On the Emerald Island map of MM7RedoneUltimate there are monsters with acid burst attack.
A starting party has max 10 water resistance, so those attacks are very painful.
I now compensate for this using a savegame editor to add 4 rings with +60 water resistance and throw them away before leaving EI but am looking for a better way .
Since emerald offers ways to increase fire resistance (and the vanilla game only had fire using monsters on Emerald) ), I could try to change the attacks just for emerald .
https://mmmodding.miraheze.org/wiki/Add ... ertain_map lists 2 ways to do that : local or global script .
Since the mod I play allows returning to emerald, I should ensure the fire using monsters are only present for starting parties .
Would local or global be better and what pitfalls should I watch out for ?
I do have some coding experience (quickbasic, delphi, forth, fpc ) and modding in mwscript & non-web javascript (different games) but none with lua .
MM7 modding - changing monster attacks for 1 map only
Re: MM7 modding - changing monster attacks for 1 map only
I looked more at examples and also existing scripts in the mod and have decided to
- create a local sub-script in maps (called no-acid-burst.out01.lua or similar)
- The biggest problem appears to be the amount of damage acid burst does due to its base damage of 9 AND getting bursted lots of times in 1 round.
To keep the spirit of the mod changing the attack to a weaker one of same type seems best option.
outdoors ice bolt can be used, indoors poison spray .
- add a check whether party has cleared goblins from castle H and don't change monster stats if it has.
- create a local sub-script in maps (called no-acid-burst.out01.lua or similar)
- The biggest problem appears to be the amount of damage acid burst does due to its base damage of 9 AND getting bursted lots of times in 1 round.
To keep the spirit of the mod changing the attack to a weaker one of same type seems best option.
outdoors ice bolt can be used, indoors poison spray .
- add a check whether party has cleared goblins from castle H and don't change monster stats if it has.
Re: MM7 modding - changing monster attacks for 1 map only
The recent posts in MM7Rev4mod A Radical Redone made me look at this again .
The char that gets hammered with acid burst is a goblin ranger. an elf archer is only rarely targeted.
I still feel acid burst is too powerful for early game, so will contnue with this.
The char that gets hammered with acid burst is a goblin ranger. an elf archer is only rarely targeted.
I still feel acid burst is too powerful for early game, so will contnue with this.
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Re: MM7 modding - changing monster attacks for 1 map only
I really look forward to the ability emerald offers ways to increase fire resistance more effectively in the game.Lone_Wolf wrote: ↑14 Nov 2024, 11:01 On the Emerald Island map of MM7RedoneUltimate there are monsters with acid burst attack.
A starting party has max 10 water resistance, so those attacks are very painful.
I now compensate for this using a savegame editor to add 4 rings with +60 water resistance and throw them away before leaving EI but am looking for a better way .
Since emerald offers ways to increase fire resistance (and the vanilla game only had fire using monsters on Emerald) ), I could try to change the attacks just for emerald .
https://mmmodding.miraheze.org/wiki/slice master/Add_script_that_only_runs_for_certain_map lists 2 ways to do that : local or global script .
Since the mod I play allows returning to emerald, I should ensure the fire using monsters are only present for starting parties .
Would local or global be better and what pitfalls should I watch out for ?
I do have some coding experience (quickbasic, delphi, forth, fpc ) and modding in mwscript & non-web javascript (different games) but none with lua .
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