of shop/shops will be changed.
Grayface, can you help me?
Can you explain, at least briefly, how can i set array/structure, which will behave like MMExt arrays/structures? I.e. to bind them and their elements to actual addresses, which i want. In scripts about MonstersTxt and HostileTxt i just changed existing.
I'm doing script which will allow us to add and change rules of special houses (like shops, stables, taverns etc). It is close to finishing, and seems stable, though testing needed. Current link is: https://www.dropbox.com/s/ukhr1q9f9ria8 ... t.zip?dl=0
Put it into '...\General' or '...\Structs\After' folder. Only mm8 for now. Read readme, it have few important details about spellbook shops and taverns. (I wanted to add tech info, but there is a lot, i'll add it to archive later, though pointers to original rules and assortments are in first lines of script).
For now, script doing following:
1. At first launch it generate 'House rules.txt' table in '...\Data\Tables' folder, you can change exsisting rules of any house or even add new (limits removed for rules and assortments as well).
2. System of house managment partially reworked, so script allowing us to append(!) any special house to end of '2DEvents.txt' instead of keeping all of them in one block. Index by type used instead of global now.
And i want to add structures to manage with house rules and shop assortments inside game, it will alow us to, for example, make events and quests, after which assortment of shop/shops will be changed.
Who is online
Users browsing this forum: No registered users and 7 guests