Master of magic editor
Text file description:
Editor for Master of Magic (Mom ver. 1.2) Version 1.0 by C.k. (Wolvy) January 25, 1995 Well, as you can tell, I've been out of it for a while. I haven't had much time to pursue hacking games, but when I went out and got MoM, I knew that I would HAVE to make an editor for it. What started out as just a magic spell editor, turned into a unit editor also, then turned into a city editor then a hero editor, then a weapons editor, then (and I mean FINALLY) a map editor of sorts. You can also edit the gold and mana but that stuff took me like minutes to figure out. The hardest was probably the units cause when I was going through the units information, I had a nasty nasty cold and was basically as brain dead as you can get, so I had to create the index myself (versus extrapolating it from the game itself) but oh well, it's the end results that count. Doing the index myself goes against what I do when I make editors. I try as hard as I can to pull all information directly from the game so I'm not duplicating strings or any other info into my source code, but I kept it to a minimum. In all honesty, neither the main save game editor, nor the map editor are done. The save game editor needs a little tweeking here and there, and the map editor needs a WHOLE LOT of tweeking, but I am in a time gap where in the very near future I will not have ANY time whatsoever to work on it, so I'm releasing these both "as is". I plan to work on both over the next couple months, time limiting and I'll release an update to it when I get around to it. Plus, I'm sure 1.3 will be out and I'll have to make a version for that since they'll probably move stuff around in the save file and/or the exe's/lbx's. The .lbx's I'm not too worried about unless they add data. The .lbx format is pretty simple and my program reads em in the way the program does, dynamically. Anyways, here's the general jist. You can edit what I have talked about previously, each wizard's mana/gold/fame/experience, etc. Their magic spells that they know, their spell books and rankings, the cities and units for all characters in the game, the heroes and they're items, the hero's type of weapon they can use (more on this later), and finally, the bonuses for the land masses arcanus and myrran. Like I previously stated, the map editor is not done and for more information, read the help file built into the map editor. The editing of what kind of slot each character has does work, but there is some more intrinsic data that I haven't found yet. You CAN create a bow slot on a hero, but that doesn't allow them to use a ranged attack. That is stored in another place and I would be quite happy if someone figured it out for me cause I spent a day looking around for it for naught. Also, there's a typo in the game. There is a stave/wand or some kind of slot and when you right-click on it in the item's menu, it says you can use a bow. This is incorrect. This slot allows you to use any non-ranged weapon in that slot. A corrected version of that help spot is located when you right-click on that same slot when you are looking at the specific hero in their own screen. Some things you can do: Create settlers of any type and build cities without having to take over a neutral/enemy city first. Edit the weapons to utmost power (btw, this totally ruins the game). Test out those theories to see if the enemy wizzies will cast SOM by giving it to them using the editor :}. And more.... Also, the editor for editing the buildings in a city is not complete and does not work 100%. The reason is the index. If I had spent time and actually found the base indexes, then this all would be child's play, but yet again, I had to recreate it and I have not given the time to verify against what race the city is under jurisidction by and set the buildings you shouldn't be able to buy correctly. This will be fixed later. For now, you can do with as you please. I included help files throughout the editor(s), so I don't think I need to go through much discussion as to how to use the editor and a synopsis of each menu. I shall let you discover for yourself whatever intrinsics you can find. Contrary to my usual work, I did not hide any of my debug keys and have included them in all the help files so you may do with them as you please. I have not covered everything in this .txt file, nor in the help files but I think that you all will have no problem dealing with this and will just use the program towards a deceitfull end. ;-} I hope you find this usefull, and to let you know of my next project, I'm getting married this year, and hopefully I'll be able to create an editor for that situation also. *GRIN* Everyone raise their hands if they'd like to see the building they are conducting the O.J. 'hearing' nuked to the ground so we can go on to real important issues like, does newt gingrich actually have sex with connie chung and this whole ordeal was just a sham to white-wash his extra-marital affair? Inquiring minds wanna know. I also want to see beavis and butthead finally get laid, if they could stop laughing enough to do it. *heh heh* "That would be cool." "I have climbed the mountain and it is huge, dude." Enough moralizing, go cheat! C.k. Wolvy@somethingsomewheresomehow.com P.s. I have an acct, but not mine, my company's, so I cannot release this via my own and post msg's on csig, so I have asked a friend to do so. If you would like to find out all the info I have, then get a good disk editor and some brains and lots and lots of time and you'll go far young man. NOT L8!
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Trainers are memory resident programs that alter the behaviour of a game.
Your anti-virus software and web browser may detect them as malware (viruses, worms, trojans, bots etc.).
This is almost always a false alarm.
File name: fbi-dmom.zip
File size: 146.48 KB
Mime type: application/x-dosexec; charset=binary compressed-encoding=application/zip; charset=binary
January 21, 2010 - 11:44am