How do I modify the MM7 monster tables to use spells...

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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How do I modify the MM7 monster tables to use spells...

Unread postby BTB » 29 Aug 2011, 19:59

...that weren't in the original game?

It turns out that I can't add Deadly Swarm, Poison Spray, or Flying Fist to any monsters because the game's internal code doesn't recognize them as valid monster spells.

Any thoughts?

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Unread postby GreatEmerald » 29 Aug 2011, 21:40

Don't Clerics of the Sun or something cast Flying Fist?..

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Unread postby BTB » 30 Aug 2011, 01:17

Nope. They cast Harm and Mind Blast.

I modified them up to Mind Blast/Psychic Shock.

To complement that, I wanted to give Monks the ability to cast Flying Fist.

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Unread postby BTB » 30 Aug 2011, 03:30

I've also noticed another wonky issue in that the offset seems to be a bit... off.

I've modified Treants with the ability to summon spiders. Giving them the ability to summon "Spider A" lets them summon Giant Spiders, which is correct. However, telling them to summon "Spider B" instead summons Widowmakers, which is wrong (Widowmakers are Spider C). Telling them to summon Spider C makes them call up Guards (Swordsman A), so it's like it's skipping a line in there somewhere.

Bear in mind that any instances that call for Spiders to appear as regular monsters don't have this problem. It's weird.

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Unread postby GreatEmerald » 30 Aug 2011, 05:37

Oh, I must be thinking about MM6, then. I know that witch doctors could cast deadly swarm there, too.

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Unread postby BTB » 01 Sep 2011, 22:36

Yeah, nothing in MM7 uses Deadly Swarm. If you add it to the tables, you get an error when the game loads about an unrecognized spell found in enemy tables.


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