Strange numerals in spell table

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

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RyuMaster
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Strange numerals in spell table

Postby RyuMaster » Feb 16 2014, 22:22

Hey there! I've extracted spell table from the source files of mm7 to check on spell recovery time.

Here are fire magic spells:

Code: Select all

 1,  1,  1,  1,  60,  60,  60,  40,  0,  0,  0,  0},
{ 2,  2,  2,  2,  110,  110,  100,  90,  0,  3,  0,  0},
{ 3,  3,  3,  3,  120,  120,  120,  120,  0,  0,  0,  0},
{ 4,  4,  4,  4,  120,  120,  120,  120,  0,  0,  0,  0},
{ 5,  5,  5,  5,  120,  120,  120,  120,  0,  0,  0,  0},
{ 8,  8,  8,  8,  100,  100,  90,  80,  0,  6,  0,  0},
{ 10,  10,  10,  10,  150,  150,  150,  150,  0,  6,  0,  0},
{ 15,  15,  15,  15,  120,  120,  120,  120,  0,  6,  0,  0},
{ 20,  20,  20,  20,  100,  100,  100,  90,  8,  1,  0,  0},
{ 25,  25,  25,  25,  100,  100,  100,  90,  12,  1,  0,  0},
{ 30,  30,  30,  30,  90,  90,  90,  90,  15,  15,  0,  0},


First 4 values are mana usage at different masteries,
Second 4 values are recovery Time at different masteries;

Any idea, what Third 4 values are?

Like for Meteor Shower it is 8 at normal level, and 1 at expert.

tnevolin
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Re: Strange numerals in spell table

Postby tnevolin » Oct 22 2015, 18:22

They look like damage calculation parameters. For example the fire bolt is 1-3 per skill level and meteor shower is 8 + 1 * skill level. So I'd say first number is a constant damage and second is max additional damage per level.

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Macros the Black
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Re: Strange numerals in spell table

Postby Macros the Black » Oct 25 2015, 2:11

The question remains what the last two numbers are for.. They don't appear to be always hit/depends on attack, spell duration, range, number of projectiles, or area of effect.

By the way, it would be cool if someone could tell me how to access these to look at them for myself. :)
You'd think Darkmoor was a ghost town, but instead there's plenty of life among the dead.


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