Search found 476 matches
- Tue Feb 03, 2004 11:43 pm
- Forum: RTC Editing
- Topic: Multiple constant weight toggle dilemma
- Replies: 10
- Views: 2061
- Tue Feb 03, 2004 9:04 pm
- Forum: RTC Editing
- Topic: Multiple constant weight toggle dilemma
- Replies: 10
- Views: 2061
- Tue Feb 03, 2004 5:15 pm
- Forum: RTC Editing
- Topic: Multiple constant weight toggle dilemma
- Replies: 10
- Views: 2061
I'm using constant weight to make the player leave the object(s) in the alcove(s) so when both are in the door opens, if either is remove it closes again, if the item is replaced the door reopens. I can't work out a way to use alcoves and one counter/door to achieve this and using activate deactivat...
- Tue Feb 03, 2004 5:00 am
- Forum: RTC Archive
- Topic: [Done for V0.38] Extending OPBY ?
- Replies: 2
- Views: 1051
[Done for V0.38] Extending OPBY ?
Sure this has been mentioned before...
Will it ever be possible to discern the "power" of a spell?Like so.
Will it ever be possible to discern the "power" of a spell?
Code: Select all
OPBY=(DUNGEON_SPELL_FIREBALL_MON)
- Tue Feb 03, 2004 4:39 am
- Forum: RTC Editing
- Topic: Multiple constant weight toggle dilemma
- Replies: 10
- Views: 2061
Multiple constant weight toggle dilemma
I wish to toggle a door ( initially closed ) by putting an object A into alcove A and object B into alcove B. When both objects are in place the door opens, if you remove one or other it closes again ( rinse and repeat :roll: ). I tried counters but it soon becomes impossible to manage ( without a c...
- Mon Feb 02, 2004 9:00 pm
- Forum: RTC Suggestions
- Topic: Damage tile affects only 1/4 tile
- Replies: 2
- Views: 1677
- Mon Feb 02, 2004 6:58 pm
- Forum: RTC Archive
- Topic: Party icon locking
- Replies: 4
- Views: 1172
On locking party members.
I like the solution for realistic party reaction, with the change facing when atacked, however I have a simpler(?) idea for how to control locking. How about this? Left click unlocks. Left drag unlocks & moves. Right click locks. Multiple right clicks cycle facing with locking. Right drag moves ...
- Mon Feb 02, 2004 6:47 pm
- Forum: RTC Archive
- Topic: Breakable objects
- Replies: 25
- Views: 5758
- Mon Feb 02, 2004 5:04 pm
- Forum: General Archive
- Topic: Dungeon Master 2 amiga version problems!!!
- Replies: 4
- Views: 3678
UAE and DM2
1. DM2 for Amiga can be downloaded from the DM encyclopaedia.
2. Make sure you have the latest version of WinUAE, i know that some fairly recent versions have DM2 issues that have been corrected with this latest release.
2. Make sure you have the latest version of WinUAE, i know that some fairly recent versions have DM2 issues that have been corrected with this latest release.
- Mon Feb 02, 2004 6:12 am
- Forum: RTC Editing
- Topic: A question about COUNTERS
- Replies: 4
- Views: 1728
Re: A question about COUNTERS
You could however implement a reset by having a separate trigger that deactivates the counter several times? I tried employing this as a work around using a wall switch to cycle through a bunch of wall texts then on the last text click reset the counters with the correct number of deactivates. Firs...
- Sun Feb 01, 2004 6:34 pm
- Forum: RTC Archive
- Topic: [Done for V0.38] trigger on absence of objects
- Replies: 14
- Views: 2840
- Sun Feb 01, 2004 6:29 pm
- Forum: RTC Archive
- Topic: Breakable objects
- Replies: 25
- Views: 5758
- Sun Feb 01, 2004 4:47 pm
- Forum: RTC Archive
- Topic: Reassigning runes
- Replies: 11
- Views: 2387
- Sun Feb 01, 2004 4:21 pm
- Forum: RTC Archive
- Topic: Reassigning runes
- Replies: 11
- Views: 2387
- Sun Feb 01, 2004 3:50 pm
- Forum: RTC Archive
- Topic: Display more information about items in editor
- Replies: 0
- Views: 940
Display more information about items in editor
When making "shooter/teleporter runs" it would be nice to see what direction the teleporter is applying to stuff, either on the map or in the infobar on the left, in fact as an appendum to this suggest could we get more info in the info bar, trigger/relay delay, direction etc.
- Sun Feb 01, 2004 3:43 pm
- Forum: RTC Archive
- Topic: Reassigning runes
- Replies: 11
- Views: 2387
Reassigning runes
After playing just a little Conflux II (Looks very well done) I should like to suggest extending the design side of the RTC spell sub-engine with the ability to change the runes used for spells. This would make for fresh game play as with C2 and in combination with the spell book would really (IMHO)...
- Sun Feb 01, 2004 3:40 pm
- Forum: RTC Archive
- Topic: Magic Map Icons
- Replies: 8
- Views: 1756
- Sun Feb 01, 2004 2:49 pm
- Forum: RTC Archive
- Topic: Magic Map Icons
- Replies: 8
- Views: 1756
- Sat Jan 31, 2004 5:36 pm
- Forum: RTC Archive
- Topic: Magic Map Icons
- Replies: 8
- Views: 1756
- Sat Jan 31, 2004 5:11 pm
- Forum: RTC Archive
- Topic: Magic Map Icons
- Replies: 8
- Views: 1756
On the whole a kool idea, although I would restrict the display a little, say blue blob for Clothes, purple blob for food/water-skin/chests. Not give too much away, as the original CSB map was. You could tantilise players with an object they couldn't get to or see with a wall eye spell but could see...
- Sat Jan 31, 2004 2:21 pm
- Forum: RTC Archive
- Topic: New Floor Item (Hold monster)
- Replies: 9
- Views: 1663
- Sat Jan 31, 2004 2:02 pm
- Forum: RTC Archive
- Topic: New Floor Item (Hold monster)
- Replies: 9
- Views: 1663
- Sat Jan 31, 2004 1:23 pm
- Forum: RTC Archive
- Topic: New Floor Item (Hold monster)
- Replies: 9
- Views: 1663
If you block with my fictitious floor item you could for example stop 4 different monster types from moving over the centre tile in a crossroads with a single defenition rather than 4. XXOXX XXOXX OO8OO XXOXX XXOXX Or stop 2 monsters types from encroaching on each other. XXXXX XO8OX XO8OX XO8OX XXXX...
- Sat Jan 31, 2004 12:56 pm
- Forum: RTC Archive
- Topic: New Floor Item (Hold monster)
- Replies: 9
- Views: 1663
New Floor Item (Hold monster)
A hold/block/damage monster floor item. The hold monster would be useful for stopping monsters from roaming areas until necessary i.e. when a party enters the level for the first time. Or to trap monsters. OpBy should only include MONSTER and MONSTER_X (where X is any included monster). Should be ac...
- Sat Jan 31, 2004 11:51 am
- Forum: RTC Archive
- Topic: Key Configuration
- Replies: 3
- Views: 982
- Sat Jan 31, 2004 11:48 am
- Forum: RTC Archive
- Topic: GAME/EDITING: Gambit's sample dungeon
- Replies: 11
- Views: 2290
- Sat Jan 31, 2004 11:15 am
- Forum: RTC Archive
- Topic: GAME/EDITING: Gambit's sample dungeon
- Replies: 11
- Views: 2290
SiSoftware Sandra System Host Name : RUTH User : Chris Domain : RUTH Processor Model : AMD Athlon(tm) XP 1800+ Speed : 1.54GHz Model Number : 1800 (estimated) Performance Rating : PR2234 (estimated) Type : Standard L2 On-board Cache : 256kB ECC Synchronous Write-Back (16-way, 64 byte line size) Main...
- Sat Jan 31, 2004 8:27 am
- Forum: RTC Archive
- Topic: Key Configuration
- Replies: 3
- Views: 982
Keys for attack commands
BUMP this with adding the ability to config the attacks as with the runes. Like so... ; - Attacker 1: KEY_ATTACK_CHAR_1 ; - Attacker 2: KEY_ATTACK_CHAR_2 ; - Attacker 3: KEY_ATTACK_CHAR_3 ; - Attacker 4: KEY_ATTACK_CHAR_4 ; - Attacker 1, Attack 1: KEY_ATTACK_1_1 ; - Attacker 1, Attack 2: KEY_ATTACK_...
- Sat Jan 31, 2004 8:05 am
- Forum: RTC Archive
- Topic: Over-ride what a cloned monster will drop.
- Replies: 4
- Views: 1202
Over-ride what a cloned monster will drop.
At present when you clone a monster it still drops the same stuff as its original did, i.e. rocks and stuff for a rock-pile. This limits what can be cloned into what, without those embarrassing mishaps of dropping the wrong stuff. I suggest the ability to over-ride this in the cloning process with a...
- Sat Jan 31, 2004 7:58 am
- Forum: RTC Archive
- Topic: GAME/EDITING: Gambit's sample dungeon
- Replies: 11
- Views: 2290