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

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).

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

Postby DaveHer » Apr 15 2019, 17:34

Decompiling Evt files with the script you have at that site seems to work only for MM8. I get an error messages when I try it with the others, MM6 & MM7. :(

——————————————————————————————————————————————————————————————————————————————————
Debug Mode Started. Press Ctrl+Enter to execute commands.
----------------------------------------------------------------------------------
> local dir = "Decompile/"
for f in path.find(dir.."*.evt") do
evt.Decompile(f, 0, dir.."Scripts/"..path.setext(path.name(f), ".lua"))
evt.Decompile(f, 0, dir.."Scripts/txt/"..path.setext(path.name(f), ".txt"), true)
end
J:\3DO\Might and Magic VI/Scripts/Core/evt.lua:682: attempt to concatenate a boolean value

stack traceback:
J:\3DO\Might and Magic VI/Scripts/Core/evt.lua:682: in function 'CmdComment'
J:\3DO\Might and Magic VI/Scripts/Core/evt.lua:709: in function 'CmdParams'
J:\3DO\Might and Magic VI/Scripts/Core/evt.lua:1275: in function 'EmitCmd'
J:\3DO\Might and Magic VI/Scripts/Core/evt.lua:1322: in function 'DecompileEvt'
J:\3DO\Might and Magic VI/Scripts/Core/evt.lua:1389: in function 'DecompileCmdLua'
J:\3DO\Might and Magic VI/Scripts/Core/evt.lua:1439: in function 'DecompileBuffer'
J:\3DO\Might and Magic VI/Scripts/Core/evt.lua:1462: in function 'Decompile'
[string ""]:3: in main chunk
[C]: in function 'pcall'
J:\3DO\Might and Magic VI/Scripts/Core/Debug.lua:89: in function 'DoDebug'
J:\3DO\Might and Magic VI/Scripts/Core/Debug.lua:131: in function 'debug'
...O\Might and Magic VI\Scripts\General\DebugConsoleKey.lua:6: in function 'v'
Scripts/Core/EventsList.lua:68: in function <Scripts/Core/EventsList.lua:63>

arguments of 'CmdComment':
num = 26
struct = (table: 0x0c7b5180)

local variables of 'CmdComment':
comment = nil
(*temporary) = "("
(*temporary) = false
(*temporary) = ")"
(*temporary) = false
(*temporary) = ", "
(*temporary) = false
(*temporary) = "attempt to concatenate a boolean value"

upvalues of 'CmdComment':
mmver = 6
GetFromArray = (function: 0x0369bee8)
GetStr = (function: 0x0369bf48)
JoinStr = (function: 0x02f53918)
GetFromFile = (function: 0x03a4ea08)
>
The reason I wanted to decompile the evt files is because the version of "Chaos Conspiracy" that I have has more evt files (84) than the one, decompiled, that I download at the site.
Last edited by DaveHer on Apr 16 2019, 14:09, edited 2 times in total.

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

Postby DaveHer » Apr 16 2019, 14:47

I am also a big fan of Morrowind and created a mod for it with two quest and over 100 new meshes (made with blender). I have learned a lot about modding MM6-8 with the tools provided. I Have made many changes to them. There were three things I did not like about the games and it was stable, boats, and Reagents. Now I have transportation everyday of the week and the Reagents are more powerful for MM7 & 8. But I still need to learn more. Where are the obj files that you import into the editor? I checked all the Lod files. All they have is bmp files when you try to extract them with MMArchive. I would like to put more thing in the maps( unless they have limitations). In the original MM6 there has to be a script to change the amount of hp and sp for the red and blue bottles give. If there is. Where is it. Other wise the bottles are useless. I did not bother collecting them. If I learn more maybe I can help with the merge in some way. I am retired and this keeps me busy. I will start work on making echo's monstrosity mod compatible with the merge. Rodril told what I need it to do. There are over three hundred pal file in the monstrosity but only 70 have the some name as in the merge. So only 70 file names will be change. He also told me what I need it to do with the SFT file.
Last edited by DaveHer on Apr 16 2019, 14:59, edited 1 time in total.

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

Postby BTB » Apr 17 2019, 0:38

Quick question... will the following check a character's base skill or will it factor in NPC/equipment bonuses:

if evt.Cmp("RepairSkill", 1)
"You don't have to be a vampire to die like one... *****." -Simon Belmont


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