Elemental Mod for MM7 -- v4.0 open beta

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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Lone_Wolf
Peasant
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Posts: 65
Joined: 10 Oct 2024

Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby Lone_Wolf » Today, 14:17

Tomsod wrote: Yesterday, 12:00 More than that, it shoots an equipped ranged weapon even in melee range, which I added early on to retain an ability to fire blasters and wands in melee. This is also what happens if no quick spell is set at all, so any unset quick spell key is actually a "shoot in melee" key.

Why do you want extra quick spell keys specifically to not work like that? In vanilla you also could make Heal a quick spell, and accidentally hit someone when out of mana, and if I change that, people used to vanilla could be surprised instead.
I like things to be consistent and expect a quick spell key to do just one thing : cast a spell
The s-key allows selecting 1 spell that will be cast before its other actions.

Checking mm7 reference card it seems there are no dedicated quick spell keys.

It probably comes down to whether the extra keys are meant to work as shortcuts to allow easier casting or additonal s-keys

That's a design decision and you appear to have chosen the latter.


Another question
changelog wrote: Chest traps have only a 50% chance to be disarmed if the skill is exactly equal
to trap difficulty (which is always even), making odd skill values more useful.
This works for normal level, but expert disarm doubles skill and is always even .
For disarm master the statement is also incorrect.

example :
assume trap level is 22


N 22 fails in 50%, N23 always succeeds
E 11 fails in 50% , E12 succeeds always
M7 fails 50%, M8 always succeeds

Do I misunderstand the mechanic ?

Tomsod
War Dancer
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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby Tomsod » Today, 15:53

Lone_Wolf wrote: Today, 14:17 Checking mm7 reference card it seems there are no dedicated quick spell keys.

It probably comes down to whether the extra keys are meant to work as shortcuts to allow easier casting or additonal s-keys
Ah, good point, the manual does describe S as a "combo" key with quick spell only being the first option! I'll think on it.
Lone_Wolf wrote: Today, 14:17 example :
assume trap level is 22

N 22 fails in 50%, N23 always succeeds
E 11 fails in 50% , E12 succeeds always
M7 fails 50%, M8 always succeeds

Do I misunderstand the mechanic ?
I meant skill after the expert/master multiplier. M7 = 21 effective skill, it will always fail in your example, while M8 = 24 always succeeds (and may even disarm a stronger trap). Likewise with E12 = 24; you're right that it can never be odd at expert. Also note that bonuses to disarm from items, hirelings, etc. are also multiplied in the mod, unlike vanilla where expert and master only affect the base skill value.

Mortis
Leprechaun
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Posts: 46
Joined: 30 Apr 2018

Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby Mortis » Today, 18:34

Hi, which file shoud be edited to fix problem with dodge skill?
In vanilla game and unfortunately in merge project, monks are able to dodge only arrows, while both your mod and MAW let them dodge also melee attacks and spells.


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