Search found 188 matches
- 29 Nov 2016, 19:51
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 494441
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Peasants themselves have warlocks set as their allies. Operations on groups just iterates monsters on current map which belong to that group. I had "Ally" attribute editing disabled in the editor, because I didn't know what it does. I tested how it works by using "ChangeGroupAlly&quo...
- 29 Nov 2016, 12:13
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 494441
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Yep, it can be used interchangeably. I understand that in this case the groups cointaining peasants have assigned warlocks as allies?GrayFace wrote:J. M. Sower, thank you, great finding! It is the other way around in the original map I checked (Nighon): warlocks (monster kind) are set as allies for peasants.
- 27 Nov 2016, 17:04
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 494441
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
BTW, I discovered how to properly assign monsters to others as their guardians/allies. In event "ChangeGroupAlly" first number is monsters group taken from NPCGroup.txt and second is number of ally taken from Hostile.txt, eg. script to do monsters in group 38 as guardians of Bedraggled Hum...
- 27 Nov 2016, 09:37
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 494441
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Thanks for the explanations, I think now I understand it. I will try.
- 25 Nov 2016, 15:36
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 494441
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
You don't need to. Basically, you just create stack quest topics for the same slot with a visibility condition, like Quest{"MyQuest", Slot = 0, ...} Quest{Slot = 0, CanShow = QCheck("MyQuest", "Done")} The second topic will be shown after the 1st quest if complete. Sur...
- 24 Nov 2016, 16:40
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 494441
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Give me an example that's hard for you with Quest function. I don't know how to assign to current topics some scripts, but so far I didn't want to examine "Multilevel Quest.lua". I just need to finally interested in it. Hello, issue with registration have been solved and i'm here. Thanks ...
- 22 Nov 2016, 20:02
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 494441
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Acomage.lua script for MM8 by Rod Letr Rod Letr wrote me an email with a script, his forum account is pending activation. The script lets you start the Arcomage game from anywhere and specify its parameters, then there is an event when it ends and you can find out the winner. Here is the script: ht...
- 22 Nov 2016, 16:25
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 494441
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
There you can write: function events.IsMonsterOfKind(t) if t.Id >= ... and t.Id <= ... and t.Kind == const.MonsterKind.Immobile then return true end end I will try. :) It works, but not in this form. I wrote it in this way (following an older script for the undeads): function events.IsMonsterOfKind...
- 21 Nov 2016, 16:56
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 494441
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Small discovery that may be useful for someone, when wrote current dialogues without using Quest function (in the old way). Instead of this (You must have typed text for "Str" in NPCText.txt): evt.SetMessage {Str = 772} You can write SimpleMessage(), and then you can inscribe some variable...
- 20 Nov 2016, 13:58
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 494441
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
GrayFace, do you know how to make the monster doesn't move after receiving damages (like Treants in MM7)? Could it depends on the size of the creature? I did a laser cannon (it isn't too big) and I don't know how to do it. :wall: ...continuing, I gave to the Treants in MM7 all the statistics from S...
- 17 Nov 2016, 17:13
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 494441
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
GrayFace, do you know how to make the monster doesn't move after receiving damages (like Treants in MM7)? Could it depends on the size of the creature? I did a laser cannon (it isn't too big) and I don't know how to do it.
- 22 Sep 2016, 15:39
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 494441
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
This my script works absolutely fine. Even when there is 0 items.GrayFace wrote:The loop can start at 1. I made a function for this, but still haven't released new MMExt version.
- 18 Sep 2016, 13:36
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 494441
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Dialogs are a bit of an uncharted territory for now. I did create buttons in new game dialog, but haven't tried doing so for main screen and haven't done any general support for scripting that. Standard dialogs aren't well-organized. It's sad. :( Anyway, I wrote the script that saves in variable th...
- 01 Sep 2016, 18:48
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 494441
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Apart from that I was trying to write a script that changes reputation after killing the monster of the chosen group. Unfortunately, I was able to only partially achieved. This script works well :D , but also works when a monster is killed by another monster, and I want it to work only when a playe...
- 31 Aug 2016, 00:37
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 494441
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Thanks. I must finally add a topic for my mod in this forum.
- 29 Aug 2016, 13:07
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 494441
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
I was able to create a special reputation menu for different fractions, but it could look better (It's just a dialog menu). http://i67.tinypic.com/33jgygo.png Currently it opens only when you click on "E". GrayFace, could you write for me a script that displays the graphic button for this ...
- 15 Aug 2016, 21:54
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 494441
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
Latest almost always when I work with the editor (both on Win7 and WinXP) and I try to save the map, or when I click on a few other buttons in the editor the program shuts down. :S BTW, I don't remember if I already asked this question, so how to assign a monster as the guardian of the other monster...
- 31 Jul 2016, 15:48
- Forum: News
- Topic: Heroes 4 HD mod - Artists needed
- Replies: 164
- Views: 138469
Re: Heroes 4 HD mod - Artists needed
I'm not going to block jobs for other artists. If another artist was willing to work, then do not be embarrassed and also works.
Ps. One fan from the AcidCave sent this link. I'll try to use it somehow.
http://freelancer.ag.ru/misc/7/28_big.jpg
Ps. One fan from the AcidCave sent this link. I'll try to use it somehow.
http://freelancer.ag.ru/misc/7/28_big.jpg
- 30 Jul 2016, 14:43
- Forum: News
- Topic: Heroes 4 HD mod - Artists needed
- Replies: 164
- Views: 138469
Re: Heroes 4 HD mod - Artists needed
I could try to help you with graphics for menu and town screens, but I will have free time fastest after two weeks... and I'm not promising anything, because I also work on other projects... and the school. ;) When it comes to the main menu, I think that the easiest way would be to prepare a new gra...
- 19 Jun 2016, 21:07
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 494441
Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]
My script currently looks like this: Game.MonstersTxt[28].Name="Biter" Game.MonstersTxt[28].FullHP=35 Game.MonstersTxt[28].ArmorClass=12 [...] Game.MonstersTxt[28].Spell=2-- Fire Bolt Game.MonstersTxt[28].SpellSkill=4 Game.MonstersTxt[28].Picture="Bat A" if not evt.Cmp("MapV...