Search found 493 matches
- 09 Jan 2023, 17:38
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
- Replies: 7617
- Views: 2071943
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
In mm6 portion of the mmm,do you hafta have a sorc in party to do the wizard (edit:promotion) quest?cause i did the quest and even tried evt.set qbits and cannot complete is this a bug?or do i have to have a sorc in party? edit : or how can i trouble shoot thsi myself?what script has the 'house' qu...
- 05 Jan 2023, 17:27
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
- Replies: 7617
- Views: 2071943
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
i am wondering, if anyone ever noticed the behaviour of the percival-bow when shooting flying creatures: the explosive damages still occurs, but the grafics is like "hitting the monster and then sending a fireball to the ground" (sorry, dont know how to describe it better). is this someth...
- 01 Jan 2023, 20:18
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
- Replies: 7617
- Views: 2071943
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
... You just tell spell to be casted (by using a spell scroll) by Party.PlayersArray[10] (Maylander) instead of Party.PlayersArray[49]. So it just redirects the problem to another roster character. Sooner or later result will be the same. And yes, some of the roster characters are in party. Third p...
- 29 Dec 2022, 19:27
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
- Replies: 7617
- Views: 2071943
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Today, I encountered the problem that non-combat NPCs failed to cast skills again and found some ways can resolve it,information as below: I hired a non-combat NPC, master healer and want to use his skill, when choosing "Heal Party", a message show "Complete", but it did not wor...
- 29 Dec 2022, 18:14
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
- Replies: 7617
- Views: 2071943
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
I have been meet 2 cases, maybe 1 is a bug, detail as below: 1. When failed to cast "Reanimate" on a dead teammate,an error will be received: ...iles\MMMerge\Scripts\General\ZombiePlayers.lua:342: array index (750) out of bounds [0, 749] 2. The attack frequency of magic wand is very high ...
- 29 Dec 2022, 13:05
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
- Replies: 7617
- Views: 2071943
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Hi, another thing, thats imho not fixed still, is the cauldron thing with the intelligence-increase in mm6 at agars laboratory (and if it is, i have read over it on the pages, my bad - please correct me) since you cant switch positions of the characters in the mm8 engine, somehow only the current l...
- 22 Dec 2022, 18:42
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
- Replies: 7617
- Views: 2071943
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Hello, I am German and would therefore like to use the German language and audio files, I followed everything as described in the instructions, but in the game he doesn't use the German sounds, e.g. Speaking of the characters, inventory, menu, since I don't know how things are related here, mod tec...
- 20 Dec 2022, 08:35
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
- Replies: 7617
- Views: 2071943
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Interesting. 'Would I also be able to rename a Skill? I'm remaking Dark Elf-class into a Bard, and Minotaur into Warrior Mage, allowing archers to be Marksmen as a second promotion. I also turned Hero and Villain into Templar and Inquisitor, which makes more sense considering that they are Paladin ...
- 20 Dec 2022, 08:31
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
- Replies: 7617
- Views: 2071943
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Rodril has as of now almost stopped updating base (last release was by cthscr I believe) Rodril's making new pathfinder dll btw, you can check his gitlab repo. (And you personally can check/submit patch for Win XP compat, I guess.) It has more tools like ability to set various hardcoded spell prope...
- 20 Dec 2022, 08:20
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
- Replies: 7617
- Views: 2071943
- 16 Dec 2022, 09:08
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
- Replies: 7617
- Views: 2071943
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Call MMExtension debug console via Ctrl+F1
Party[0] is first character. Ingame events limit you to 255 here, but bigger values can be assigned manually.
500 is item_id from items.txt
Code: Select all
Party[0].MightBase = 255
Code: Select all
evt[0].Add("Inventory", 500)
- 13 Dec 2022, 15:01
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
- Replies: 7617
- Views: 2071943
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
DataFiles/class.txt
- 13 Dec 2022, 13:26
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
- Replies: 7617
- Views: 2071943
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
edit 2 : since putting the evt unique function(num) into the /scripts/maps *.lua of the map in question over rideded the compiled version of the well, does this hold true for all map vanila functions in map scripts? If you just add function "evt.Map[XX] = function ... end" then it will be...
- 13 Dec 2022, 13:21
- Forum: Might and Magic
- Topic: Lowering the amount of time to switch to auto-fire
- Replies: 5
- Views: 696
Re: Lowering the amount of time to switch to auto-fire
You can either wait for OS KeyPressed (of how it is called in your OS/library) event or check status (up or down) of the key periodically. MM8 uses both (well, one of them depending on key). If I got it right Game.KeyTypes (in upcoming MMExtension) could be what you look for (see also Game.KeyCodes)...
- 07 Dec 2022, 11:03
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
- Replies: 7617
- Views: 2071943
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Friendly quarterly reminder that the White Potion of Protection from Magic casts the spell on the entire party even when one person drinks it. I would therefore once again like to propose to change this potion to the only other spell effect I could think of that can affect a single character - Pain...
- 07 Dec 2022, 10:30
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
- Replies: 7617
- Views: 2071943
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
01/ I am having an issue with spells. I have finished MM8 storyline and during the gameplay, I was not able to buy GM spells for any magic.. Generally, nowhere. Not even with save/load method. The spells are not in magic shops Air/Fire/Earth/Water but only in shops with gems, scrolls, gloves etc. A...
- 07 Dec 2022, 09:50
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
- Replies: 7617
- Views: 2071943
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
When casting magic Shield or Heroism , both of icons of magic indicator in active party spells area(left-bottom) will not be displayed, right clicking active party spells area, show "None". This phenomenon does not affect the operation of the game, do you have an Idea about it? In Revamp ...
- 25 Nov 2022, 09:27
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
- Replies: 7617
- Views: 2071943
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
And Once ive rescripted them,i have to recompile?or can mmext read them from maps folders? MMExtension Ref: "Note: You can't turn a decompiled script back into EVT file, even if it's in text form. In case you do need to edit raw EVT files, you can use my 010Editor Templates." But that won...
- 22 Nov 2022, 18:07
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
- Replies: 7617
- Views: 2071943
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
I received a bug about master branch recently, which can be reproduced with the following steps: 1. Save the current progress 2. Don't exit game, return to the main menu by press ESC key, create a new game and cancel it 3. Return to main menu,load the game saved in step 1 Now open the quest lists a...
- 09 Nov 2022, 17:28
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
- Replies: 7617
- Views: 2071943
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]
Hi guys I recently joined the board. Heard from the mm merge mod and liked it very much. Good job team. I have a question regarding the bow revovery cap. In this merge it is adjusted to 30. Is it possible to adjust it to 5 again like in the Grayface patch? And how can I do it? In Revamp it is set b...