well, full command would be 2305, 2304, 2303, 2302, 2301, 2300. Just checks your character 0, 1, 2, 3, or all 4 - 2305GrayFace wrote:I have plans for high-level events language. For now you can use my 010Editor templates to edit events.
Quite a strange name for a command that chooses a character to which the commands after it would be applied.motter28218 wrote:23 – Checky Party
Modding MM6
- motter28218
- Pixie
- Posts: 118
- Joined: 30 Sep 2007
Re: Modding MM6
Last edited by motter28218 on 09 Apr 2009, 18:31, edited 1 time in total.
- Big Daddy Jim
- Swordsman
- Posts: 551
- Joined: 29 Oct 2007
- Location: Republic de Panama
Re: Modding MM6
Matt, the modify next by member 0, 1, 2, 3 are used regularly in each class promotion (at quest complete) to determine which member(s) of the party get the actual promotion to the next 'higher' class. For what it is worth.motter28218 wrote: well, full command would be 2305, 2304, 2303, 2302(never seen it used), 2301(never seen it used), 2300(seen it don't know why). Just checks your character 0, 1, 2, 3, or all 4 - 2305
BDJ
"BDJ the Coding Wizard has moved out of the Coding Fortress, has retired from Might & Magic game modification, and now lives a peaceful life in Alto Lino, Republic de Panama.
http://www.mediafire.com/BDJs
http://www.mediafire.com/BDJs
- motter28218
- Pixie
- Posts: 118
- Joined: 30 Sep 2007
Re: Modding MM6
I gotta quit posting when I'm drunk.Big Daddy Jim wrote:Matt, the modify next by member 0, 1, 2, 3 are used regularly in each class promotion (at quest complete) to determine which member(s) of the party get the actual promotion to the next 'higher' class. For what it is worth.motter28218 wrote: well, full command would be 2305, 2304, 2303, 2302(never seen it used), 2301(never seen it used), 2300(seen it don't know why). Just checks your character 0, 1, 2, 3, or all 4 - 2305
BDJ
BTW, 23 04 means current character and 23 06 means random character. 23 04 is the default if there is an active character. 23 06 is the default if there's no active character. With 23 06 random character is chosen independently for each command. It is the cause of a bug that lets you drink from a fountain multiple times.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Here are some notes of what I've found. I will easily find these things in any MM version.
Town portal setup - maps, pictures positions.
Traveling - by feet, by horse or boat.
Artifacts bonuses
Spells properties
Mixing potions etc.
Here are starting stats of classes, HP & SP bases and multipliers:
.data:004C2630 ; char HitPointsBaseByClassType[]
.data:004C2638 ; char SpellPointsBaseByClassType[]
.data:004C2640 ; char HitPointsMultiplierByClass[]
.data:004C2654 ; char SpellPointsMultiplierByClass[]
.data:004C2668 ; char StartingMightByClassType[]
.data:004C2669 ; char StartingIntellectByClassType[]
.data:004C266A ; char StartingPersonalityByClassType[]
.data:004C266B ; char StartingEnduranceByClassType[]
.data:004C266C ; char StartingAccuracyByClassType[]
.data:004C266D ; char StartingSpeedByClassType[]
.data:004C266E ; char StartingLuckByClassType[]
There's no table with spells damage in MM6. Spell damage is calculated by the function at 47F0A0.
Town portal setup - maps, pictures positions.
Traveling - by feet, by horse or boat.
Artifacts bonuses
Spells properties
Mixing potions etc.
Here are starting stats of classes, HP & SP bases and multipliers:
.data:004C2630 ; char HitPointsBaseByClassType[]
.data:004C2638 ; char SpellPointsBaseByClassType[]
.data:004C2640 ; char HitPointsMultiplierByClass[]
.data:004C2654 ; char SpellPointsMultiplierByClass[]
.data:004C2668 ; char StartingMightByClassType[]
.data:004C2669 ; char StartingIntellectByClassType[]
.data:004C266A ; char StartingPersonalityByClassType[]
.data:004C266B ; char StartingEnduranceByClassType[]
.data:004C266C ; char StartingAccuracyByClassType[]
.data:004C266D ; char StartingSpeedByClassType[]
.data:004C266E ; char StartingLuckByClassType[]
There's no table with spells damage in MM6. Spell damage is calculated by the function at 47F0A0.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Back from vacation
Nice Grayface, I didnt expect that much free room for modding in MM6 If you have some free time you could give me the information for setting up -
- Town portal - maps, pictures, positions
- Traveling (wasnt it 2Devents? But I dont get the point howto connect maps)
-Artifacts bonuses
and the spellcosts
That would be very very nice
--------
BTW: I have a little problem at the moment with the background transparency of some weapons. Isnt it the way that there are 2 blue colors and 2 violet ones that cause transparency in MM6? I use the indicated modus for the pics (others work) with exact or local palletes and dont know why it doesnt work suddenly ...
Greetings, Goldgolem
Nice Grayface, I didnt expect that much free room for modding in MM6 If you have some free time you could give me the information for setting up -
- Town portal - maps, pictures, positions
- Traveling (wasnt it 2Devents? But I dont get the point howto connect maps)
-Artifacts bonuses
and the spellcosts
That would be very very nice
--------
BTW: I have a little problem at the moment with the background transparency of some weapons. Isnt it the way that there are 2 blue colors and 2 violet ones that cause transparency in MM6? I use the indicated modus for the pics (others work) with exact or local palletes and dont know why it doesnt work suddenly ...
Greetings, Goldgolem
I dont know, wether I shall open a new thread for my questions or not.
If so, an admin can postpone my post.
I want to change the Spawn Points in the .blv-files from MM6. I worked with trial-and-error so far to get the proper coordinates for the new monsters. Is there an easier way?
And I recognized that other monsters don't spawn anymore although they weren't deleted by me. Has anybody a hint for me or is there no other way but trial-and-error? (referring to Big Daddy Jim's advice to the Game mechanics)
Greetings
Lucy
If so, an admin can postpone my post.
I want to change the Spawn Points in the .blv-files from MM6. I worked with trial-and-error so far to get the proper coordinates for the new monsters. Is there an easier way?
And I recognized that other monsters don't spawn anymore although they weren't deleted by me. Has anybody a hint for me or is there no other way but trial-and-error? (referring to Big Daddy Jim's advice to the Game mechanics)
Greetings
Lucy
- Big Daddy Jim
- Swordsman
- Posts: 551
- Joined: 29 Oct 2007
- Location: Republic de Panama
Unfortunately, the MM6 map feature does not give the party coordinates like MM7/8 do. So, if you want to spawn a creature at a given point in a map area, here's a little trick I learned from Matt Otter.Lucy wrote:I dont know, wether I shall open a new thread for my questions or not.
If so, an admin can postpone my post.
I want to change the Spawn Points in the .blv-files from MM6. I worked with trial-and-error so far to get the proper coordinates for the new monsters. Is there an easier way?
And I recognized that other monsters don't spawn anymore although they weren't deleted by me. Has anybody a hint for me or is there no other way but trial-and-error? (referring to Big Daddy Jim's advice to the Game mechanics)
Greetings
Lucy
Launch MM6 and take your party to the map and location that you want the creatures to appear.
SAVE your game.
Launch MM8LevelEditor and open the SAVED game in the editor. Once open, scroll down to the "party' entry, select it and then select "General'. It will provide you with the current party coordinates.
Wallah! There ya go!
My public thanks to MOtter for this solution.
Big Daddy Jim
"BDJ the Coding Wizard has moved out of the Coding Fortress, has retired from Might & Magic game modification, and now lives a peaceful life in Alto Lino, Republic de Panama.
http://www.mediafire.com/BDJs
http://www.mediafire.com/BDJs
Sprites in .lods are 8-bit pictures with palletes of 256 colors. So each pixel has value 0-255, which is index of RGB-color from palette. Pixels with value 0 (zero index, i.e. first color in palette) are transparent. And this (zero-indexed) color can be any usefull, not necessary blue or violet, because it serves only to visualize transparency while editing pictures.Isnt it the way that there are 2 blue colors and 2 violet ones that cause transparency in MM6? I use the indicated modus for the pics (others work) with exact or local palletes and dont know why it doesnt work suddenly ...
The easiest way is to use ArtMoney, Cheat Engine or any similar program. The coordinates (x,y,z) are at addresses 00908C98, 00908C9C, 00908CA0.Lucy wrote:I want to change the Spawn Points in the .blv-files from MM6. I worked with trial-and-error so far to get the proper coordinates for the new monsters. Is there an easier way?
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Very, very much thanks to you, I didn´t knew itmmtool wrote:Sprites in .lods are 8-bit pictures with palletes of 256 colors. So each pixel has value 0-255, which is index of RGB-color from palette. Pixels with value 0 (zero index, i.e. first color in palette) are transparent. And this (zero-indexed) color can be any usefull, not necessary blue or violet, because it serves only to visualize transparency while editing pictures.Isnt it the way that there are 2 blue colors and 2 violet ones that cause transparency in MM6? I use the indicated modus for the pics (others work) with exact or local palletes and dont know why it doesnt work suddenly ...
- Big Daddy Jim
- Swordsman
- Posts: 551
- Joined: 29 Oct 2007
- Location: Republic de Panama
Lucy,Lucy wrote:Thanks a lot to Big Daddy Jim and Matt Otter.
Has anybody an answer to my second question:
"And I recognized that other monsters don't spawn anymore although they weren't deleted by me. Has anybody a hint for me or is there no other way but trial-and-error? "
Best regards
Go ahead and PM me. Perhaps I can help.
BDJ
"BDJ the Coding Wizard has moved out of the Coding Fortress, has retired from Might & Magic game modification, and now lives a peaceful life in Alto Lino, Republic de Panama.
http://www.mediafire.com/BDJs
http://www.mediafire.com/BDJs
- motter28218
- Pixie
- Posts: 118
- Joined: 30 Sep 2007
You are welcome, but don't let Big Daddy fool ya, for every 1 trick I may have shown him he's shown me 1000, he's definitely the man to go to, him or Grayface, I'm just a student, they're the teacher's. Appreciate the thanks tho.Lucy wrote:Thanks a lot to Big Daddy Jim and Matt Otter.
Has anybody an answer to my second question:
"And I recognized that other monsters don't spawn anymore although they weren't deleted by me. Has anybody a hint for me or is there no other way but trial-and-error? "
Best regards
Otter
Okay, backgroundtransparency works all fine Somebody here wanting to make new monsters for the mod? I would really like to see some stuff I could use and I would credit your big help
Next thing: howto connect maps? There are these pending maps which arent used in MM6, but I would use them for farming and leveling areas
Next thing: howto connect maps? There are these pending maps which arent used in MM6, but I would use them for farming and leveling areas
- vladimir-maestro
- Genie
- Posts: 1038
- Joined: 19 Jun 2008
You think that this kind of mod-making area is a stream of sprites?Goldgolem wrote:Okay, backgroundtransparency works all fine Somebody here wanting to make new monsters for the mod? I would really like to see some stuff I could use and I would credit your big help
I do not know any other person who can create sprites for the MM games exept Matt, who tryed to work with giant and myself
MM games are not the same area where you can find free monsters to add them. Sprite-making is very young branch of the mod-making and there are not enough artists to work.
And you cannot use sprites from mm6 in other mm7-8 games due to not enough actions were in mm6...but you can use any newer game sprites.
Try to add Necromancers from MM8 to replace Baa foleverrs in MM6 - palettes are almost identical in many colors so this way you can do only.
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
- vladimir-maestro
- Genie
- Posts: 1038
- Joined: 19 Jun 2008
I just can only imagine...maybe in 5 years greates part of MM code will be decoded...
There will appear a good editor for the MM resources...
People would be able to create their own MM-based worlds or MODs...
Some people would interested in new sprites...and only there sprite-sets of new creatures will appear.
There will appear a good editor for the MM resources...
People would be able to create their own MM-based worlds or MODs...
Some people would interested in new sprites...and only there sprite-sets of new creatures will appear.
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
- vladimir-maestro
- Genie
- Posts: 1038
- Joined: 19 Jun 2008
Sorry for the 3rd post =\
You should ask Jim to explain how to work with palettes and sprites - because I can only create sprites but cannot import them in game correctly...Jim cannot create sprites but he can import them + palettes in game perfectly =) We work in tandem
You should ask Jim to explain how to work with palettes and sprites - because I can only create sprites but cannot import them in game correctly...Jim cannot create sprites but he can import them + palettes in game perfectly =) We work in tandem
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
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