Search found 30 matches
- 21 Oct 2017, 19:46
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 938
- Views: 533193
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Where can I download the MMExtension + MMEditor? All the download links are broken on this page: https://sites.google.com/site/sergroj/mm/mmextension Thanks for any help :) https://www.dropbox.com/s/dminvb7ggwfcip1/MMExtensionTmp.rar?dl=0 https://www.dropbox.com/s/mq2fojryto8gnei/MMEditor.rar?dl=0 ...
- 06 Oct 2017, 18:44
- Forum: Might and Magic
- Topic: Using Lua to mod Monster stats? UPDATE: Solved the HP Issue!!!!
- Replies: 11
- Views: 6140
Re: Using Lua to mod Monster stats?
The data structure "Map" is important to know. It is used to map identifiers (i) to the values (v) or objects store in the map. It is often optimized to very efficiently retrieve the value given the identifier. There is probably also a syntax that lets you get a specific monster from the ...
- 28 Sep 2017, 15:52
- Forum: Might and Magic
- Topic: Using Lua to mod Monster stats? UPDATE: Solved the HP Issue!!!!
- Replies: 11
- Views: 6140
Re: Using Lua to mod Monster stats?
Yeah, I think I understand the loop now, but still can't get the stats to change. Oh well, I have to work around it. Thanks again! ****EDIT: I got it to work finally!!! I realized even the map names are case sensitive as well. All this time and frustration just because I was using a capital "O&...
- 27 Sep 2017, 20:19
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 938
- Views: 533193
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
If you want to add a new monster, you'll have to then add it to Data\Tables\SFT.txt, Data\Tables\MonData.txt and standard monsters tables. If you're going to do this, I have a tool I made back in the day for monsters adding. Do you still have this tool? I would definitely be interested in it. Let m...
- 27 Sep 2017, 20:16
- Forum: Might and Magic
- Topic: Using Lua to mod Monster stats? UPDATE: Solved the HP Issue!!!!
- Replies: 11
- Views: 6140
Re: Using Lua to mod Monster stats?
Hey guys. I really do appreciate your help. I tried what you suggested, I copy and pasted it exactly and still nothing worked except the Hostile. Just an FYI, I'm not really wanting to mod the FPeasant for my finished mod, I was just using her as the test Monster because she is right there at game s...
- 26 Sep 2017, 00:25
- Forum: Might and Magic
- Topic: Using Lua to mod Monster stats? UPDATE: Solved the HP Issue!!!!
- Replies: 11
- Views: 6140
Re: Using Lua to mod Monster stats?
Hello. Those fields you changing are wrong. Check manual: https://sites.google.com/site/sergroj/mm/mmextension/reference#structs.MonstersTxtItem "Game.MonstersTxt[121].Hitpoints = 100" - MonstersTxt item does not contain "Hitpoints" field, you must change "FullHP" or &...
- 23 Sep 2017, 21:27
- Forum: Might and Magic
- Topic: Using Lua to mod Monster stats? UPDATE: Solved the HP Issue!!!!
- Replies: 11
- Views: 6140
Re: Using Lua to mod Monster stats?
OK, thanks, I had thought I tried using both "FullHP" and "FullHitpoints" and neither worked, but maybe I am wrong, will try again. As for the "fly" I used "Y" because that is what was used in the monsters.txt file, but I'll try it with "true". This ...
- 27 Aug 2017, 20:35
- Forum: Might and Magic
- Topic: Using Lua to mod Monster stats? UPDATE: Solved the HP Issue!!!!
- Replies: 11
- Views: 6140
Using Lua to mod Monster stats? UPDATE: Solved the HP Issue!!!!
Hey All, I'm using Grayfaces MMExtension to mod the game. I know I can go into Monsters.txt and mod Monster stats but I want to be able to change them only on certain maps. He gave an example to change their hostility (see below) and it works fine. As you can see I used the common female villager. I...
- 23 Jul 2017, 20:32
- Forum: Might and Magic
- Topic: Question for Grayface on Extracting .evt files
- Replies: 0
- Views: 2180
Question for Grayface on Extracting .evt files
Hi Grayface, in your MMExtension notes you said: You can decompile scripts of TCC or Rev4 mod by yourself. To do so, extract all *.evt and *.str files from the same LOD archive you used to extract *.txt files. Put them into "Decompile" folder inside the game folder, create "Scripts&qu...
- 22 Jul 2017, 20:51
- Forum: Might and Magic
- Topic: Map Editing from Scratch in MM6-8 Engine?
- Replies: 5
- Views: 4120
Re: Map Editing from Scratch in MM6-8 Engine?
https://sites.google.com/site/sergroj/mm/mmextension I'm not sure that is going to be much help to someone who is just starting out. I always modded the maps with Hex, that's how BDJ taught me, but that is pretty involved and to be honest it's been years since I did it so I forget a lot of it. I'm ...
- 15 May 2017, 02:10
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 938
- Views: 533193
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
I also meant .evt files, they don't contain anything like that. They also aren't in new.lod. What you're recalling is .dlv and .ddm files, but I don't know why you used to extract them from new.lod. You're right, it was the .dlv files I was talking about, sorry, I get all that mixed up, I just know...
- 09 May 2017, 19:38
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 938
- Views: 533193
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
It's better to extract specific events and add 'Game.MapEvtLines:RemoveEvent(number)' to disable standard handler. Decompiled scripts will change in some parts with the release of new versions of MMExt and patches. OK, for now I'm just editing "Global", but will try that out, thanks. No, ...
- 03 May 2017, 18:23
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 938
- Views: 533193
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
:-D Hi GrayFace,may I ask you how to translate this script into lua?It's kind of shame that I don't even know a little bit about lua :( event 318 Hint = str[100] -- "" 0: MoveToMap {X = -14208, Y = -6992, Z = 1344, Direction = 1024, LookAngle = 0, SpeedZ = 0, HouseId = 0, Icon = 0, Name =...
- 30 Apr 2017, 18:46
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 938
- Views: 533193
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
:-D Hi GrayFace,may I ask you how to translate this script into lua?It's kind of shame that I don't even know a little bit about lua :( event 318 Hint = str[100] -- "" 0: MoveToMap {X = -14208, Y = -6992, Z = 1344, Direction = 1024, LookAngle = 0, SpeedZ = 0, HouseId = 0, Icon = 0, Name =...
- 30 Apr 2017, 18:43
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 938
- Views: 533193
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
I noticed that mm8.exe contains some interesting dialog boxes. It looks like they are for setting coordinates for items that doesn't have posibility to edit their cords in items.txt (for example swords can be moved in items.txt but boots can't and they have dialog box visible on screen below). http...
- 24 Apr 2017, 19:47
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 938
- Views: 533193
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Here are current quest examples: https://www.dropbox.com/s/go2fp1g5rqi8fq1/Quests.rar?dl=0 Tell me if some of them don't work. I've made changes to MMExt since that Tmp version I uploaded. Put all of them into Scripts\Global. Start examining with "Quest Example Simple", then "Quest E...
- 21 Apr 2017, 17:30
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 938
- Views: 533193
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
OK thanks, I'll figure it out, thing is I know had this working back in the day, wish I had made notes. Are you still planning to upload this: To edit *.evt files I made 010Editor templates back in the day. If you want, I'll upload them. Going off topic, and I'm kinda nervous to ask, is Big Daddy st...
- 21 Apr 2017, 16:04
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 938
- Views: 533193
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
No, that's impossible. To modify *.evt files you'd need my 010Editor templates. Or you can modify *.lua files and use them with MMExtension. Lua files should be placed into Scripts/Maps, except Global.lua which should be placed into Scripts/Global. OK. I guess I'm still a bit confused. Is the scrip...
- 18 Apr 2017, 21:52
- Forum: Might and Magic
- Topic: How to get Vampire's cape??(MM7)
- Replies: 7
- Views: 4688
Re: How to get Vampire's cape??(MM7)
I'd like to know too because I've never found it, only way I could ever get it was with a Save Game editor and even then it was missing it's special enhancements.
- 15 Apr 2017, 23:11
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 938
- Views: 533193
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Spoke too soon, I already had those extracted .txt files from before, I was referring to when we spoke here and you told me the extracted .txt files will not work if I place them in the datafiles folder because the commands are different and I had to rewrite them: For example, event 101 0: Cmp {VarN...