Might and Magic 6, 7, 8 merge based on mm8 engine.

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

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Phobos
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Phobos » Jun 11 2018, 18:17

Thanks for the quick fix! There's another error now: I can't enter Clanker's Lab. The game says it cannot find 71d12.blv, crashes and goes to windowed mode the next time the game is started.

Rodril
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Rodril » Jun 11 2018, 20:08

Oh, I've made typ-o there, reapply this file: https://www.dropbox.com/s/tolzylefrix18 ... 4.lua?dl=0 put it into "...Scripts\Maps" folder.

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Phobos
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Phobos » Jun 12 2018, 6:51

Yay, thank you again! I'll keep on playing :D

UnknownHuman
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby UnknownHuman » Jun 12 2018, 12:54

Hello Rodril :)

Another question, love what you have done so far.
Is it possible to change the damage weapons do in Magic or such ?
Example : Adds 6-15 points of Electrical damage
Change this value for more or less damage ?

Thanks.

justl
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby justl » Jun 12 2018, 20:01

Rodril wrote:Hello, patch link have been updated. ..., mm6/7 bounty hunts will increase "monsters hunted" value and will correctly shown in "awards" section of character's sheet (in old savegames you have to complete at least one more bounty hunt to make it appear), ...


hi,

found out that it worx only for char 1, #2-5 doesnt get it in the awards section.

best regards,
justl
Last edited by justl on Jun 12 2018, 20:29, edited 1 time in total.

QuicksilverLamp
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby QuicksilverLamp » Jun 13 2018, 4:57

Rodril wrote:
Xfing wrote:and it says I require an obscene amount of exp to level up higher.

Probably it is consequence of killing glitched cactuses (I really should not make monster inspired by bug, ha ha). I'll look how to recount exp. You can try to do it manually via debug console: open it with ctrl+f1, type "Party[0].Experience = *recounted value*" without quotes, use 1,2,3,4 instead of 0 for other characters, press ctrl+enter to execute it.


When I enter the command
Party[0].Experience = *recounted value*
It gives me
[string ""]:1: unexpected symbol near '*'

What am I doing wrong? I'd prefer to not have to get 188 million xp to go to level 32.

Rodril
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Rodril » Jun 13 2018, 19:01

Execute this code in debug console to bring experience values in line:

Code: Select all

for i,v in Party do
   v.Experience = v.LevelBase * (v.LevelBase-1) * 500
end

If possible, send me your savegame, so i can check what's exactly going on there.
UnknownHuman wrote:Another question, love what you have done so far.Is it possible to change the damage weapons do in Magic or such ?

Yes, but i'm not sure it is possible to do it without scripting. Check ExtraArtifacts.lua for examples. Also, there are few examples at new Graydace's site: https://grayface.github.io/mm/ext/ref/#Artifact-Bonuses.

UnknownHuman
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby UnknownHuman » Jun 14 2018, 8:58

Thanks Rodril, great info !

justl
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby justl » Jun 14 2018, 18:35

got this error, when a casting stick (a brown stick with a small skelettonhead on top) ran out of enchantments:
happened in the bracada mines, so i dont know if there may be something location related to there)

——————————————————————————————————————————————————————————————————————————————————
...II - Day of the Destroyer\Scripts\General\MiscTweaks.lua:344: array index (0) out of bounds [1, 138]

stack traceback:
[C]: in function 'error'
Scripts/Core/RSMem.lua:1342: in function '__index'
...II - Day of the Destroyer\Scripts\General\MiscTweaks.lua:344: in function 'v'
Scripts/Core/EventsList.lua:68: in function <Scripts/Core/EventsList.lua:63>

arguments of '__index':
t = (table: 0x15ee0c68)
a = 0
v = nil

local variables of '__index':
aorig = 0
a1 = -1
n = 138

upvalues of '__index':
ptr = nil
u4 = (table: 0x0142fb08)
GetPtr = (function: 0x01420228)
obj = (table: 0x1365ea50)
o = 1192
assertnum = (function: 0x0143f5a8)
error = (function: 0x01437200)
type = (function: builtin#3)
SetLen = nil
low = 1
GetLen = (function: 0x04b5bda8)
lenP = nil
lenA = nil
count = 138
size = 36
_index = nil
_newindex = nil
tonumber = (function: builtin#17)
beyondLen = nil
f = (function: 0x04b5bd18)
format = (function: builtin#91)
sOutOfBounds = "array index (%s) out of bounds [%s, %s]"
tostring = (function: builtin#18)
tostring2 = (function: 0x0440a278)
----------------------------------------------------------------------------------
>

Mortis
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Mortis » Jun 17 2018, 8:09

Hi Rodril, there is something wrong with creating priests in Jadame. No matter what skill you choose for them at party selection stage, they always start game with NONE skills at weapon and armor. They also don't have body magic despite the fact that this is their default magic skill.

Xfing
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Xfing » Jun 18 2018, 7:37

Mortis wrote:Hi Rodril, there is something wrong with creating priests in Jadame. No matter what skill you choose for them at party selection stage, they always start game with NONE skills at weapon and armor. They also don't have body magic despite the fact that this is their default magic skill.


And they get Bodybuilding (or was it Armsmaster?) only after their last promotion - though that is more of a skill balance complaint rather than a bug :P

Bowerbank
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Postby Bowerbank » Jun 20 2018, 22:03

Just wanted to say thank you so much for this only just started playing through but it is a pleasure to see a few surprises along another play through!


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