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).

Moderator: Moderators

User avatar
Anubis
Conscript
Conscript
Posts: 242
Joined: 08 Sep 2011
Location: Canada

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

Postby Anubis » Jan 20 2017, 22:21

MMExtension seems to clash with the Chaos Conspiracy mod. Literally almost all monsters in the maps are Skirmishers.

User avatar
J. M. Sower
Scout
Scout
Posts: 170
Joined: 25 Jan 2016

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

Postby J. M. Sower » Jan 22 2017, 11:00

Uhh... I have a problem with HostileTxt again. :wall: It works in the past, but last time when I run the game I noticed that almost all of the monsters (without one type) set as spawns in editor (it looks identicaly when I use SummonMonster) are friendly. Thats weird, because as you can see on the screen below I set them the same numbers and monsters with hostile Id equal 18 are realy hostile, but with 73 (and 67) are friendly. :|

I also tried Rodril's mod for remove monsters limits and it works identicaly.
Image

Ps. I checked it and it doesn't work in MM8, but in MM7 everything is ok. :| For example, in MM7 I summon some monster with hostile for player equal 0 (he is friendly) and when I set his hostile equal 2 he gets aggressive. When I try this in MM8 summoned monster have the same hostile all the time.
Last edited by J. M. Sower on Jan 22 2017, 11:32, edited 3 times in total.

Rodril
Demon
Demon
Posts: 313
Joined: 18 Nov 2016

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

Postby Rodril » Jan 22 2017, 18:17

J. M. Sower wrote:I have a problem with HostileTxt again.

Though MM8 declaring 89 rows in HostileTxt, in fact it does not read rows after 66 (seems it is hastily patched legacy from MM7). I forgot about it and set default number as 89 for MM8, so HostileTxtLimitsRemoval did not work if you added less then 24 new monsters. Fixed: https://www.dropbox.com/s/i5nlfy077fe3y ... 8.zip?dl=0 (also old script violated historytxt pointer, what caused crashes, it does not anymore).
Last edited by Rodril on Jan 22 2017, 18:19, edited 4 times in total.

User avatar
J. M. Sower
Scout
Scout
Posts: 170
Joined: 25 Jan 2016

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

Postby J. M. Sower » Jan 25 2017, 16:17

Rodril wrote:Though MM8 declaring 89 rows in HostileTxt, in fact it does not read rows after 66 (seems it is hastily patched legacy from MM7). I forgot about it and set default number as 89 for MM8, so HostileTxtLimitsRemoval did not work if you added less then 24 new monsters. Fixed: https://www.dropbox.com/s/i5nlfy077fe3y ... 8.zip?dl=0

Now I have this error:
Image

Rodril
Demon
Demon
Posts: 313
Joined: 18 Nov 2016

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

Postby Rodril » Jan 25 2017, 18:30

J. M. Sower wrote:Now I have this error:


Are you sure, you have something in Hostile.txt at line 75 (it is not typo, i mean 75: first line does not counts, second line ("party") counts as 0 in .exe)? (Have you put .txt into .lod? I'm always forgetting). If you think, everything is right, add one line with any symbol or word in first cell and one row to hostile.txt, it will solve issue. I've tested script again, everything work as it should be, i had such errors only when i did mistakes in hostile.txt.

User avatar
J. M. Sower
Scout
Scout
Posts: 170
Joined: 25 Jan 2016

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

Postby J. M. Sower » Jan 26 2017, 16:10

Rodril wrote:Are you sure, you have something in Hostile.txt at line 75 (it is not typo, i mean 75: first line does not counts, second line ("party") counts as 0 in .exe)? (Have you put .txt into .lod? I'm always forgetting). If you think, everything is right, add one line with any symbol or word in first cell and one row to hostile.txt, it will solve issue. I've tested script again, everything work as it should be, i had such errors only when i did mistakes in hostile.txt.

Look at my Hostile.txt file. I don't know what is wrong.
https://www.sendspace.com/file/ev4li0
Last edited by J. M. Sower on Jan 27 2017, 6:53, edited 2 times in total.

User avatar
Anubis
Conscript
Conscript
Posts: 242
Joined: 08 Sep 2011
Location: Canada

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

Postby Anubis » Jan 26 2017, 22:39

Is there a way to play Chaos Conspiracy w/ MMExtension? I wanted MMExtension so I could attempt a solo game in TCC along with HD mode, etc. TCC is playable but the problem with MMExtension is that 95% of all monsters across maps are changed to Skirmishers. Is there a workaround?

Rodril
Demon
Demon
Posts: 313
Joined: 18 Nov 2016

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

Postby Rodril » Jan 28 2017, 11:07

J. M. Sower wrote:Look at my Hostile.txt file. I don't know what is wrong.
https://www.sendspace.com/file/ev4li0

I've teseted it and everything works fine for me:
https://www.dropbox.com/s/yeycsp2jd4edf ... t.mp4?dl=0
Maybe you have something like "00 patch.EnglishT.lod" in data folder? Or something another, what replaces Hostile.txt in original .lod? If not, do following:
Download this script: https://www.dropbox.com/s/pk24nuxbh86mm ... g.lua?dl=0
Turn off or remove "RemoveHostileTxtLimit.lua", put downloaded script into \Scripts\Structs\After folder.
Launch game. After start cinematics debug console will appear. Type this:

Code: Select all

DebugCOUNT

This is number of rows in Hostile.txt, loaded by game. Game always loading full table. If it equal 73 - change DebugCOUNT to 133 and close console, if game will crash then only thing left to do - searching of wrong Hostile.txt.

User avatar
J. M. Sower
Scout
Scout
Posts: 170
Joined: 25 Jan 2016

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

Postby J. M. Sower » Jan 28 2017, 13:06

Rodril wrote:I've teseted it and everything works fine for me:
https://www.dropbox.com/s/yeycsp2jd4edf ... t.mp4?dl=0
Maybe you have something like "00 patch.EnglishT.lod" in data folder? Or something another, what replaces Hostile.txt in original .lod? If not, do following:
Download this script: https://www.dropbox.com/s/pk24nuxbh86mm ... g.lua?dl=0
Turn off or remove "RemoveHostileTxtLimit.lua", put downloaded script into \Scripts\Structs\After folder.
Launch game. After start cinematics debug console will appear. Type this:

Code: Select all

DebugCOUNT

This is number of rows in Hostile.txt, loaded by game. Game always loading full table. If it equal 73 - change DebugCOUNT to 133 and close console, if game will crash then only thing left to do - searching of wrong Hostile.txt.

Uhh... I had hostile.txt in some additional archive. Now it works. BTW, did I understand correctly that monster hostile to another monster is activated only if he is in some group? It is disabled if he is in 0 group?

Rodril
Demon
Demon
Posts: 313
Joined: 18 Nov 2016

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

Postby Rodril » Jan 28 2017, 13:33

J. M. Sower wrote:BTW, did I understand correctly that monster hostile to another monster is activated only if he is in some group? It is disabled if he is in 0 group?

Not exactly, they must be in diffrent(!) groups, does not matter which. Monsters in group 0 will fight with monsters in group 10, but will never fight with monsters in group 0 (default monster's group is 1).

User avatar
J. M. Sower
Scout
Scout
Posts: 170
Joined: 25 Jan 2016

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

Postby J. M. Sower » Jan 28 2017, 20:21

Rodril wrote:
J. M. Sower wrote:BTW, did I understand correctly that monster hostile to another monster is activated only if he is in some group? It is disabled if he is in 0 group?

Not exactly, they must be in diffrent(!) groups, does not matter which. Monsters in group 0 will fight with monsters in group 10, but will never fight with monsters in group 0 (default monster's group is 1).

Right, I get it.

User avatar
BTB
Peasant
Peasant
Posts: 93
Joined: 21 Aug 2011
Location: Houston, TX
Contact:

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

Postby BTB » Feb 5 2017, 21:05

So, I've been poking around at these utilities a bit. Greyface had mentioned that the latest version included hooks for some of the things that I wanted to do, but I'm not much of a coder and am just completely lost as to how to get started.

Of all the things I've wanted to do, the main thing I've really been after and would help me get motivated to get back on the wagon are the changes I want to make to alchemy - making green potions "Cure MP" instead of blue ones and so on. I'm guessing that this needs to be done via a LUA script, I just... have no idea where to start. Any advice?

(For reference: http://btb2.free.fr/cupcakes/mm7_alchemy.txt)
Last edited by BTB on Feb 5 2017, 21:08, edited 1 time in total.
"You don't have to be a vampire to die like one... *****." -Simon Belmont

User avatar
J. M. Sower
Scout
Scout
Posts: 170
Joined: 25 Jan 2016

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

Postby J. M. Sower » Feb 11 2017, 16:48

GrayFace, I noticed that in MM8 theoretically are two endings but they are using the same video and congratulations inscription/background. There is posibility to edit that?

User avatar
GrayFace
Dragon
Dragon
Posts: 1456
Joined: 29 Nov 2005

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

Postby GrayFace » Feb 11 2017, 20:24

BTB wrote:Of all the things I've wanted to do, the main thing I've really been after and would help me get motivated to get back on the wagon are the changes I want to make to alchemy - making green potions "Cure MP" instead of blue ones and so on. I'm guessing that this needs to be done via a LUA script, I just... have no idea where to start. Any advice?

There is no trigger for using an item on a character yet.

J. M. Sower wrote:GrayFace, I noticed that in MM8 theoretically are two endings but they are using the same video and congratulations inscription/background. There is posibility to edit that?

Yes, you can count on that. Any movie, any text, any background picture.
Last edited by GrayFace on Feb 11 2017, 20:24, 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.

User avatar
J. M. Sower
Scout
Scout
Posts: 170
Joined: 25 Jan 2016

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

Postby J. M. Sower » Feb 12 2017, 15:13

GrayFace wrote:Yes, you can count on that. Any movie, any text, any background picture.

That's good. So, in which way? Only thing I know is that scripts evt.EnterHouse(600) and evt.EnterHouse(601) are responsible for it.
Last edited by J. M. Sower on Feb 12 2017, 16:35, edited 1 time in total.

User avatar
BTB
Peasant
Peasant
Posts: 93
Joined: 21 Aug 2011
Location: Houston, TX
Contact:

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

Postby BTB » Feb 12 2017, 21:28

I see... are item-use triggers something that are planned for the future?
"You don't have to be a vampire to die like one... *****." -Simon Belmont

User avatar
GrayFace
Dragon
Dragon
Posts: 1456
Joined: 29 Nov 2005

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

Postby GrayFace » Feb 14 2017, 8:07

Yes.

J. M. Sower wrote:That's good. So, in which way?

In future.
Last edited by GrayFace on Feb 14 2017, 8:10, 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.

User avatar
BTB
Peasant
Peasant
Posts: 93
Joined: 21 Aug 2011
Location: Houston, TX
Contact:

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

Postby BTB » Feb 14 2017, 19:52

Well, I will await that update, then. There's no rush at all - I have a *lot* going on in my life right now.

And again, thank you for all of your hard work.
"You don't have to be a vampire to die like one... *****." -Simon Belmont


Rodril
Demon
Demon
Posts: 313
Joined: 18 Nov 2016

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

Postby Rodril » Feb 19 2017, 14:26

Hello.
Grayface, can you help me?
Can you explain, at least briefly, how can i set array/structure, which will behave like MMExt arrays/structures? I.e. to bind them and their elements to actual addresses, which i want. In scripts about MonstersTxt and HostileTxt i just changed existing.

I'm doing script which will allow us to add and change rules of special houses (like shops, stables, taverns etc). It is close to finishing, and seems stable, though testing needed. Current link is: https://www.dropbox.com/s/ukhr1q9f9ria8 ... t.zip?dl=0
Put it into '...\General' or '...\Structs\After' folder. Only mm8 for now. Read readme, it have few important details about spellbook shops and taverns. (I wanted to add tech info, but there is a lot, i'll add it to archive later, though pointers to original rules and assortments are in first lines of script).

For now, script doing following:
1. At first launch it generate 'House rules.txt' table in '...\Data\Tables' folder, you can change exsisting rules of any house or even add new (limits removed for rules and assortments as well).
2. System of house managment partially reworked, so script allowing us to append(!) any special house to end of '2DEvents.txt' instead of keeping all of them in one block. Index by type used instead of global now.

And i want to add structures to manage with house rules and shop assortments inside game, it will alow us to, for example, make events and quests, after which assortment of shop/shops will be changed.


Return to “Might and Magic”

Who is online

Users browsing this forum: Majestic-12 [Bot] and 6 guests