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[Fixed for V0.39] CSB FulYa special inventory function tiles
Posted: Mon Jun 05, 2006 10:39 pm
by Lunever
1) For the FulYa-pit-level (0) the Encyclopaedia lists 12 squares (A-L) that have a special function if you have certain items in your inventory, see also
http://dmweb.free.fr/?q=book/print/121
At least one of them, "G", does not seem to work properly: According to the Encyclopaedia wearing a flamebain should prevent being fireballed there, yet I did get fully fireballed. Aside from that the spinners that direct the fireballs have a sound, and while I'm not sure I think they shouldn't.
2) I think this issure had been reported a long while ago, but it still seems to be there: If you use the lockpicks twice on the 4-key-of-B-door, the door opens, the wall stays closed, but if you use then 1 key-of-B on it, the door closes again. I think once opened it should stay open, the keys of B should merely open up the wall in addition.
Posted: Tue Jun 06, 2006 8:46 am
by Lunever
PS: Edit: It's "G" I meant (not "F" as initially posted), on RTCEd L6,6,0.
Posted: Tue Jun 06, 2006 4:10 pm
by Lunever
It's as I feared: Among those above-mentioned 12 tiles are more than just 1 non-functional: Walking on tile "F" (RTCEd L24,40) generated a demon albeit I've been wearing a Dexhelm; strangely though, in the editor it looks all fine to me, so I've no idea why it isn't working properly.
Posted: Tue Jun 06, 2006 8:56 pm
by Lunever
BTW: Tile "I" and "K" have been working properly. The Encyclopaedia though says that "K" (Enc. z00/x29/y15, RTCEd L12,1,0) would require a Corbum, while RTC uses a green gem, I don't know which one is correct.
Posted: Tue Jun 06, 2006 11:43 pm
by George Gilbert
Lunever wrote:The Encyclopaedia though says that "K" (Enc. z00/x29/y15, RTCEd L12,1,0) would require a Corbum, while RTC uses a green gem, I don't know which one is correct.
Well, that's not the kind of "mistake" that could have been done by accident - I mean, I wouldn't have put that kind of bizarre trigger into a dungeon without good reason.
I presume that the difference lies in the original versions between ST and Amiga....i.e. RTCs dungeon is based on one, but the Encyclopedia maps are based on the other.
Posted: Wed Jun 07, 2006 9:14 am
by Lunever
Do you have an idea why some of these tiles work properly and some apparently not? On a first glance in the editor they all looked fine to me (but, since I'm not yet much into designing dungeon mechanics myself I might have missed something there)?
Posted: Fri Jun 09, 2006 11:42 am
by George Gilbert
Lunever wrote:Do you have an idea why some of these tiles work properly and some apparently not? On a first glance in the editor they all looked fine to me (but, since I'm not yet much into designing dungeon mechanics myself I might have missed something there)?
Yes, the dungeon does look correct, but that's because it is
The bug is in the engine itself with constant weight triggers not firing instantly - I've fixed this and now all of these special triggers are working as expected(*)!
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(*) That is, as expected from the point of view of the RTC dungeon layout. There's still the issue of the gem / corbamite; but as I mentioned above, I can't believe that's not just a difference between the ST and Amiga versions - if someone could confirm this, that would be great!
Posted: Fri Jun 09, 2006 12:15 pm
by Lunever
How about simply allowing both, gem or corboamite as triggers?
Posted: Wed Jun 21, 2006 10:13 pm
by Lunever
Sorry, those tiles still don't work in V0.39 .
I ascended from Neta with a flame-bain and still got fireballed. I've been wearing an orange gem and a pendant ferral, but couldn't inhibit zystaz respawing. Even worse, when I - for testing purposes - laid down the pendant ferral on the tile that is supposed to shut down some zystaz generators when you walk there with the pendant in your possession, suddenly an entire bunch of zystazes appeared. Before that I've been just walking there with the pendant equipped, and that didn't do anything.
Posted: Thu Jun 22, 2006 3:40 pm
by Lunever
I just noticed that some of those pads that did work properly in V0.38 don't work properly anymore in V0.39 - for example pad "I" should open a door when you are wearing at least 1 pair of boots of speed. It only opened after I stepped away from the pad, took off the boots and placed them unto the pad tile manually and separately from the party.
Posted: Thu Jun 22, 2006 3:47 pm
by Lunever
PS: Oh, and aside from that the key-of-B-doors of course crashes the game once you enter the second real key, it still closes the door again if enter 1 key after picking it twice.