Safe Markers
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- MasterWuuf
- Arch Master
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Safe Markers
I figured out a spell that made some kind of blue ball. I figure it is meant to be a marker (like the ZO KATH RA).
They seem to last quite awhile, but I noticed a number of them disappeared in the 'Rhino-Steak' area.
Well, they look like Rhinos to me, so that's what I call them.
The limbs left over from bashing the trees seem to last well.
Any better options, as far as a longterm way to mark a path for future travel?
They seem to last quite awhile, but I noticed a number of them disappeared in the 'Rhino-Steak' area.
Well, they look like Rhinos to me, so that's what I call them.
The limbs left over from bashing the trees seem to last well.
Any better options, as far as a longterm way to mark a path for future travel?
"Wuuf's big brother"
Re: Safe Markers
Create too many 'common' items and the game deletes them to keep space in its database.
You need to use items that are not common, I guess. Not sure what is marked that way and what is not, you'd need to know from someone who has looked in to the code.
You need to use items that are not common, I guess. Not sure what is marked that way and what is not, you'd need to know from someone who has looked in to the code.
- Sophia
- Concise and Honest
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Re: Safe Markers
In the standard DM engine, anything created in-game is marked as "unimportant." That means food drops, monster weapons, and magically created items. I think (but I'm not sure) that there is an algorithm that grabs stuff from afar rather than right out of your inventory or right in front of you, so the stuff that vanished was probably lying there a while, or you've got a LOT of junk in your game. The only way to have an item you can be assured of never disappearing is to use some static item or weapon that was in-game since the beginning. I'm not sure how shop items etc. in DM2 are handled.
- MasterWuuf
- Arch Master
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Re: Safe Markers
Thanks. Makes sense.
I think the branches get moved around, at times, so I tried the magic hackie-sacks. Overall, they've been a benefit.
I may have to keep an armful of those branches handy.
P.S. I made the mistake of moving a table in the way of a security guard, as I was moving it to a corner.
He made it into smaller pieces soon enough.
I think the branches get moved around, at times, so I tried the magic hackie-sacks. Overall, they've been a benefit.
I may have to keep an armful of those branches handy.
P.S. I made the mistake of moving a table in the way of a security guard, as I was moving it to a corner.
He made it into smaller pieces soon enough.
"Wuuf's big brother"
Re: Safe Markers
The YA EW magical marker, which appears on magical maps when you activate DAIN button.MasterWuuf wrote:I figured out a spell that made some kind of blue ball. I figure it is meant to be a marker (like the ZO KATH RA).
There is a stack of many items just behind the shop table.Sophia wrote:I'm not sure how shop items etc. in DM2 are handled.
The merchant takes them all in his large pockets.
- MasterWuuf
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Re: Safe Markers
Glad you cleared up the merchant/items thing for me, Sphenx.Sphenx wrote:The YA EW magical marker, which appears on magical maps when you activate DAIN button.MasterWuuf wrote:I figured out a spell that made some kind of blue ball. I figure it is meant to be a marker (like the ZO KATH RA).
There is a stack of many items just behind the shop table.Sophia wrote:I'm not sure how shop items etc. in DM2 are handled.
The merchant takes them all in his large pockets.
P.S. I forgot I needed my magic maps, so when I got past the graveyard to the 'moving pit' building I had some real fun at first.
Oh yeah, and I forgot (for a short time) how to get the item off the table.
Has it really been that long, since I played Skulkeep?
"Wuuf's big brother"
Re: Safe Markers
I like the fact that DM2 introduced invisible creatures to simulate such behaviour.MasterWuuf wrote: P.S. I forgot I needed my magic maps, so when I got past the graveyard to the 'moving pit' building I had some real fun at first.
Under the pits you encounter the invisible walker that opens doors.
- JETENGINE
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- Location: South of the 46th parallel.
Re: Safe Markers
And as the moving holes are classified as creatures, they actively chase the player, minions shoot at them, and they can't share a space with a minion. In other words, create a scout and you become pretty much invulnerable to the moving pits.
Hanging by a thread.
- Ameena
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Re: Safe Markers
Ohh wow, that's an amazing idea . I never thought of that...but then, I never knew the moving pits counted as creatures, only that they seem to "chase" you. One day I expect I'll replay DM2 and then I can try this out .
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Ameena, self-declared Wordweaver, Beastmaker, Thoughtbringer, and great smegger of dungeon editing!
Ameena, self-declared Wordweaver, Beastmaker, Thoughtbringer, and great smegger of dungeon editing!
- JETENGINE
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- Location: South of the 46th parallel.
Re: Safe Markers
Yep. I tested the hypothesis before I joined this site and came back with a positive on the testing phase. You can also put down guard minions, but they don't last very long, seeing how they try to (unsuccessfully) blast an incorporeal creature and run out of magic.
You can also use scout minion trick to do this in the teleporter room right around "REFLECTOR PRACTICE". You CAN try to use guard minions, but again, they hardly last a minute due to using all their magic. There is one more hazard as well: what does a teleporter do to a lightning bolt again? I'll leave you to your own conclusion.
To all with as much help as I can give, Jay
You can also use scout minion trick to do this in the teleporter room right around "REFLECTOR PRACTICE". You CAN try to use guard minions, but again, they hardly last a minute due to using all their magic. There is one more hazard as well: what does a teleporter do to a lightning bolt again? I'll leave you to your own conclusion.
To all with as much help as I can give, Jay
Hanging by a thread.