Fixes (rodril-fixes branch) are compatible.ViS wrote:Hello!
Are Community Fixes/Features compatible with [upd. 12.07.2020]?
Features (master branch) - not yet.
Fixes (rodril-fixes branch) are compatible.ViS wrote:Hello!
Are Community Fixes/Features compatible with [upd. 12.07.2020]?
Features (master branch) are compatible. Do not forget to remove DataFiles/Placemon.txt if present locally.cthscr wrote:Fixes (rodril-fixes branch) are compatible.ViS wrote:Hello!
Are Community Fixes/Features compatible with [upd. 12.07.2020]?
Features (master branch) - not yet.
Thanks for that tip, that error/warning message had me a little worried I had to re-download the entire new version. :-)cthscr wrote:cthscr wrote:ViS wrote:Hello!
Features (master branch) are compatible. Do not forget to remove DataFiles/Placemon.txt if present locally.
F5-F8 iirc (unless I am wrong and rebound them myself, if so, you'll find them in extra settings menu (inside logo on normal settings page)).qtish wrote:Hey its been a year since I last played the mod. Whats the keybinds for new quickspells?
Code: Select all
-- Fix Hammerhands damage bonus
local HH = 0
function events.RegenTick(Player)
local Buff = Player.SpellBuffs[const.PlayerBuff.Hammerhands]
if Buff.ExpireTime > Game.Time then
-- HHS, HHM = SplitSkill(Buff.Skill) --Optional
HH = 1
else
HH = 0
end
end
function events.CalcStatBonusBySkills(t)
if t.Stat == const.Stats.MeleeDamageBase
or t.Stat == const.Stats.MeleeDamageMin
or t.Stat == const.Stats.MeleeDamageMax then
if t.Player.ItemMainHand == 0 then
if HH == 1 then
t.Result = math.max(t.Result*2)
-- t.Result = math.max(t.Result*(1+HHM*0.5)) -- Optional
end
end
end
end
Actually, this is a tricky, quite obscure monster spawn event from MM6 game —I've just learned quite recently.Waffel wrote:2. There's a well in Kriegspire near the trainer that gives +30 to level temporary, shows "Watch Out!" message and is supposed to spawn some monsters, but no one appears.
Oh, I didn't know that. Thank you, Kinox!Kinox wrote:Actually, this is a tricky, quite obscure monster spawn event from MM6 game —I've just learned quite recently.Waffel wrote:2. There's a well in Kriegspire near the trainer that gives +30 to level temporary, shows "Watch Out!" message and is supposed to spawn some monsters, but no one appears.
As far as I know, it spawns, once per day and up to a total of 52 spawns (stacked or not, depending on your 'cleaning' strategy) per Region Map Reset, a group of Drakes' monster type far, far to the northwest area of the map (yes, in the snowy territory, beyond the mountain ridge north of Kriegspire town); ¡so the player doesn't see where the monsters are being spawned! But they do.
If you already know, then, yes, it must be bugged.
I guess it's XYZ() [used in Global/ExtraArtifacts.lua] which looks to me like a [bottom left front?] corner of the monster/party.Waffel wrote:3. The projectiles launched by player aim a bit to the left from the monster sprites. If in a narrow corridor or too close to the wall on the left side, the projectiles may hit the wall instead of a monster.
I'm not sure you should use both Min/Max and Base at the same time. Could be accounted twice.Waffel wrote:Code: Select all
if t.Stat == const.Stats.MeleeDamageBase or t.Stat == const.Stats.MeleeDamageMin or t.Stat == const.Stats.MeleeDamageMax then
I'll look into it, thank you!cthscr wrote:I guess it's XYZ() [used in Global/ExtraArtifacts.lua] which looks to me like a [bottom left front?] corner of the monster/party.Waffel wrote:3. The projectiles launched by player aim a bit to the left from the monster sprites. If in a narrow corridor or too close to the wall on the left side, the projectiles may hit the wall instead of a monster.
It works fine but the amount of the actual damage dealt by a character is slightly higher than it is shown in character Stats menu. There it shows like if the Unarmed skill bonus is doubled only. Initial 41-43 damage turn into 71-73 with Unarmed Grand 15 damage bonus of 30 being doubled. But I've got 80-something points of damage on hit. So it's possible that the base value of damage with no Unarmed (11-13) is affected, too. (82-86)cthscr wrote:I'm not sure you should use both Min/Max and Base at the same time. Could be accounted twice.Waffel wrote:Code: Select all
if t.Stat == const.Stats.MeleeDamageBase or t.Stat == const.Stats.MeleeDamageMin or t.Stat == const.Stats.MeleeDamageMax then
Wasnt it F5-F9? I guess with new added quickspells F5 got changed be default. But you can change it in settings.Daedros wrote:Any possibility for a "Quickload" key to be added, which loads the Quicksave?
Sounds like a cool difficulty preset option! More exp gain makes the game even more harder in a way. And no possibility for save-scumming.qtish wrote: Got an idea for a mod. A hardcore mod.
There is no safe, there is no autosave. Game only saves when you sleep in tavern. Game records, how many times you died, or save cannot be launched if party completely dies. Game only works with 100%+ bolster monster, and cannot be lowered once it started. If its 100%, then exp gain is +100%, gold gain +50%.
Also bolster monster needs some adjusting. At 30lvl rat is more dangerous than a power lich.
Code: Select all
-- Faerie ring
GetBonusList(1347).Skills = { [const.Skills.Fire] = 5,
[const.Skills.Air] = 5,
[const.Skills.Water] = 5,
[const.Skills.Earth] = 5}
mm8.ini, QuickLoadKey=123 for F12 (list of key codes can be found in Scripts/Core/ConstAndBits.lua).Daedros wrote:Any possibility for a "Quickload" key to be added, which loads the Quicksave?
See also https://gitlab.com/templayer/mmmerge/-/issues/345Waffel wrote:Reporting a bug: Ghost Ring (item number 1347) gives +5 bonus to all four elemental magic skills. This is due to a typo in ExtraArtifacts.lua line 791 that refers to the properties of Faerie Ring (item number 1348).
Thank you, good sir! I should check MMMerge gitlab logs before reporting anything, hehecthscr wrote:See also https://gitlab.com/templayer/mmmerge/-/issues/345Waffel wrote:Reporting a bug: Ghost Ring (item number 1347) gives +5 bonus to all four elemental magic skills. This is due to a typo in ExtraArtifacts.lua line 791 that refers to the properties of Faerie Ring (item number 1348).
Thanks. Didn't know that was already added.cthscr wrote:mm8.ini, QuickLoadKey=123 for F12 (list of key codes can be found in Scripts/Core/ConstAndBits.lua).Daedros wrote:Any possibility for a "Quickload" key to be added, which loads the Quicksave?
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