MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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Baronus
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Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Unread postby Baronus » 10 May 2016, 14:47

Maybe you have Chaos Conspiracy script 2hands weapon? Work me the same and I remove it. All is ok.

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Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Unread postby GrayFace » 10 May 2016, 21:51

Thanks for the report about curse! Hand2Weapon.lua you have must be an old version. Send me the script or just use this one: https://dl.dropboxusercontent.com/u/447 ... Weapon.lua
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Unread postby theorclair » 11 May 2016, 01:17

I am still trying to do some things in the game. Can anyone help me with these?

MM6 - change both the candleabra quest reward and the bone collector so they don't take away reputation. Change one of the fountains in Enroth to give a permanent endurance boost like the one in Darkmoor. Get the script for the NWC dungeon to work.

MM7 - change the reward for the red potion quest to gold instead of a hat. See if training can be set to one week only like in 6 and if the game pedestal on Emerald Isle can regenerate when the monsters do.

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Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Unread postby caes1 » 11 May 2016, 08:40

Hey, GrayFace! I've modified Hand2Weapon.lua to match the one from your reply, and now my brave solo druid chick is already at the Castle Ironfist)) Also, big thanx for direct message, i've taken events.lua from the archive, and that fixed the harpies trouble! So far everything seems to run great!

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J. M. Sower
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Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Unread postby J. M. Sower » 15 May 2016, 13:22

I tried to add back to the MM8 blasters from MM7 (this weapon largely remained present in the game files) and somehow it works, but blaster acts as a weapon to fight in close quarters - Sounds are correct when attacking and the weapon inflicts damage, but only up close and it doesn't shoot any bullets. Do you have any advice?

Image

Moreover, I wonder how to add additional appearances for items wearing by different characters (eg. different looks of armors for Male/Female/Minotaur/Ogre). In addition I wonder why the EquipX and EquipY functions in ItemsTxt works only for some items (eg. it doesn't work for shoes but for weapons so).

Ps. I repeat the question, if we can change the sky texture in outdoor map?

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Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Unread postby Baronus » 15 May 2016, 18:21

Blaster is in game code but unused.
You must add:
1. Blaster teachers.
2. Blaster bullet.
3. Bullet animation. Add MM VII animation to sprites.lod its 1% chance that it work...
In this time only GrayFace.
Function - add bullet to weapon.
These blasters are in MMVII and I suggest you create new one weapon - conflux thrower. See at conlux key graphic. It must be MMVIII style made. Theres no cosmic ships and blasters but there are conflux planes.
You can add only weapon if picture=equipment. Shoes one picture is in backpack second on hero. And it is coded. Again GrayFace... I wrote it there:
https://www.celestialheavens.com/forum/10/16025

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Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Unread postby GrayFace » 27 May 2016, 14:37

MM8 already has blaster animation. Try in console: Party[0].QuickSpell = 134 (or other number from 133 to 137, I don't remember which).
While doing sky bitmap event I found a bug in MM8 I noticed but never remembered: sky is always reset to default after you reload the game.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Baronus
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Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Unread postby Baronus » 27 May 2016, 19:38

I found inspired Dungeon Master freeware game:
http://www.ragingmole.com/RTC/
Download:
http://web.archive.org/web/201309291137 ... C_V049.zip
And as I see there is random dungeon generator! Easy but working. Maybe it will be possible implement something like that to MMEditor?

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Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Unread postby GrayFace » 29 May 2016, 17:57

I think procedural generation is heavily underused in MMORPGs.
Baronus wrote:Maybe it will be possible implement something like that to MMEditor?
Never going to happen, not even a slightest chance.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Baronus
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Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Unread postby Baronus » 29 May 2016, 21:02

Im not a specialist. I can only present what I find. I think that the simplest this style generator is better than nothing. Always faster is generate map and correct errors than build it point by point. As I see Sower still working on first map. Resources are from MMVIII but building process is still very time needed. I mustnt be completly playable map generator. But if it generate general scrap of map or dungeon it will be a lot.

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J. M. Sower
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Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Unread postby J. M. Sower » 30 May 2016, 07:55

GrayFace wrote:MM8 already has blaster animation. Try in console: Party[0].QuickSpell = 134 (or other number from 133 to 137, I don't remember which).
So, I will try.
GrayFace wrote:While doing sky bitmap event I found a bug in MM8 I noticed but never remembered: sky is always reset to default after you reload the game.
Sad news. :/

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Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Unread postby GrayFace » 30 May 2016, 10:12

J. M. Sower wrote:
GrayFace wrote:While doing sky bitmap event I found a bug in MM8 I noticed but never remembered: sky is always reset to default after you reload the game.
Sad news. :/
Sad? How can a bugfix be sad news? :)
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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J. M. Sower
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Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Unread postby J. M. Sower » 30 May 2016, 14:46

Sorry, wait a minute. You say it already works, but "sky is always reset to default after you reload the game", so it works only partially (this is sad news for me ;) ). Right? And it works as you wrote already in this version, or at this time it doesn't work at all? If it works, write how to do this, please. ;)

Ps. I tested Party[0].QuickSpell and blasters missle animation does not show up for any value. I could only call an animation of bows arrow at 133 value. Somehow I missed it. Nevermind. Blaster has an assigned value 135. So how now assign a shot to the selected weapon (in this case, the Blasters)?

Ps2. In MM7 for animation for blasters is 102.

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Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Unread postby GrayFace » 02 Jun 2016, 00:58

J. M. Sower, in the next version.
neutonm wrote: Just encountered with another issue. For some reason compiled map doesn't like "Trim1_128h" and "Trim1_128v" textures, but editor does.
As I thought, their names are too long. Texture names must be no longer than 9 characters. New version will ignore such textures in Choose Texture dialog.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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J. M. Sower
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Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Unread postby J. M. Sower » 06 Jun 2016, 10:05

GrayFace wrote:J. M. Sower, in the next version.
So, when can We expect relase? :)

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Baronus
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Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Unread postby Baronus » 06 Jun 2016, 19:25

And I want ask... Is it possible in MMExt mod game in this way:
Each skill point neads the same number training points eg. 3 ? Not, that second 2, third 3 etc. but each 3?

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Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Unread postby J. M. Sower » 07 Jun 2016, 11:40

I almost forgot... I noticed some bug/oversight. When I write some talks for NPCs and I use 'FirstGreet' and 'Greet', then in game all the time works only 'FirstGreet'.

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Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Unread postby GrayFace » 08 Jun 2016, 03:40

Baronus wrote:And I want ask... Is it possible in MMExt mod game in this way:
Each skill point neads the same number training points eg. 3 ? Not, that second 2, third 3 etc. but each 3?
You're the second one who asked for this. Maybe in future.
J. M. Sower wrote:I almost forgot... I noticed some bug/oversight. When I write some talks for NPCs and I use 'FirstGreet' and 'Greet', then in game all the time works only 'FirstGreet'.
Please send me the script.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Baronus
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Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Unread postby Baronus » 08 Jun 2016, 07:04

Someone has the same idea :-) It is needed...
1.Trainig points system is not so good because is no reason to give more than 10 points for skill. 13,14 points for 1 is to expensive. Better is buy second skill. 2+3+4= 9 and you have expert. Its quest for modding.
Maybe tabel how many training points is needed for skill point for values 1,2,3,4,5,6,7,8,9,10 and more (ten options is enough).
By the way good thing will be skill panel in MMExt. And there how many training points is needed for promotion. One skill eg. 3 another 4,5 for expert 6-9 master etc. And how many training points for skill point. Value may be other for each skill! Eg. staff neads 3 air 4 merchant 5 for point.
And promotions prices panel. Cost of promotions are to low. It is no problem to buy skill. In MMVI it cost sometimes 250! gold! I always buy all for all. 2000 I think.
General skill panell will be great modding pool!
2. And second great mistake...
Accuracy and Might attributs... There is no attribut for archer...
Might is only for meele weapon damages.
Accuracy is for ranged and meele weapon chance to hit not like people things for archers shooting.
No attribut for ranged damages...
Correctly should be:
Might - meele damages AND chance to hit
Accuracy - ranged danages AND chance to hit
It will be separate attributs for warriors and for archers.
There are my ideas maybe it will be possible to do.

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J. M. Sower
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Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Unread postby J. M. Sower » 08 Jun 2016, 12:47

GrayFace wrote:
J. M. Sower wrote:I almost forgot... I noticed some bug/oversight. When I write some talks for NPCs and I use 'FirstGreet' and 'Greet', then in game all the time works only 'FirstGreet'.
Please send me the script.

Code: Select all

QuestNPC = 31  -- Bern
Quest{
	Slot = -1,
	Texts = {
		FirstGreet = "Hej, dobrze, że cię spotkałem! Reener, dowódca fortu chce się z tobą pilnie widzieć. Mówił, że chce ci powierzyć jakieś ważne zadanie. Powinien przebywać teraz w Siedzibie dowództwa.",
		Greet = "Rozmawialiście już z Reenerem? Czy wie już co musimy zrobić?",
	}
}


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