Hatchling Cockatrice Lilith Posted January 15, 2009 Posted January 15, 2009 The maximum weight isn't actually very high; it's only a little over half the carrying capacity of a character with 20 Strength and the Exceptional Strength trait. Quote
Understated Ur-Drakon The Almighty Doer of Stuff Posted January 15, 2009 Posted January 15, 2009 Even at maximum weight, you can pick it up. Also, you can walk on and through it if it's an item. EDIT: Whoops. Didn't see the second page. Quote
Hatchling Cockatrice Lilith Posted January 15, 2009 Posted January 15, 2009 Originally Posted By: The Almighty Doer of Stuff Also, you can walk on and through it if it's an item. This can be worked around in a number of ways; the simplest is to place Can't Enter nodes on the spaces where the items are. Quote
Understated Ur-Drakon The Almighty Doer of Stuff Posted January 15, 2009 Posted January 15, 2009 That's true, but if you find yourself running out of special nodes as Mistb0rn is, that's not too practical. You could have a plain grass terrain that's blocked, and put all your different tree items on that terrain, thus reducing all your trees to one terrain. However, now you have the problem that if someone picks up the tree item, they have an inexplicably impassible grass tile. The same happens with Can't Enter. If you have very, very few trees in any given town, you could call a node every turn (or in the case of Can't Enter, before it in the node chain) checking for the tree on that tile before removing the block. However, with many trees, this becomes unwieldy to impossible. Another, heavy-handed solution is checking every turn to see if the party has a tree in their inventory, and abruptly killing them if they do. None of these solutions work outdoors, however, where you're likely to encounter trees, yet can't place items. Quote
Hatchling Cockatrice Lilith Posted January 15, 2009 Posted January 15, 2009 Originally Posted By: The Almighty Doer of Stuff That's true, but if you find yourself running out of special nodes as Mistb0rn is, that's not too practical. It's one node. You can reuse it all over town. You can even use Paste Special to get around the limit of 50 placed special encounters. If people pick up the trees that they're obviously not supposed to pick up, it's their own fault if their immersion is broken. It's basically a cosmetic problem anyway. Quote
Understated Ur-Drakon Celtic Minstrel Posted January 17, 2009 Posted January 17, 2009 Ah, good point. I guess trees as items is a terrible idea then. Wait... how does that work with Paste Special? Quote
Hatchling Cockatrice Lilith Posted January 17, 2009 Posted January 17, 2009 You can only have 50 special encounters placed in town normally. Paste Special ignores that limit -- although, of course, you should make sure the pasted specials are the last specials you want to place, since you won't be able to place any specials by normal means after passing the limit. Quote
Understated Ur-Drakon Celtic Minstrel Posted January 17, 2009 Posted January 17, 2009 But... where's it store the extra ones? Quote
Hatchling Cockatrice Lilith Posted January 17, 2009 Posted January 17, 2009 We're talking about special encounters (that is, spaces which when stepped on trigger a special node), not special nodes. The node limit is still 100. Quote
Understated Ur-Drakon Celtic Minstrel Posted January 17, 2009 Posted January 17, 2009 But if there's more than 50 encounters, where's it store them? Or... does it do the logical thing and actually store them as a property of each space? And if that's the case, why does the limit even exist? Quote
Well-Actually War Trall Ishad Nha Posted January 18, 2009 Posted January 18, 2009 I am not aware of any spare space in the town entries for more than the usual number of nodes, the town entries read like this: location special_locs[50]; unsigned char spec_id[50]; special_node_type specials[100]; Quote
Kyshakk Koan Mistb0rn Posted January 29, 2009 Author Posted January 29, 2009 I'm trying to do custom item images, but they keep showing up as this black 'No item' question mark icon in the store. I'm pretty sure I've done it right, and I've used custom item graphics before and they worked, so I'm not sure what's wrong. I over-wrote Demonslayer and Wyrmsbane for them, could that cause problems? Or is there something else I don't know about that could mess it up? Thanks! Quote
Garrulous Glaahk lampshade Posted January 29, 2009 Posted January 29, 2009 It's a bug, but there is a solution. If you want the image to show up properly in shops, put a duplicate of the item image 5 spaces (or was it 4) below it. Quote
Kyshakk Koan Mistb0rn Posted January 30, 2009 Author Posted January 30, 2009 Er...can you link me to a site or give a better description of the bug, and how to solve it? I'd rather not randomly mess up my graphics sheet without more details, since all those spaces are already assigned at the moment. Quote
Understated Ur-Drakon The Almighty Doer of Stuff Posted January 30, 2009 Posted January 30, 2009 http://www.geocities.com/blyceum/DForum/023.html Quote: Item Graphics — In a shop, the item graphic will not be displayed. Instead, the graphic (if there is one) 5 slots ABOVE the designated item graphic will be displayed. You can work around this by creating duplicate item graphics, 5 rows apart. See the pumpkin, pick axe, sack of flour, and loaf of bread in the GIF file for Redemption for an example of this. Quote
Kyshakk Koan Mistb0rn Posted February 2, 2009 Author Posted February 2, 2009 How do I give an item (tool) the Lockpick ability? I can't figure it out, and I accidentally messed up the regular ones trying to find it. Quote
Understated Ur-Drakon Celtic Minstrel Posted February 2, 2009 Posted February 2, 2009 First, set the item's type to one that is not equippable – I forget what it's called. Then, go set the ability and make sure you also set everything else you want in that dialog. Press OK, then set the item's type back to Tool. Quote
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