Opening Chests
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Re: Opening Chests
Alternatively, in some versions, you can kill the dragon by falling on top of him through a pit on the level above. Presumably this is mechanical as the party and a monster cannot co-exist on the same tile.
Re: Opening Chests
I only found out about that on accident something like 20 years after I first played the game. Because I got startled by the phone ringing and accidentally hit the wrong direction button, and fell into a pit, then saw the "smoke" you see when a monster is killed, and a bunch of dragon steaks at my feat.
- MasterWuuf
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Re: Opening Chests
Game envy here. I've never had the pleasure of this experience.
Anyone know if you can time a fall through one of the pits above the dragon,
being reasonably sure you'll kill the brute?
Anyone know if you can time a fall through one of the pits above the dragon,
being reasonably sure you'll kill the brute?
"Wuuf's big brother"
- Prince of Elves
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Re: Opening Chests
I suppose you can save your game just before going down a hole and then check where he is in relation to you, checking out the most promising options. May take some reloads but unless he's stationary till you visit him and spawns right under a pit that would seem the best option to me.
- ChristopheF
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Re: Opening Chests
You should be able to use a Magical Box to freeze time for a few moments
Christophe - Dungeon Master Encyclopaedia
- Gambit37
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Re: Opening Chests
Andy Jaros recalled the telefrag bug and said it was fixed in later versions. Do you know if that's the case Christophe?
- ChristopheF
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Re: Opening Chests
I checked the source code.
I was wrong saying that you can use a Magical Box, as they only freeze creatures located on the same map as the party.
Creature groups are indeed killed if the party moves over them (by falling in a pit or being teleported), and this is true in all versions of DM and CSB, I did not see any fix to prevent this. So telefrag exists in all versions but is pure luck.
I was wrong saying that you can use a Magical Box, as they only freeze creatures located on the same map as the party.
Creature groups are indeed killed if the party moves over them (by falling in a pit or being teleported), and this is true in all versions of DM and CSB, I did not see any fix to prevent this. So telefrag exists in all versions but is pure luck.
Christophe - Dungeon Master Encyclopaedia
Re: Opening Chests
Do creatures move on levels other than the one the party is on? I'd think for memory purposes that the game might only concentrate on the current level.
So freezing the creature long enough to get to the stairs might be enough.
On the other hand I find the dragon in a different place every time I play, so that might not be the case.
So freezing the creature long enough to get to the stairs might be enough.
On the other hand I find the dragon in a different place every time I play, so that might not be the case.
- ChristopheF
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Re: Opening Chests
Creatures on other maps use less memory than creatures on the same map as the party: some information like the direction each creature in the group is facing is not stored for them.
Creatures on other maps are always moving, although slower than creatures on the same map as the party, in order to limit CPU usage.
The higher the distance between party map and the creature map, the slower the creature is.
Creatures on other maps are always moving, although slower than creatures on the same map as the party, in order to limit CPU usage.
The higher the distance between party map and the creature map, the slower the creature is.
Christophe - Dungeon Master Encyclopaedia
Re: Opening Chests
That's definitely interesting information. It's kind of neat that the monsters are slowly moving around even on lower floors of the dungeon as you are exploring the earlier floors...
--Jay
--Jay
- Paul Stevens
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Re: Opening Chests
I seem to remember that monsters don't begin moving until the party
enters their level. I am quite certain that *Something* starts happening
when the party enters a level. In any case, leaving a level does not
stop the monsters on that level.
enters their level. I am quite certain that *Something* starts happening
when the party enters a level. In any case, leaving a level does not
stop the monsters on that level.
- ChristopheF
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Re: Opening Chests
Paul is right (as usual). Creatures start moving only when the party enters their map for the first time.
Then they keep moving for the rest of the game, at their normal speed when on the same map as the party, and slower when on another map.
Note however that in CSB, the game is initiated from an actual saved game (not a simple dungeon) in which maps 0 and 9 have already been visited: FTL built the dungeon, then started a new game on map 0 (the initial party location is always on map 0 in a dungeon file) at (17,36). The teleporter there leads to map 9 at (31,36) where the game was saved (this is the MINI.DAT stored on the Utility disk). When you 'Make a new adventure' the party is relocated on map 4 at (31,26).
So when you start playing CSB, creatures on maps 0, 4 and 9 are moving from the start of the game. All other creatures will start moving only after you enter their map for the first time (including the Gigglers on map 7 who trigger the random placement of some items into various locations).
Then they keep moving for the rest of the game, at their normal speed when on the same map as the party, and slower when on another map.
Note however that in CSB, the game is initiated from an actual saved game (not a simple dungeon) in which maps 0 and 9 have already been visited: FTL built the dungeon, then started a new game on map 0 (the initial party location is always on map 0 in a dungeon file) at (17,36). The teleporter there leads to map 9 at (31,36) where the game was saved (this is the MINI.DAT stored on the Utility disk). When you 'Make a new adventure' the party is relocated on map 4 at (31,26).
So when you start playing CSB, creatures on maps 0, 4 and 9 are moving from the start of the game. All other creatures will start moving only after you enter their map for the first time (including the Gigglers on map 7 who trigger the random placement of some items into various locations).
Christophe - Dungeon Master Encyclopaedia