Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
New black and white potions, like pure resistances, white mm6 essences, are they craftable or can only be found in shops?
- LordInsane
- Leprechaun
- Posts: 27
- Joined: 25 Mar 2008
- Location: Occupied Norway
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
At present I have it as a Google Sheets document (https://docs.google.com/spreadsheets/d/ ... G318lhtJE/), based on Class Skills.txt in the 10.06.2019 update. I do not know when I will have the time to transcribe it to something more easily pasted into the Tracker, I'm afraid.Templayer wrote:True enough. If you make it, I will add it to the Tracker.LordInsane wrote:Though given Racial Skills' encouraging of deprecating racial classes, it could be useful to have a table of differences between MM7 and the Merge, since some of the differences in both the Merge and MM8 itself were to accommodate the racial classes (like the Merchant change).Templayer wrote:There is a .txt table in one of the folders that determines which class can have what expertise. Feel free to find it and edit it (ideally using GrayFace's TxtTableEditor). Personally I am going to change the Archer into a Templar class (with High Templar and Arch Templar as promotions), Thief into Pirate (non-Regnan), Druid into Shaman (for my goblin chick), High Priest into Priest of Twilight (for my Vampire chick) and Sorcerer into a Spellsword (for my Troll). Using the Character Creation Unlocker, of course. Radically shuffling skills. You can do the same, it is as simple as editing text files...
Also remember that when Rodril made the mod, he had to combine the classes from the various games.
On a related note, from this it looks like Master Necromancers and Liches not having Expert Repair might be a bug? Wizards and Master Wizards do, so it is possible to become either while already having Expert Repair, and there doesn't look like there's a skill-switching script like there's for Light/Dark Magic.
- Thonkerton
- Peasant
- Posts: 51
- Joined: 11 Jul 2019
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
They're all listed in the tracker https://docs.google.com/document/d/1xf4 ... g2qirxqv3iqtish wrote:New black and white potions, like pure resistances, white mm6 essences, are they craftable or can only be found in shops?
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
I'm not sure if this has been reported or not but every so often when I go to visit a skill trainer (and it doesn't seem to matter which skill level or trainer), I get this error
This ends up breaking the game to the point that it ends up closing itself out. I'll take a look at the script this week and see what I can find.
Code: Select all
...rged 678\Scripts\Structs\After\RemoveNPCTablesLimits.lua:317: attempt to index a nil value
stack traceback:
...rged 678\Scripts\Structs\After\RemoveNPCTablesLimits.lua:317: in function <...rged 678\Scripts\Structs\After\RemoveNPCTablesLimits.lua:317>
[C]: in function 'pcall'
Scripts/Core/Common.lua:102: in function 'pcall2'
Scripts/Core/RSMem.lua:1653: in function <Scripts/Core/RSMem.lua:1650>
arguments of '...rged 678\Scripts\Structs\After\RemoveNPCTablesLimits.lua:317':
d = (table: 0x1a8c18a8)
local variables of '...rged 678\Scripts\Structs\After\RemoveNPCTablesLimits.lua:317':
(*temporary) = nil
(*temporary) = 4918987
(*temporary) = "attempt to index a nil value"
upvalues of '...rged 678\Scripts\Structs\After\RemoveNPCTablesLimits.lua:317':
TeacherTopics = (table: 0x049f8ed0)
-----------------------------------------------------------------------------------
-
- Leprechaun
- Posts: 6
- Joined: 23 Jun 2019
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
I found another bug in MM7's Barrow Downs and Tatalia, many of the wands that are laying on the ground are Fairy Wand of Ice with no charges on them.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
I would like to add it to the Merge Tracker, but I would like you to change the B (if that stands for Base) to the Merge nomenclature of N (Normal) for the skill expertise type. If my assumption is right, that is.LordInsane wrote:At present I have it as a Google Sheets document (https://docs.google.com/spreadsheets/d/ ... G318lhtJE/), based on Class Skills.txt in the 10.06.2019 update. I do not know when I will have the time to transcribe it to something more easily pasted into the Tracker, I'm afraid.Templayer wrote:True enough. If you make it, I will add it to the Tracker.LordInsane wrote: Though given Racial Skills' encouraging of deprecating racial classes, it could be useful to have a table of differences between MM7 and the Merge, since some of the differences in both the Merge and MM8 itself were to accommodate the racial classes (like the Merchant change).
On a related note, from this it looks like Master Necromancers and Liches not having Expert Repair might be a bug? Wizards and Master Wizards do, so it is possible to become either while already having Expert Repair, and there doesn't look like there's a skill-switching script like there's for Light/Dark Magic.
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
- LordInsane
- Leprechaun
- Posts: 27
- Joined: 25 Mar 2008
- Location: Occupied Norway
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
So far as I can tell, you are right (I used the nomenclature in Class Skills.txt), so I will change it.Templayer wrote:I would like to add it to the Merge Tracker, but I would like you to change the B (if that stands for Base) to the Merge nomenclature of N (Normal) for the skill expertise type. If my assumption is right, that is.LordInsane wrote:At present I have it as a Google Sheets document (https://docs.google.com/spreadsheets/d/ ... G318lhtJE/), based on Class Skills.txt in the 10.06.2019 update. I do not know when I will have the time to transcribe it to something more easily pasted into the Tracker, I'm afraid.Templayer wrote: True enough. If you make it, I will add it to the Tracker.
On a related note, from this it looks like Master Necromancers and Liches not having Expert Repair might be a bug? Wizards and Master Wizards do, so it is possible to become either while already having Expert Repair, and there doesn't look like there's a skill-switching script like there's for Light/Dark Magic.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
Class Skills.TXT uses BEMG. Since we're comparing those tables we should use those letters.
- SpectralDragon
- Swordsman
- Posts: 579
- Joined: 15 May 2019
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
Thank you! Changes had been made accordingly and no worries, I hadn˙t forgotten about that one, I´m just currently more busy with other aspects of life as well as thinking on how to improve it more. Your contribution is most welcome.GrayFace wrote:I did the slight color change in GIMP with Colors->Curves tool with this setting:But to use it you''ll need to add it to GimpCurvesConfig.settings. I have it in GIMPPortable\Data\.gimp\filters\GimpCurvesConfig.settings, for an installation of GIMP it would be filters\GimpCurvesConfig.settings inside profile folder: https://www.gimp.org/tutorials/GIMPProfile/Code: Select all
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0.670588 0.674510 0.678431 0.682353 0.686275 0.690196 0.694118 0.698039 0.701961 0.705882 0.709804 0.713725 0.717647 0.721569 0.725490 0.729412 0.733333 0.737255 0.741176 0.745098 0.749020 0.752941 0.756863 0.760784 0.764706 0.768627 0.772549 0.776471 0.780392 0.784314 0.788235 0.792157 0.796078 0.800000 0.803922 0.807843 0.811765 0.815686 0.819608 0.823529 0.827451 0.831373 0.835294 0.839216 0.843137 0.847059 0.850980 0.854902 0.858824 0.862745 0.866667 0.870588 0.874510 0.878431 0.882353 0.886275 0.890196 0.894118 0.898039 0.901961 0.905882 0.909804 0.913725 0.917647 0.921569 0.925490 0.929412 0.933333 0.937255 0.941176 0.945098 0.949020 0.952941 0.956863 0.960784 0.964706 0.968627 0.972549 0.976471 0.980392 0.984314 0.988235 0.992157 0.996078 1.000000)))
I also excluded the green stripes by using "Select by Color" tool with Select by: Saturation.
Oh, then I also reduced the amount of coloring by mixing 21.8% or original image in.
Yes?
- SpectralDragon
- Swordsman
- Posts: 579
- Joined: 15 May 2019
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
Hey, did you get my email about Black Dragon missing its "npc" icon?Jamesx wrote:
Yes?
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
The 'small changes' state that dragons melee attack is implemented, is that only for the dragon class?
I'm using the any race/class mod and my dragon/monk is only using the breath attack even in melee.
I'm using the any race/class mod and my dragon/monk is only using the breath attack even in melee.
-
- Leprechaun
- Posts: 6
- Joined: 23 Jun 2019
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
How do you use those tables for the character editor? Is there another program I need?
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
Added to the Bug Tracker.raekuul wrote:I'm not sure if this has been reported or not but every so often when I go to visit a skill trainer (and it doesn't seem to matter which skill level or trainer), I get this errorThis ends up breaking the game to the point that it ends up closing itself out. I'll take a look at the script this week and see what I can find.Code: Select all
...rged 678\Scripts\Structs\After\RemoveNPCTablesLimits.lua:317: attempt to index a nil value stack traceback: ...rged 678\Scripts\Structs\After\RemoveNPCTablesLimits.lua:317: in function <...rged 678\Scripts\Structs\After\RemoveNPCTablesLimits.lua:317> [C]: in function 'pcall' Scripts/Core/Common.lua:102: in function 'pcall2' Scripts/Core/RSMem.lua:1653: in function <Scripts/Core/RSMem.lua:1650> arguments of '...rged 678\Scripts\Structs\After\RemoveNPCTablesLimits.lua:317': d = (table: 0x1a8c18a8) local variables of '...rged 678\Scripts\Structs\After\RemoveNPCTablesLimits.lua:317': (*temporary) = nil (*temporary) = 4918987 (*temporary) = "attempt to index a nil value" upvalues of '...rged 678\Scripts\Structs\After\RemoveNPCTablesLimits.lua:317': TeacherTopics = (table: 0x049f8ed0) -----------------------------------------------------------------------------------
Added to the Bug Tracker.ceallachserene wrote:I found another bug in MM7's Barrow Downs and Tatalia, many of the wands that are laying on the ground are Fairy Wand of Ice with no charges on them.
Oh cru-d. My assumption was wrong then.raekuul wrote:Class Skills.TXT uses BEMG. Since we're comparing those tables we should use those letters.
I originally thought Rodril implemented it, but then I found out he didn't.arch wrote:The 'small changes' state that dragons melee attack is implemented, is that only for the dragon class?
I'm using the any race/class mod and my dragon/monk is only using the breath attack even in melee.
Anyway, Rodril has found that the dragon breath weapon overrides both melee and ranged attack, BUT it is a coding error, and it should override ONLY ranged attack. When he did that, he found out that dragons have portrait animations and even unused sounds for an melee attack!
From this I thought he would have implemented it.
I also made a (Ghost) Dragon Monk.
Something for GrayFace too look at.
Besides the previous point, I would be VERY interested in unused content information about the three games. TCRF - The Cutting Room Floor is a massive website that accumulates that information. If there ever was such unused content as the dragon melee attack, would you mind sharing it there? It would mean a lot to us.GrayFace wrote:*PROD*
Define character editor. That can mean two things. Do you mean the Character Creation, or do you mean the Cheat Engine that acts as a character editor for the Merge (a replacement for MM8CHE)?ceallachserene wrote:How do you use those tables for the character editor? Is there another program I need?
If you want to modify the in-game character creation or change which classes can have what skills on what level (Class Skills.txt), just check the .txt files in the merge with this https://grayface.github.io/mm/#Txt-Edit
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
I have created a Linked spreadsheet in the tracker under smaller changes, so any change you made to your document will affect mine. When adding rows be sure to check the tracker if the table didn't overflow to another page, in that case I need you to notify me, since I will have to reindex the document for safety.LordInsane wrote:So far as I can tell, you are right (I used the nomenclature in Class Skills.txt), so I will change it.Templayer wrote:I would like to add it to the Merge Tracker, but I would like you to change the B (if that stands for Base) to the Merge nomenclature of N (Normal) for the skill expertise type. If my assumption is right, that is.LordInsane wrote: At present I have it as a Google Sheets document (https://docs.google.com/spreadsheets/d/ ... G318lhtJE/), based on Class Skills.txt in the 10.06.2019 update. I do not know when I will have the time to transcribe it to something more easily pasted into the Tracker, I'm afraid.
On a related note, from this it looks like Master Necromancers and Liches not having Expert Repair might be a bug? Wizards and Master Wizards do, so it is possible to become either while already having Expert Repair, and there doesn't look like there's a skill-switching script like there's for Light/Dark Magic.
EDIT: Also since that is the case, make sure to make backups per change, since if your table gets deleted, mine goes to hell as well.
Also please change the "M Stealing" note to Not Implemented Yet, as it is stated in the Missing Features List section on the Tracker.
EDIT2: Could you please merge the cells that are empty underneath the classes (the rows with empty class names are I presume connected to the class mentioned in the row above those) with the ones that contain the class name?
Last edited by Templayer on 04 Aug 2019, 09:30, edited 2 times in total.
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
-
- Leprechaun
- Posts: 6
- Joined: 23 Jun 2019
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
I mean the MM8CHE thing, i noticed a link in the tracker to a table for it but im not sure what I am supposed to do with the table if I want to try that out
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
Get cheat engine, insert the module for the merge into it, have the game running and savegame loaded, edit anything you want on your characters. Including what item you hold in your mouse cursor.ceallachserene wrote:I mean the MM8CHE thing, i noticed a link in the tracker to a table for it but im not sure what I am supposed to do with the table if I want to try that out
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
I have added new tutorials that tell you how to edit tables, such as which classes can learn what level of expertise in their skills, racial classes, skills that can be chosen per selected class on the character creation, character creation attributes, how mana is determined by which attribute and how to change that,.... check the Tutorial Section.
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
- LordInsane
- Leprechaun
- Posts: 27
- Joined: 25 Mar 2008
- Location: Occupied Norway
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
I thought I'd seen a note that Stealing wasn't implemented yet, couldn't find it again when I did this table... and now realised it was because I was so laser-focused on the word Stealing I'd missed Thieving. Whoops.Templayer wrote:I have created a Linked spreadsheet in the tracker under smaller changes, so any change you made to your document will affect mine. When adding rows be sure to check the tracker if the table didn't overflow to another page, in that case I need you to notify me, since I will have to reindex the document for safety.LordInsane wrote:So far as I can tell, you are right (I used the nomenclature in Class Skills.txt), so I will change it.Templayer wrote: I would like to add it to the Merge Tracker, but I would like you to change the B (if that stands for Base) to the Merge nomenclature of N (Normal) for the skill expertise type. If my assumption is right, that is.
EDIT: Also since that is the case, make sure to make backups per change, since if your table gets deleted, mine goes to hell as well.
Also please change the "M Stealing" note to Not Implemented Yet, as it is stated in the Missing Features List section on the Tracker.
How long does it usually take for changes to propagate from my sheet to yours? After making a backup, I changed back N to B (for consistency with the file people needs to edit to change it) and changed the Stealing note indicate it isn't implemented yet.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
I have to manually trigger it, it seems. Give me an echo whenever you edit it.LordInsane wrote:I thought I'd seen a note that Stealing wasn't implemented yet, couldn't find it again when I did this table... and now realised it was because I was so laser-focused on the word Stealing I'd missed Thieving. Whoops.Templayer wrote:I have created a Linked spreadsheet in the tracker under smaller changes, so any change you made to your document will affect mine. When adding rows be sure to check the tracker if the table didn't overflow to another page, in that case I need you to notify me, since I will have to reindex the document for safety.LordInsane wrote: So far as I can tell, you are right (I used the nomenclature in Class Skills.txt), so I will change it.
EDIT: Also since that is the case, make sure to make backups per change, since if your table gets deleted, mine goes to hell as well.
Also please change the "M Stealing" note to Not Implemented Yet, as it is stated in the Missing Features List section on the Tracker.
How long does it usually take for changes to propagate from my sheet to yours? After making a backup, I changed back N to B (for consistency with the file people needs to edit to change it) and changed the Stealing note indicate it isn't implemented yet.
EDIT: I merged the cells on my end, check the tracker. I would like you to do do the same with yours. I also submitted a request for you to allow me to suggest edits to your table, I would like it to be there like that as well, since it looks way better.
EDIT2: Ah, you did it yourself. Excellent. Now it is perfect.
EDIT3: Added LordInsane (Design - Cataloging Changes from Vanilla) to the Credits Tracker under Minor Contributions. If you do enough of such things, I'll move you to Major Contributions.
Last edited by Templayer on 04 Aug 2019, 10:43, edited 3 times in total.
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
https://goo.gl/ui24Bz
Anybody can view or suggest edits.
Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]
Suggestion: When training in Enroth and Antagarich, sometimes there is random recruit, that wants to join a party. Cant accept him, until make space for him. Make it like MM8, where if party is full, they go straight to the adventurer's guild.
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