Well, I´m still busy with V0.16, so I don´t know whether this bug still applies: Since the appearance of Lord Librasulus is not bound to a character possessing the unloaded firestaff entering the tile before the gate, but to the firestaff itself being on the tile before the entrance, it is possible to open the gate by throwing the firestaff to the door without being roasted. But if you do that, you cannot solve the game anymore, because if you go to retrieve the firestaff, LL kills you instantly.
<p>Komm zur bunten Seite der Macht! </p>
Unsolvable savegame
Moderator: George Gilbert
Forum rules
Please read the Forum rules and policies before posting. You may
to help finance the hosting costs of this forum.
Please read the Forum rules and policies before posting. You may
to help finance the hosting costs of this forum.
- Gambit37
- Should eat more pies
- Posts: 13791
- Joined: Wed May 31, 2000 1:57 pm
- Location: Location, Location
- Contact:
Re: Unsolvable savegame
Yes, this was bound to be a problem with the differing functionality in RTC.
I propose that pads activated by objects should have an extra parameter, something like this:
<pre> FLOORITEM_TRIGGER OPBY=(OBJECT_XXXX) ACTION=(XXXX) OPTIONS=(STATUS:CARRIED)</pre>
where STATUS could be either CARRIED or PLACED (or something more suitable). What do you think George?
I propose that pads activated by objects should have an extra parameter, something like this:
<pre> FLOORITEM_TRIGGER OPBY=(OBJECT_XXXX) ACTION=(XXXX) OPTIONS=(STATUS:CARRIED)</pre>
where STATUS could be either CARRIED or PLACED (or something more suitable). What do you think George?
- George Gilbert
- Dungeon Master
- Posts: 3022
- Joined: Mon Sep 25, 2000 11:04 am
- Location: London, England
- Contact:
