Dmute & Fireball Holes

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Ian Clark
Um Master
Posts: 488
Joined: Sat Sep 25, 1999 3:07 pm

Dmute & Fireball Holes

Post by Ian Clark »

In DMute, how do I get fireball / poison / dagger holes to work? I have tried just about everything, please help me.
+Francis

Post by +Francis »

Hex editing is what you need.
Byte1 & Byte2 = Trap Type Byte3, Byte4 & Byte 5 = ignore Byte6 = Power from 0 to F
Trap Types: Byte1,Byte2 8,0 => Fireball 8,1 => Lightning Bolt 8,3 => Poison Bolt 88,0 => Poison Blob 88,1 => Des Ew spell 88,3 => Poison Cloud
9,2 => Torch (Burnt Out) 9,3 => Torch (Burnt Out) 9,10 => Dagger 9,1A => Slayer Arrow 9,1B => Rock 9,1C => Throwing Star 9,40 => Boulder 89,2 => Torch (Burnt Out) 89,3 => Torch (Burnt Out) 89,19 => Arrow 89,1B => Poison Dart
To double the output of a trap, add two to the first byte, e.g.: A,0 => Double fireballs.
Fire/poison/dagger holes are not required to make the trap work. Just use a standard open/activate on the space in question. Unfortunately, it doesn't work unless the trap is facing North, although there are some examples facing other directions in the original dungeon.
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Ian Clark
Um Master
Posts: 488
Joined: Sat Sep 25, 1999 3:07 pm

Post by Ian Clark »

Thanks, that works but:
a) how do i get them to fire contsantly (like when you return the activated firestaff
b)can i get them to fire des ew (weaken non material) spells?
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