Forums  /  Might and Magic VII: For Blood and Honor  /  5-th Slot Things
  AlpacaNox

5th slot can be accessed when all characters in the party are inactive (recovering). The 5th character in VII is a copy of the first slot. The ability to swap is not intended to be accessed during a casual play-through, however it seems to be possible, yet unknown how to as for now.

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Inventory

One of the ways to at least see and influence the 5th slot inventory is by using scrolls. Any spell that opens inventory can do that (fire aura, enchant item, vampiric weapon and such).

Not only we get to see the inventory that way, but it also seems like using "Enchant Item" overlaps some data, yet unknown what it is exactly, hence the "Immolation" buff.
the immolation buff doesn't do any damage, at least with the stock character

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Using things

If all characters are recovering the 5th slot takes the turn and is able to interact with things, that sometimes breaks the logic of certain events, such as shrines for example:

Here's the script of that shrine:

Quote


event 544 -- "Game of Intellect"
0: Cmp {"PlayerBits", Value = 33, jump = 8}
1: Cmp {"CurrentIntellect", Value = 25, jump = 4}
2: StatusText {Str = 756} -- "You have failed the game!"
3: Exit {}

4: Add {"SkillPoints", Value = 3}
5: StatusText {Str = 761} -- "You win! +3 Skill Points"
6: Set {"PlayerBits", Value = 33}
7: Exit {}

8: StatusText {Str = 760} -- "You have already won!"
9: Exit {}
end


It is not clear to me why exactly that works, might have something to do with "PlayerBits".

Quote


event 459
Hint = str[3] -- "Well"
0: Cmp {"Gold", Value = 100, jump = 3}
1: Subtract {"Gold", Value = 99}
2: GoTo {jump = 42}

3: Subtract {"Gold", Value = 100}
4: RandomGoTo {jumpA = 6, jumpB = 16, jumpC = 0, jumpD = 0, jumpE = 0, jumpF = 0}
5: GoTo {jump = 42}

6: RandomGoTo {jumpA = 8, jumpB = 10, jumpC = 12, jumpD = 14, jumpE = 0, jumpF = 0}
7: GoTo {jump = 42}

8: Set {"Insane", Value = 0}
9: GoTo {jump = 42}

10: Add {"EarthResBonus", Value = 20}
11: GoTo {jump = 42}

12: DamagePlayer {Player = "Current", DamageType = const.Damage.Air, Damage = 50}
13: GoTo {jump = 42}

14: Set {"Cursed", Value = 0}
15: GoTo {jump = 42}

16: RandomGoTo {jumpA = 18, jumpB = 20, jumpC = 22, jumpD = 0, jumpE = 0, jumpF = 0}
17: GoTo {jump = 42}

18: Add {"Gold", Value = 250}
19: GoTo {jump = 42}

20: Set {"Dead", Value = 0}
21: GoTo {jump = 42}

22: RandomGoTo {jumpA = 24, jumpB = 34, jumpC = 0, jumpD = 0, jumpE = 0, jumpF = 0}
23: GoTo {jump = 42}

24: RandomGoTo {jumpA = 26, jumpB = 28, jumpC = 30, jumpD = 32, jumpE = 0, jumpF = 0}
25: GoTo {jump = 42}

26: Add {"MightBonus", Value = 20}
27: GoTo {jump = 42}

28: Add {"IntellectBonus", Value = 20}
29: GoTo {jump = 42}

30: Add {"PersonalityBonus", Value = 20}
31: GoTo {jump = 42}

32: Add {"EnduranceBonus", Value = 20}
33: GoTo {jump = 42}

34: RandomGoTo {jumpA = 36, jumpB = 38, jumpC = 40, jumpD = 0, jumpE = 0, jumpF = 0}
35: GoTo {jump = 42}

36: Add {"AccuracyBonus", Value = 20}
37: GoTo {jump = 42}

38: Add {"SpeedBonus", Value = 20}
39: GoTo {jump = 42}

40: Add {"LuckBonus", Value = 20}
41: GoTo {jump = 42}

42: StatusText {Str = 65} -- "You make a wish"
end

Using barrels like that gives a chance to receive the effect by 2 characters instead of one.

DvD_01 likes this.