DM Power gem explained (DMute)

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beowuuf
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DM Power gem explained (DMute)

Post by beowuuf »

To explain how the whole combining of the firestaff and power gem is done, check the level through DMute. There are two different activation types at work. If you look at the square, there are three wall objects, an inactive empty amalgam, a burnt amalgam with an undocumented activation code, inactive with a toggle, and an amalgam with an unndocumented activation code, followed by the power staff with gem...

In reverse order, if you use 11/91 rather than 4/84 as the third byte for an object activated wall object, then this wall object will be removed from the object list when activated. In the case of the power gem, this is 91 65 (?) in the 3rd and 4th byte for the zokathra spell, rather than 84 65 as you'd expect. When you place the zokathra spell on the wall, it removes the amalgam graphic, and the burnt amalgam is the next shown.

Next, if you use 10/90 in the third byte, then this wall object will consume the item used, and replace it with the first object still in the wall. So, in this case, it is activated by the power staff (90 d rather than 84 d), replaces the firstaff with the firestaff+, and also toggles the wall graphic with the empty amalham, like a switch, torch etc.

A few points to finalise - both these objects will only activate if they are the last wall object in the list - which is why you cannot use the firestaff straight away, the zokathra object has to be removed from the list first. Both are usable like normal wall objects, so can activate anything while they also perform their special functions.

In general, the 90 activation can be used many times, for as many items as are in the wall, after which it will behave as a 3/83 (non-consuming) wall object.
Many 91 wall objects can be placed in a wall, providing an object order for activating a certain puzzle if you wish, though the wall object will not delete if it is the last wall object left, turning it into a 4/84 style wall object in that case.

As they have to be the last objects in a list, then all other wall objects activate normally with them. 'd/8d' activating objects (like torch holders) toggle graphics with them, however, making then inactive until the object is added/removed again.
Last edited by beowuuf on Fri Jul 07, 2006 4:40 pm, edited 1 time in total.
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Zyx
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well done!

Post by Zyx »

This research opens a whole new set of possibilities!
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beowuuf
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Both nasty and beneficial

Post by beowuuf »

Finally, wall chargers for powered weapons!
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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Gambit37
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Re: Both nasty and beneficial

Post by Gambit37 »

Posting to bring this back up the board for those that missed it...
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