Luzur
Good Sir
a 3 part interview with Tim Lang, designer of MMX:
part 1
part 2
part 3
part 1
part 2
part 3
GrayFace said:This is my project that makes modding the game easier and greatly extends possibilities. Help is very far from completion and I'm planning to make it in a totally different way in future. So, you can play with it yourself and look some things up in decompiled scripts. Feel free to ask me how to do things, the answers would go to examples section of Help. Here's more info:
http://sites.google.com/site/sergroj/mm/mmextension
Since version 1.3 you can edit some things in TXT tables. For example, you can edit various attributes of classes, like skills they can master.
Level Editor
MMEditor is a complete indoor levels editor. You need to install it together with MMExtension. You'll find it on MMExtension page. Some basic stuff is explained in MMEditor ReadMe.txt.
GUI is temporary, I'd like to use icons instead of text on buttons in future.
MM8 Choose Party scripts
Now you can choose your party on start or solo dragon for example.
P.S. Please discuss anything MMExt-related in this topic, it's never "old", you're not necro-posting.
I'm working on a MM 1&2 editor myself. I'll share it here once it's in a workable state.
I forgot to make this clear, so as to not ruin codexers' expectations: I'm working on a savegame editor/trainer, but it won't have a level editor like Grayface's MMEditor. On the plus side, it will be a fully featured character editor, with editable character name, gender, class, ability scores, gold, food, age, experience, spell points, hit points, character condition, equipped items slots, inventory slots, plus a few others I forgot.
My main motivation is the fact that MM1 kind of forces players to use the default characters (even if they can be renamed) since it's so hard to randomly generate characters with decent stats and even when the player creates a reasonable party, it has to survive encounters armed only with clubs and with no starting gold.
Bros, until MMX comes out I am going to replay MM7 for a few days with a widescreen mod and mouselook. Can any of you guys recommend any fun, non-orthodox party lineups to play with?
The all-Knight all-night party is always fun.Bros, until MMX comes out I am going to replay MM7 for a few days with a widescreen mod and mouselook. Can any of you guys recommend any fun, non-orthodox party lineups to play with?
Can any of you guys recommend any fun, non-orthodox party lineups to play with?
The all-Knight all-night party is always fun.Bros, until MMX comes out I am going to replay MM7 for a few days with a widescreen mod and mouselook. Can any of you guys recommend any fun, non-orthodox party lineups to play with?
Grunker's broad suggestion also makes for a large number of fun combinations, since it excludes Dark and Light (not that much of an issue in 7 since they're very late-game), and it also excludes GM in any magic school
Using default party, all I do is make sure they get max hitpoints per level, which is starting hitpoints am I right? So if my dude had 12 hitpoints level 1, the maximum he could get is 24 at level 2.
I've gotten as little as 2 HP and as much as 12 HP per level, so it's definitely random. Regarding the maps, they are included the in MM1 cluebook, that comes included as an extra with the GOG.com version.I've been slowly playing Might and Magic I: Secret of the Inner Sanctum on my laptop whenever I'm on the move.
Goddamn the game is fun. I've only mapped out (using Grid Cartographer, awesome utility) Sorpigal and the dungeon below it, just popped out my head on the surface. Using default party, all I do is make sure they get max hitpoints per level, which is starting hitpoints am I right? So if my dude had 12 hitpoints level 1, the maximum he could get is 24 at level 2.
Have to admit I'm not going in full blind, as I check out maps online after I map them to see stuff I've missed and shit. Also it'll propably take forever anyway, so a little bit of added help won't hurt.
I looked up the game manual and found that the hit point gained per level are as follows: knight 1-12 HP, paladin/archer 1-10 HP, cleric/robber 1-8 HP, sorcerer 1-6 HP. So you were right about the starting HP.I tried to find info about that online back when I started the game but my googlefu wasn't strong enough. It is definitely random though, and I went to the trainer so many times I think it caps out at your starting hitpoints (or more like whatever factors into that). That has been my guideline and now at party level ~3 everyone is at triple the hitpoints they started with.
1- 4 = -3
5- 6 = -2
7- 8 = -1
9-12 = average(0 either way)
13-14 = +1
15-16 = +2
17-18 = +3
19-20 = +4
21-23 = +5
24-26 = +6
27-29 = +7
30-39 = +8 (30-34 and 35-39 are +8/+9 on NES)
40+ = +9 (+10 on NES)
So using this reasoning, a cleric with 19 or 20 endurance would get 5-12 hit points per level, (1-8)+4. You always get at least one hit point per level, but that's no excuse for starting with low endurance.
It does, although I cannot remember now if it acted retroactively in MM1-2. I think it only affects level-ups after you get the endurance gain (like in TES). There's a spot in MM2 where you can regain "missed" HP, ie you pay gold and it will bump your char's current max HP up to the calculated/theoretical max (ie what the max would be if you had your current endurance stat from the start and had gained the max base HP allowed by your class at every level), but again I don't remember if MM1 had a similar catch-up mechanic.According to this, endurance acts as a bonus, but I'm not sure if really works this way.