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  #1  
Old October 20th, 2003, 02:20 PM
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Default Re: Xerathul\'s revenge (module discussion thread)

Quote:
Originally posted by DarkStar:

One of my main problems is that the weapon store never seems to have any scepters in stock.
I just checked, they are for sale in Azrad's magic store ( the building you start right next to). I hope that makes the game a bit easier.
Quote:
Originally posted by DarkStar:

For example Enchant Fire or whatever that spell was that adds fire damage to weapon attacks. I'm not seeing that happen, it seems like I'm just getting the normal damage from the scepter, without the extra fire damage. The spell is listed as always on, so not sure what the problem is there, if any.
I just looked at it, I made a small change to classes.txt that made fire enchant available as a starting skill. It worked perfectly. ( I did get an animation for fire damage upon hitting the target, and the extra damage was applied). I'll run some more tests under different conditions.

Does anyone else have problems with spells under the new system?
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Dungeon odyssey modules:

Christmas module v1.05 (attached to first post)

Xerathul's Revenge v0.5
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  #2  
Old October 20th, 2003, 04:14 PM
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Default Re: Xerathul\'s revenge (module discussion thread)

Fire Enchant worked fine for my ranger.
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Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
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  #3  
Old October 20th, 2003, 07:35 PM

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Default Re: Xerathul\'s revenge (module discussion thread)

Oops!. Yeah after I posted my email I started playing again and found that shop.
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  #4  
Old October 21st, 2003, 12:51 PM

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Default Re: Xerathul\'s revenge (module discussion thread)

fun mod

I have a question maybe someone can answer...

Is there a way to make an item act like a key, but not disappear?

Right now you open locked doors and each time, you use up a key, but I was thinking that there might be a way to set it so you can keep the key... not because I want to cheat or anything like that No, I was thinking it might be really neat to implement a 'shovel' type quest/activity.

I'm sure some nice talented artists could even come up with the picture files for a 'buried hole' which opens up to an 'open hole' (think of it like the open/closed pics of the chest). So then, armed with a shovel, you search the graveyards- or a pix axe in the mines, and then you find the lost relic of Shathra...err, well, you get the point.

PS- Oh, and what's really fun sometimes is to mod in 'teleport' for your characters as a spell... hehe. I never realized there were secret rooms until I popped into one.
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  #5  
Old October 22nd, 2003, 08:03 PM
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Default Re: Xerathul\'s revenge (module discussion thread)

Quote:
Originally posted by clark:


PS- Oh, and what's really fun sometimes is to mod in 'teleport' for your characters as a spell... hehe. I never realized there were secret rooms until I popped into one.
There are secret rooms!!?
I didn't know not even after making my own mod..(so don't bother searching for them there) DO is full of suprises .

About the keys: It was discussed before but sadly isn't possible. It would be a really nice addition though.

[ October 22, 2003, 19:05: Message edited by: henk brouwer ]
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Dungeon odyssey modules:

Christmas module v1.05 (attached to first post)

Xerathul's Revenge v0.5
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  #6  
Old October 22nd, 2003, 08:35 PM

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Default Re: Xerathul\'s revenge (module discussion thread)

LOL! Good luck finding some of those secret rooms (I think they appear in the Magi module in the temple levels) I have encountered one instance where I 'discovered' the secret room. The passage appears as this small pink 'globe' attached to the wall, you click on it, and it opens up!

To bad about the key issue. One work around I have done, (becuase I am lazy, and I hate going in and out of the town, over and over) is to edit the txt file for the store generation of 'keys'. Each time you go into the town, three keys are always for sale- I upped it to 3 keys of each kind (copper, silver, iron) by adding in extra entries.

I also reviewed the item.txt file (man is that thing HUUUGE!). There is a line that can be adjusted to affect the number appearing in a stack (think arrows and shots, how they appear in multiples). Perhaps all shovels can be edited to appear in stacks of 99 (or whatever number, with a neccessary reduction in weight!) and then the shovels get 'used up'. So say you have ten shovels, what that means, is you can use it ten times before it 'breaks'. Just a thought on a work around...
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  #7  
Old March 2nd, 2004, 10:22 PM
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Default Re: Xerathul\'s revenge (module discussion thread)

Quote:
Originally posted by DarkStar:

The graveyard was easy because of Turn Undead, need to replay with another class I think after I'm done with Cleric.
Hmmm I just played a test game as a priest. Turn undead indeed seems a bit overpowered :-). Other spells like magic bolt etc, seem to be almost completely useless. guess I need to balance things a bit.
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Dungeon odyssey modules:

Christmas module v1.05 (attached to first post)

Xerathul's Revenge v0.5
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