This code was written for Comm Merge. Now it works [properly] almost non-changed in Revamp. I think it also should work for Base Merge without any modification as well. (Note buff is character-scope and isn't shown in buff list [since it isn't spell buff].)ShadowLiberal wrote: ↑19 Jan 2023, 23:04 I notice that Artifacts that are supposed to give you Feather Fall, such as Lady's Escort and Hermes's Sandals don't actually give you Feather Fall. Is there a way to fix this so that those items give you Feather Fall like they're supposed to?
I know how to edit artifacts in ExtraArtifacts.lua, but whenever I try adding Feather Fall buffs to those items I just get error messages in the game.
I found some posts many pages ago in this thread (back from 2020 on page 293) where someone links to some code at gitlab to add to ExtraArtifacts.lua and ExtraEvents.lua to correct this, however their changes don't work for me. I think the problem is that the code they posted only works on older versions of the mod, as it was posted over 2 years ago.
Link to the outdated code in question: https://gitlab.com/cthscr/mmmerge/-/com ... 27fc651a39
Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
A bug that I don't know yet how I want to fix. You can use one of the follow files:
MM8-like: https://gitlab.com/cthscr/mmmerge/-/blo ... arning.txt
MM6-like: https://gitlab.com/cthscr/mmmerge/-/blo ... arning.txt
I'd prefer personally something more complex, utilizing all the possibilities of SpellsLearning.txt - see https://gitlab.com/cthscr/mmmerge/-/wik ... arning.txt
It can probably. But not if you implement, for example, casting Divine Intervention from temple donation.toadking wrote: I found in "Castle Kriegspire" , if you give money to the curator of kriegspire, he will also treat the party and remove a series of negative conditions, , no aging and the effect is the same as that of NPC healer master. Can its code replace the master healer's event?![]()
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Did you modify map files? I don't think I have changed anything in related code. Casting 5 armageddons won't remove bodies for me.toadking wrote: ↑11 Jan 2023, 01:42Later, I tested several times that issue occured when continue casting Armageddon magic after the monster died, and its also happened on the body with blue wasp jelly on it, others are normal. I also found that when casted the Armageddon in Garrot Gorge, the body of Jeric Whistlebone(with a Two-hand sword) sometimes disappeared, which would led to the failure of the dragon promotion from Flight Leader to great wyrm when it occured.toadking wrote: ↑10 Jan 2023, 10:19 Sorry to bother your again,I used the master branch of 2022.12.29 patch for my games. After I added many monsters on the map of Alvar, I casted the magic Armageddon near the hive. Then I found that some of the dead wasp bodies were gone when the magic Armageddon was casted, leaving only their wings and stingers on the ground. Because there was a wasp with blue wasp jelly on its body, and once its
...
A temporary solution was found, when the issue occurs, executed following on the console:The monster's body appears,Code: Select all
Map.Monsters[monster's index].AIState = const.AIState.Active
hoping to provide a permanent method, thank you.
One thing I can think of is "Clean out map of removed corpses and summons by shrinking Map.Monsters table" block of Scripts/General/MiscTweaks.lua, but it should proc on map load only.
Last edited by cthscr on 23 Jan 2023, 12:33, edited 1 time in total.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
"Data/Tables/Character portraits.txt", column "Face pics prefix". Files (56 per face) are in *.icons.lod
See also https://gitlab.com/cthscr/mmmerge/-/wik ... eanimation - 5 latter numbers should have some relation.
Last edited by cthscr on 23 Jan 2023, 13:46, edited 1 time in total.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Ugh, why jpeg? It's lossy format and will turn mm transparent color (00ffff) into a mix of several non-transparent...
(Looks great gtw)
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Thank you! Yes, it worked, but now how to properly add voice clips? I've added them to sounds.txt, and then to Character voices.txt, with proper IDs (from 9400 to 9493) and added them to the Merge.D archive, but for some reason got some type of error and the voice is silent. So I'm guessing I need to do something else, or change sound IDs.cthscr wrote: ↑23 Jan 2023, 12:23"Data/Tables/Character portraits.txt", column "Face pics prefix". Files (56 per face) are in *.icons.lod
See also https://gitlab.com/cthscr/mmmerge/-/wik ... eanimation - 5 latter numbers should have some relation.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
IIRC should be enough with proper editing and proper wav format (ffmpeg args to convert to vanilla format: '-ac 1 -ar 22050 -c:a adpcm_ima_wav'). I'd start with copying, say, pc500* into new namespace first.Xord wrote: ↑27 Jan 2023, 15:00 how to properly add voice clips? I've added them to sounds.txt, and then to Character voices.txt, with proper IDs (from 9400 to 9493) and added them to the Merge.D archive, but for some reason got some type of error and the voice is silent. So I'm guessing I need to do something else, or change sound IDs.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Actually, after some testing. I've this problem only in the Polish version of the merge, so I'm thinking that "n02 LocPL.D.lod" archive brakes it somehow, but now how to fix that? Also it brakes voices from the mmmerge.D.lod voices, so yeah there is definitely a problem in the Polish archive.cthscr wrote: ↑Yesterday, 08:20IIRC should be enough with proper editing and proper wav format (ffmpeg args to convert to vanilla format: '-ac 1 -ar 22050 -c:a adpcm_ima_wav'). I'd start with copying, say, pc500* into new namespace first.Xord wrote: ↑27 Jan 2023, 15:00 how to properly add voice clips? I've added them to sounds.txt, and then to Character voices.txt, with proper IDs (from 9400 to 9493) and added them to the Merge.D archive, but for some reason got some type of error and the voice is silent. So I'm guessing I need to do something else, or change sound IDs.
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