Hi,
I already modified creatures in MM6 and 7 by using MMArchive. Now I'm trying the same for MM8. I am able to change the creatures names and their spawning area (mapstats.txt) but not their HP, damage, spells etc.
I tried to start a new game after editing monsters.txt, but I still don't see changes to the stats.
Once I also exchanged the hydras from MM6 for those of MM7. It worked fine, but if i try similar things in MM8, it does not work.
Does anybody know how to change these things like I did for MM6/7? Maybe by using another program? I would really like to make the game more challenging.
Might and Magic 8: Modify monsters.txt
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- Leprechaun
- Posts: 7
- Joined: 20 Dec 2020
Re: Might and Magic 8: Modify monsters.txt
Bump! I need this too, i couldn't make it work in mm6 either though
Re: Might and Magic 8: Modify monsters.txt
The guy asking that question was me. Somehow I never managed to log into that account again. I certainly didn't have the same issue with monsters.txt later on. Maybe it didn't work with my CD version of MM8, but then it worked with the GOG-version.
Locate monsters.txt (it is in a different file in mm8 than it is in mm6 and 7), edit it, don't mess up the format (like the quotation marks around spells) and then just replace the original. Then either start a new game or wait for the map to reset to show changes. And if it still fails, maybe invest in the GOG-versions. Just wait for a sale (there's one right now) and they're the price of a chocolate bar.
Locate monsters.txt (it is in a different file in mm8 than it is in mm6 and 7), edit it, don't mess up the format (like the quotation marks around spells) and then just replace the original. Then either start a new game or wait for the map to reset to show changes. And if it still fails, maybe invest in the GOG-versions. Just wait for a sale (there's one right now) and they're the price of a chocolate bar.
Last edited by NotABroom on 03 Jan 2021, 13:09, edited 1 time in total.
Re: Might and Magic 8: Modify monsters.txt
FYI, MM8 Monsters.txt from EnglishT.lod wasn't made properly by NWC and contains bugs. Like "GM" for spells that isn't recognized (you should use "G" unless you're using Comm Merge) or illogical (and non-working) "Day of the Gods". My favorite is Energy attack type becoming an Earth one (a bug inherited from MM7).
Re: Might and Magic 8: Modify monsters.txt
I'd like to fix them. I remember reading about "GM" somewhere on the tracker. Never heard about the other bugs.cthscr wrote:FYI, MM8 Monsters.txt from EnglishT.lod wasn't made properly by NWC and contains bugs. Like "GM" for spells that isn't recognized (you should use "G" unless you're using Comm Merge) or illogical (and non-working) "Day of the Gods". My favorite is Energy attack type becoming an Earth one (a bug inherited from MM7).
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Re: Might and Magic 8: Modify monsters.txt
Wrong monster spells damage type - fixGrayFace wrote:I'd like to fix them. I remember reading about "GM" somewhere on the tracker. Never heard about the other bugs.
Broken Ener attack type - fix
"Rock" missile - part1 (dirty and insane; uses Cannonball processing), part2
Last edited by cthscr on 08 Jan 2021, 08:15, edited 2 times in total.
Re: Might and Magic 8: Modify monsters.txt
BTW, first asm patch can be rewritten as:cthscr wrote:Wrong monster spells damage type - fixGrayFace wrote:I'd like to fix them. I remember reading about "GM" somewhere on the tracker. Never heard about the other bugs.
Code: Select all
mem.asmhook(0x404D97, [[
mov eax, dword ptr [ebp+0xC]
mov byte ptr [ebp-0x1F], al
]])
Why 12 and not 11?cthscr wrote: Broken Ener attack type - fix
NewCode assignment can be rewritten as:cthscr wrote:part1 (dirty and insane; uses Cannonball processing)
Code: Select all
local NewCode = mem.asmproc[[
mov word ptr [ebp-0x74], 0x235
jmp absolute 0x404BA9
]]
Last edited by GrayFace on 09 Jan 2021, 18:33, 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: Might and Magic 8: Modify monsters.txt
Dark missile was 11, Ener missile was 13 - so I dec 13.GrayFace wrote:Why 12 and not 11?
Note [for other readers] there are multiple statements from me that aren't true (for instance, I thought that [any] monster always have melee attack plus possible missile [that could be of another damage type] while in reality Missile is projectile type indicating (if not 0) that attack is missile).
Re: Might and Magic 8: Modify monsters.txt
But you have "push 0xC", with is 12.cthscr wrote:Dark missile was 11, Ener missile was 13 - so I dec 13.GrayFace wrote:Why 12 and not 11?
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Re: Might and Magic 8: Modify monsters.txt
BTW, not all attack chances are born equal.
First, monster has SpellChance% of using Spell.
If he doesn't, he has Spell2Chance% of using Spell2.
If he doesn't, he has Attack2Chance% of using attack 2, else uses attack 1.
So, for a monster with 4 attacks to use all of them as often, set this:
SpellChance = 25
Spell2Chance = 33
Attack2Chance = 50
First, monster has SpellChance% of using Spell.
If he doesn't, he has Spell2Chance% of using Spell2.
If he doesn't, he has Attack2Chance% of using attack 2, else uses attack 1.
So, for a monster with 4 attacks to use all of them as often, set this:
SpellChance = 25
Spell2Chance = 33
Attack2Chance = 50
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Re: Might and Magic 8: Modify monsters.txt
Yes, I "dec" 13. In other words, 12 = 13 (Ener Missile) - 11 (Dark Missile) + 10 (Dark Damage).GrayFace wrote:But you have "push 0xC", with is 12.cthscr wrote:Dark missile was 11, Ener missile was 13 - so I dec 13.GrayFace wrote:Why 12 and not 11?
Re: Might and Magic 8: Modify monsters.txt
Has anyone experimented around with giving monsters the ability to summon other monsters? You can do whatever you wish with this, even let a peasant summon great wyrms. But there's one problem with his: these summoned monsters don't make any sounds. This includes light elementals, which worked just fine back in MM7. Does anyone know why that is?
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