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Old 02-26-2002, 09:04 PM   #1
Dark Warrior
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Join Date: February 26, 2002
Location: michigan
Age: 42
Posts: 3
In case you didn't catch this in an earlier post of mine, This poster (as in the person doing this post) is SilentThief. I am without internet unless I am at my college, so I tried to get on and talk to you (before I realized that I don't have my password memorized... ). And I have a bug to report, Since I was trying to do item editing for Oriental Adventures, I found out if you start a new item and then cancel out of it, it deletes another item (this is in ver 790, I haven't DL the upgrade yet). Also the hand held thrown had a in route sprite but the ammo for arrows didn't (or else I didn't get it right... either is possible... .

But, to quote the Terminator...
"I'll be Back"
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Old 02-26-2002, 09:16 PM   #2
Dark Warrior
Welcomed New User
 

Join Date: February 26, 2002
Location: michigan
Age: 42
Posts: 3
I have another one for you, mebbe you have an answer for. I tried to make a key (special item key, not a regular item like in inventory) to open a wall, and tried to use it for Locked key 1 wall and it wouldn't let me in...( locked out and I left the spare inside...)
Seriously, I dunno if there is some special way of naming the key or how to assign them to locked 1, but I thought I'd toss those your way `cause you said you want the bug reports.


Keep up the bomb of a job!
SilentThief.. er, Dark warrior
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Old 02-27-2002, 10:03 AM   #3
CocoaSpud
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Join Date: March 15, 2001
Location: Melbourne, FL, USA
Posts: 375
I fixed the item editor so it doesn't delete an existing item after canceling out of the Add item.

For keys and wall blockages, it is not very clear which key will be used when checking to see if the party can pass through a blockage of type 'Locked, Key 1'. DC currently treats the very first key created as Key 1, and so on, up to Key 8. The key name doesn't matter, only the order in which it was created. The order DC uses when checking blockages should match the initial ordering when the Special item/key/quest window is first displayed. There needs to be a way to explicitly specify which keys will be used as Keys 1-8 for blockage checks.

I just ran a test on this and it worked ok for me. I created a key called 'Key 1', added up a wall with blockage of 'Locked, Key 1', created a Special Item event to give 'Key 1' to the party, and then the party could pass through the blockage. I added another blockage of type, 'Locked, Key 2', and the party could not pass through it.

If it's not working for you, and you're sure the party has been given the proper key (visible in the inventory during test mode), then it may be due to not being able specify which key is used as blockage key 1, and the engine may have a different idea about which key is used as key 1.
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