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#1928 From: "Lance Hurt" <unityworks@...>
Date: Sat Jan 18, 2003 6:20 pm
Subject: RE: Jewel 2 - Getting rid of them???
blhurt
Offline Offline
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The only way I’ve found to get rid of them is to go to one of the innes, trade a character of yours (that’s not carrying any Jewel2’s) with one in the Inne, then give him/her your jewels, then trade back.

 

There was another post or two a while back regarding this problem. Search the archives for jewel2.

 

Lance

 

 

-----Original Message-----
From: m26inpa <m26inpa@...> [mailto:m26inpa@...]
Sent: Saturday, January 18, 2003 10:57 AM
To: DragonBaneII@yahoogroups.com
Subject: [DragonBaneII] Jewel 2 - Getting rid of them???

 

Hi!  I currently have 3 jewel 2's in my characters inventories.  I
dont know how i got them but i desperately want to get rid of them. 
They are taking up VALUABLE slots in my inventories. 
Is there a fix or a hack or SOMETHING that will rid them from my
inventories?  any help would be great!
Thanks
tom
ps--love the game!
 



#1927 From: "m26inpa <m26inpa@...>" <m26inpa@...>
Date: Sat Jan 18, 2003 5:57 pm
Subject: Jewel 2 - Getting rid of them???
m26inpa
Offline Offline
Send Email Send Email
 
Hi!  I currently have 3 jewel 2's in my characters inventories.  I
dont know how i got them but i desperately want to get rid of them.
They are taking up VALUABLE slots in my inventories.
Is there a fix or a hack or SOMETHING that will rid them from my
inventories?  any help would be great!
Thanks
tom
ps--love the game!

#1926 From: "Craig Davis" <crd@...>
Date: Sat Jan 18, 2003 2:54 am
Subject: Re: Re: Odd knock knock problem
wizardz
Offline Offline
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Kick the sign at least twice quickly, turn right kick the wall at least
twice quickly, turn right kick the wall at least twice quickly...continue
kicking the walls in succession. I believe eventually one will open for you.

Craig

----- Original Message -----
From: <woodlandview@...>
To: <DragonBaneII@yahoogroups.com>
Sent: Friday, January 17, 2003 12:01 PM
Subject: [DragonBaneII] Re: Odd knock knock problem


> This is actually a problem.  I can't get past this point in the
> game.  It worked the last time I played, but in this game I get
> trapped in a 1-cell cube at the "knock knock" wall.  The wall doesn't
> vanish to expose the portal.  Yes, I'm pushing on the sign several
> times in a row.
>
> Help!  Don't want to start over.
>
> --- In DragonBaneII@yahoogroups.com, "woodlandview
> <woodlandview@y...>" <woodlandview@y...> wrote:
> > In my solo Necromancer adventure I've just reached the goblin
> > prison.  But when I push 4 times (or more) on the knock knock wall,
> > nothing happens.  But now a little wall has formed behind me,
> > trapping me in little cell.  I reverted to a saved game and tried
> > again, same thing.  Tried again with some other team members, same
> > thing.
> >
> > What's up?
>
>
> To unsubscribe from this group, send an email to:
> DragonBaneII-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

#1925 From: "woodlandview <woodlandview@...>" <woodlandview@...>
Date: Fri Jan 17, 2003 8:01 pm
Subject: Re: Odd knock knock problem
woodlandview
Offline Offline
Send Email Send Email
 
This is actually a problem.  I can't get past this point in the
game.  It worked the last time I played, but in this game I get
trapped in a 1-cell cube at the "knock knock" wall.  The wall doesn't
vanish to expose the portal.  Yes, I'm pushing on the sign several
times in a row.

Help!  Don't want to start over.

--- In DragonBaneII@yahoogroups.com, "woodlandview
<woodlandview@y...>" <woodlandview@y...> wrote:
> In my solo Necromancer adventure I've just reached the goblin
> prison.  But when I push 4 times (or more) on the knock knock wall,
> nothing happens.  But now a little wall has formed behind me,
> trapping me in little cell.  I reverted to a saved game and tried
> again, same thing.  Tried again with some other team members, same
> thing.
>
> What's up?

#1924 From: "woodlandview <woodlandview@...>" <woodlandview@...>
Date: Fri Jan 17, 2003 5:38 am
Subject: Odd knock knock problem
woodlandview
Offline Offline
Send Email Send Email
 
In my solo Necromancer adventure I've just reached the goblin
prison.  But when I push 4 times (or more) on the knock knock wall,
nothing happens.  But now a little wall has formed behind me,
trapping me in little cell.  I reverted to a saved game and tried
again, same thing.  Tried again with some other team members, same
thing.

What's up?

#1923 From: Simon Jacobs <simon_jacobs@...>
Date: Fri Jan 17, 2003 1:39 am
Subject: RE: Who do you ask for in the Beer & Beefstake Tav ern in the Princess Damelieza ?
simonsalo
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The answer is "Demelza". You just seem to have spelt it wrong!

Regards,
Simon Jacobs
Atlab IT Support.
_________________________________________________


  -----Original Message-----
From:  Michael P. Quinn <mikepq@...> [mailto:mikepq@...]
Sent: Friday, 17 January 2003 09:21
To: DragonBaneII@yahoogroups.com
Subject: [DragonBaneII] Who do you ask for in the Beer & Beefstake
Tavern in the Princess Damelieza ?

When talking to the barman, he asks if he can help and asks "who" do
you want? I am tring to get the ramson note. Well, I do not have a
clue, and have tried everthing I can think of, like: You, Damaleiza,
Odgen, kidnappers, barman, Owner, and Manager. Who do I ask for? Or
can some one point me in the right direction to find the clue?


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#1922 From: "Michael P. Quinn <mikepq@...>" <mikepq@...>
Date: Thu Jan 16, 2003 11:20 pm
Subject: Who do you ask for in the Beer & Beefstake Tavern in the Princess Damelieza ?
mikepq
Offline Offline
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When talking to the barman, he asks if he can help and asks "who" do
you want? I am tring to get the ramson note. Well, I do not have a
clue, and have tried everthing I can think of, like: You, Damaleiza,
Odgen, kidnappers, barman, Owner, and Manager. Who do I ask for? Or
can some one point me in the right direction to find the clue?

#1921 From: "neftf <Cyb0Au0Dragon215@...>" <Cyb0Au0Dragon215@...>
Date: Mon Jan 13, 2003 10:58 pm
Subject: Yes or Re: New Adventure??
neftf
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Dear Afsplat [original Msg#1919 -- and HTML link -- at end of post],

I am not an employee of Mythological Software.

Several people are working on DB2 adventures.

Sincerely yours,
NEFTF
Technomagic University

http://groups.yahoo.com/group/DragonBaneII/message/1919

Msg#119
Re: New Adventure??
--- In DragonBaneII@yahoogroups.com, "afsplat <afsplat@y...>"
<afsplat@y...> wrote:
> Anyone working on another DB2 adventure?

#1920 From: "Jason Freund <freund@...>" <freund@...>
Date: Mon Jan 13, 2003 8:30 pm
Subject: Re: Restocking Shops
jlfreund
Online Now Online Now
Send Email Send Email
 
Shop picking is a little complicated.  First, determining whether a
shop gets new inventory at midnight is random.

Second, if a particular shop is marked for "re-picking", there are
several rules.  Some random percentage of inventory items are
dropped, added, or changed.  In the case of add or change, duplicates
are rejected, only items that match that shoppe's inventory mask (ie
potions, armor, fruit, hand weapons, spell weapons, etc) are
considered for picking, and items that are closest in level to your
party's highest level character are given preference.

So you are unlikely to find a very high level sword when your party
is level 1, but it is statistically possible.  The weight given to a
pickable item is proportional to the square of the difference in
levels between the item and your highest level character.

I hope I haven't ruined any of the fun for anyone.

MythoLogical

--- In DragonBaneII@yahoogroups.com, "woodlandview
<woodlandview@y...>" <woodlandview@y...> wrote:
> Now another question:  What determines when and how shops are
> stocked?  I'm running a solo effort with a Necromancer (not easy, I
> know).  And I notice that the shops aren't stocking much that I
can't
> use.

#1919 From: "afsplat <afsplat@...>" <afsplat@...>
Date: Mon Jan 13, 2003 5:24 pm
Subject: New Adventure??
afsplat
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Anyone working on another DB2 adventure?

#1918 From: Simon Jacobs <simon_jacobs@...>
Date: Mon Jan 13, 2003 5:17 am
Subject: RE: Restocking Shops
simonsalo
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The game determines what types of items are restocked but the shops are
restocked at midnight.

Regards,
Simon Jacobs
_________________________________________________


  -----Original Message-----
From:  woodlandview <woodlandview@...>
[mailto:woodlandview@...]
Sent: Monday, 13 January 2003 13:24
To: DragonBaneII@yahoogroups.com
Subject: [DragonBaneII] Restocking Shops

Thanks for the answers on spell points - I missed that.

Now another question:  What determines when and how shops are
stocked?  I'm running a solo effort with a Necromancer (not easy, I
know).  And I notice that the shops aren't stocking much that I can't
use.

Also, I think I noticed a shop restock on the first day of a new
month (in game time).  Coincidence or design?

Thanks again!

ps.  Great game.  Just the kind I like to play, with character
building, treasure to find, puzzles, etc.


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#1917 From: "woodlandview <woodlandview@...>" <woodlandview@...>
Date: Mon Jan 13, 2003 3:24 am
Subject: Restocking Shops
woodlandview
Offline Offline
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Thanks for the answers on spell points - I missed that.

Now another question:  What determines when and how shops are
stocked?  I'm running a solo effort with a Necromancer (not easy, I
know).  And I notice that the shops aren't stocking much that I can't
use.

Also, I think I noticed a shop restock on the first day of a new
month (in game time).  Coincidence or design?

Thanks again!

ps.  Great game.  Just the kind I like to play, with character
building, treasure to find, puzzles, etc.

#1916 From: Simon Jacobs <simon_jacobs@...>
Date: Sun Jan 12, 2003 9:13 pm
Subject: RE: Variable spell point cost?
simonsalo
Offline Offline
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All spells points depend on the phase of the moon. When the moon is full is
the best time to cast spells as the least amount of points are used!

-----Original Message-----
From: woodlandview <woodlandview@...>
[mailto:woodlandview@...]
Sent: Sunday, 12 January 2003 06:36
To: DragonBaneII@yahoogroups.com
Subject: [DragonBaneII] Variable spell point cost?


Why, when I attempt to cast a spell, is the display of point cost
more or less than the standard amount?  In other words, "Treat
Player" is usually 4 points, but sometimes it costs 5 and sometimes
it costs 3?  What am I missing?




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This email message (including any file attachments transmitted with it) is for
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Opinions, conclusions and other information in this message that do not relate
to the official business of the company shall be understood as neither given nor
endorsed by it.

#1915 From: "Jason Freund" <freund@...>
Date: Sat Jan 11, 2003 9:46 pm
Subject: RE: Variable spell point cost?
jlfreund
Online Now Online Now
Send Email Send Email
 
SP cost varies by phase of moon.
 
MythoLogical
-----Original Message-----
From: woodlandview <woodlandview@...> [mailto:woodlandview@...]
Sent: Saturday, January 11, 2003 12:36 PM
To: DragonBaneII@yahoogroups.com
Subject: [DragonBaneII] Variable spell point cost?

Why, when I attempt to cast a spell, is the display of point cost
more or less than the standard amount?  In other words, "Treat
Player" is usually 4 points, but sometimes it costs 5 and sometimes
it costs 3?  What am I missing?





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DragonBaneII-unsubscribe@yahoogroups.com



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#1914 From: "woodlandview <woodlandview@...>" <woodlandview@...>
Date: Sat Jan 11, 2003 8:35 pm
Subject: Variable spell point cost?
woodlandview
Offline Offline
Send Email Send Email
 
Why, when I attempt to cast a spell, is the display of point cost
more or less than the standard amount?  In other words, "Treat
Player" is usually 4 points, but sometimes it costs 5 and sometimes
it costs 3?  What am I missing?

#1913 From: "neftf <Cyb0Au0Dragon215@...>" <Cyb0Au0Dragon215@...>
Date: Sat Jan 11, 2003 9:52 am
Subject: DB2ACK: STR DEX INT STA or Re: A question about DB2ACK
neftf
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Dear Patrick [original msg#1909 -- and HTML link -- at end of post
after repost of msg#1178 -- and HTML link],

I do not work for Mythological Software, however I will be releasing
an adventure with 19 classes in the future.  I am currently fighting
with 16 and 4 shade graphics.

I like your idea of randomly generated characters, however, the
Dragon Bane 2 Engine (DB2E) is not designed to support random
character attributes, especially STR, DEX, INT, and STA.  I am
reposting msg#1178 below where I discussed the issue with Simon --
random treasures and increasing character attributes, especially STR
and DEX.

Who can use equipment in DB2E depends solely on each character's
attributes (Note 1) -- see below msg#1178 about HATCHETS and
BUCKLERS.  Because of this, each class starts with maximum STR, DEX,
INT, and STA (Note 2).  Without upsetting game balance, you can
randomly generate lower attributes, but randomly generating higher
attributes unbalances the game (Note 3) -- see below msg#1178 for
random STR +1 and DEX +1 treasures.

Several spots in "Return of Kra'an" (MSRK) give you limited assess to
potions and fruits that give you +1 to STR, DEX, INT, and STA.

There are several ways to add random character generation to DB2E,
however, STR, DEX, INT and STA are crucial to game balance.

I wrote a special treasure room back in February 2002, with very long
motion scripts.  In fact that is when Mythological Software first
told me about "island jumps".  Fall 2002, I rewrote all offensive
spells, handweapons and ranged weapons.  The special treasure room is
no longer possible, so I had to throw out the special treasure room
and weeks of work.  I believe a DB2E mod community needs ideas like
yours.  However, I don't want you spending a lot of time on an idea
you will throw out.

If you decide to go ahead with the random STR, DEX, INT and STA idea
anyway, I can give you a few tips on how to do it.  Before finding
Simon's solution, I had a way for the party to buy elementals.  After
finding Simon's solution I wrote the Conjurer special map square
(Note 4).  Before eliminating 2 FURY characters, I had ideas for
limiting how many of the 4 FURY characters a party could have.

Sincerely yours,
NEFTF

***********************
***********************

http://groups.yahoo.com/group/DragonBaneII/message/1178

Re: SSPD & DB2ACK Random Treasure
--- In DragonBaneII@yahoogroups.com, "neftf" <Cyb0Au0Dragon215@A...>
wrote:
> Dear Simon and other adventure designers,
>
> Simon, I like your fruit trees, but you may wish to modify them in
> the next release version of "Princess Demelza" (SSPD).
>
> Simon and adventure designers, if you look at "Return of Kra'an"
> (MSRK) you will see Mythological Software generally treats trees as
> hidden treasure chests.  This is because fruit can be very
powerful.
> If you look at the gambling in SAMPLE2.MAP of the DB2ACK, not only
> does the party have to spend 1,000 Gold Pieces for a 1 in 10 chance
> for a potion or powerful fruit (SAPPY GOURD is STR +1 and SIGPLANT
is
> DEX +1), but after you win 3 times, the gambling is empty.
>
> The problem with random chance in a Dragon Bane 2 Engine Adventure
> (DB2EA) is that the player can save the game before your random
> chance opportunity, and keep playing it until they gets the results
> they desire.  Using Simon's demo, SSPD, I have 3rd level characters
> who have so far gotten 3 SIGPLANTs and 9 SAPPY GOURDs from the
fruit
> trees in Darian Grove.  Since armor and handweapons are based off
of
> STR, you should always consider carefully before placing a SAPPY
> GOURD in an adventure.  Since Ranged weapons are based off of DEX
you
> should limit SIGPLANT opportunities.  This is important because the
> SHOPPE will let a party purchase a piece of armor, a handweapon or
a
> ranged weapon they cannot use yet.  For example a HATCHET requires
a
> STR 20 which normally limits it to a KNIGHT 1st level, DWARF 2nd
> level, THIEF 6th level, and an ARCHER 8th level.  But with one
SAPPY
> GOURD a 1st level DWARF can use the HATCHET or a 5th level THIEF.
A
> BUCKLER requires a STR 18, this normally limits it to a KNIGHT 1st
> level, DWARF 1st level, THIEF 4th level, and an ARCHER 6th level.
> But with one SAPPY GOURD a 3rd level THIEF can use the BUCKLER or a
> 5th level ARCHER.
>
> The party can temporarily use a HATCHET in one combat with the
> SORCERER's STR+4/ +8 spells, but have to wait until they are the
> appropriate level before permanently equipping and getting the
item's
> bonus to attribute- such as a sword that is DEX +3.  The party
cannot
> use the BUCKLER, since it must be equipped before combat, at all
> until the character is the appropriate level.  Items that give
> bonuses while equipped- such as a shield that is STR +3 - are
> balanced by letting you equip only one type of equipment at a time
> such as one handweapon or one shield.
>
> Fruits that can easily be abused are SAPPY GOURD and SIGPLANT.
> SUNFRUITS are harder to abuse, mostly used against Boss Monsters
(the
> dragons in MSRK are boss monsters with KRA'AN being the biggest
> baddest boss monster in the adventure).  Fruit that is seldom
abused
> is PORT MELON, CIPPER SQUASH, and ENCHANTED BERRIES.  Fruit that is
> impossible to abuse is SWEET PICKLEBERRY and TART MELON.
>
> Simon, I hope this information helps you with your next release
> version and your next adventure after SSPD.
>
> Adventure designers, I hope this helps with your adventure
designing.
>
> Sincerely yours,
> NEFTF

***********************
***********************

http://groups.yahoo.com/group/DragonBaneII/message/1909

Re: A question about DB2ACK

> Re: One more question, have you guys thought about having the user
> create their
> Re: own party instead of picking from already created users?  This
is
> what I was
> Re: actually thinking about when I asked my question.  I was going
to
> have a
> Re: place where you take your group and re-roll their attributes,
> based on a
> Re: fixed range and using the random number generator.  Once you
got
> what you
> Re: liked, you then changed the users STR, DEX, INT, etc from the
> random numbers
> Re: you created.  I just remember thinking of this from The Bard's
> Tale.

***********************
***********************

Note 1) For those familiar with Dungeons and Dragons (1st, 2nd, 3rd
editions), D&D gets around this problem by using class restrictions.
For example a necromancer is barred from using full plate and a
fighter is barred from using a wand of healing.  In DB2E a
necromancer gets full plate at a later level than a fighter.  A
fighter gets to use a wand of healing at a later level than a
necromancer.  STR goes knight 23, dwarf 19, thief 14.  This means a
dwarf has to be 4 levels higher than a knight to use the same armor.
A thief has to be 9 levels higher to use the same armor.  DB2E just
gives fighters higher STR, archers higher DEX and Sorcerers higher
INT.

"Note 1" also avoids the issue of weapon to hit and accuracy.  Items
like armor, elemental conjuring devices and defensive spell devices
do not need to hit for them to be useful.

Note 2) In D&D you often roll 3d6 -- average 10.5 -- for each
attribute with a maximum of 18.  DB2E gives every character 18s in
all attributes, then adjusts for class/race.  DB2E combines
class/race into the class of the character.

Note 3) In D&D this would be the same as giving everyone in a 1st
level adventure straight 18's then adding a random 1d8 levels to the
characters.  Remember, with saved games, in DB2E you can keep
rerolling until you get a character you like.  If it was D&D this
system would cause lots of straight 18's characters that were 9th
level slaughtering lowly 1st level monsters.

Note 4) if you go to Yahoo! Groups and the Dragon Bane II forum, the
code for the Conjurer's special map square is posted there.

For elementals in my game, you originally entered a hallway and paid
a guard to open one of several rooms.  One room for each elemental.
The door to each room warned you that you could not remove items from
the room.  In the room was an unlimited treasure chest that gave you
a special item.  The special item conjured an elemental.  If you
tried to leave the room with the special item, the door special map
square took the special item away from you.  Thus only the room you
paid for was opened, and only in the room could you summon the
matching elemental.

The FURY class gets STR & DEX faster than other classes.  Upgrading
the FURY involved making sure the party only contained a special
guide character and a FURY -- blocking any other characters from
entering the upgrade room.  The two characters entered the upgrade
room where a higher level FURY joined the party.  The party could not
leave the room except for the special guide character and the higher
level FURY.  However, the room contained an INN -- I think it was
number 7 -- were the lower level FURY could be dropped off.  Thus
customers could swap a low level FURY with STR 32 or STR 38 for a
higher level FURY with STR 69 or STR 99.  Currently players cannot
have a low level FURY.  The 9th Circle (level) FURY has STR 69 and
the 15th Circle (level) FURY has STR 99.

#1912 From: "neftf <Cyb0Au0Dragon215@...>" <Cyb0Au0Dragon215@...>
Date: Fri Jan 10, 2003 4:57 pm
Subject: Palm OS RPG's
neftf
Offline Offline
Send Email Send Email
 
----Original Message---
Hi Rick,

Many people recommend Kyle's Quest (see below msg from DragonBaneII
forum on Yahoo! Groups).

I also enjoyed Dragon Bane 1 and many people replay Dragon Bane with
fewer and fewer party members.  Many have completed the quest with
only 1 character.

Right now the Pocket PC has a better selection -- Everquest and Tomb
Raider are available --  but I own a Palm OS PDA.  With Palm OS 5.0
being closer to Pocket PC in speed of processors and memory capacity,
I expect to see more RPG games coming out for both the Pocket PC and
Palm OS 5.0

Sincerely yours,
NEFTF

In a message dated 01/07/2003 10:39:50 AM Eastern Standard Time, xxx
writes:


You probably know more about the market than I - if I like DB2, what
will I love?

Thanks,

Rick
Connecticut


http://groups.yahoo.com/group/DragonBaneII/message/961

--- In DragonBaneII@yahoogroups.com, "brian_ellerker"
<brian_ellerker@y...> wrote:
> Try Kyle's Quest 1 (lots of stable adventures but in b&w) and
Kyle's
> Quest 2 (colour but few stable adventures yet) from Crimsonfire.com
>
> Regards,
> Brian
>
>
> --- In DragonBaneII@y..., "morg2442000" <Morg244@a...> wrote:
> > Does anybody know of any other RPG games like DBI & II for the
palm
> > pilot?  I tried Solskia but it keeps on crashing....anybody know
of
> a
> > working file anywhere?

http://groups.yahoo.com/group/DragonBaneII/message/1036

Repost- Options or Re: New Adventures to Download?
--- In DragonBaneII@yahoogroups.com, "neftf" <Cyb0Au0Dragon215@A...>
wrote:
> Dear Bullet318,
>
> If you have not played Dragon Bane 1 (DB1), that is also a good
game.
>
> Many people find replaying Dragon Bane 2:"Return of Kra'an"
> (DB2:MSRK) with a single party member, instead of five party
members,
> to be fun.
>
> There are also other role-playing games out there for the Palm OS.
>
...
>
> If none of the above apeals to you, simply hang in there.  Three
> years after DB1, Mythological Software- previously Palm Creations-
> advertised on the Dragon Bane Forum for DB2:MSRK playtesters, so
I'm
> sure when someone gets an adventure ready for playtesting, they
will
> request playtesters from the Dragon Bane Forums on Yahoo Groups.
>
> Sincerely yours,
> NEFTF
> "Cheap, Fast, Good.  Pick Two"- Old design team saying.
>
> --- In DragonBaneII@y..., "Bullet318" <bullet318@y...> wrote:
> > I finished the Dragon Bane 2 New Treleon Adventure about a month
> > ago.  Does anyone know if there are new adventures available to
> > download?
> >
> > Thanks.

#1911 From: "neftf <Cyb0Au0Dragon215@...>" <Cyb0Au0Dragon215@...>
Date: Fri Jan 10, 2003 10:09 am
Subject: DB2ACK: Executing Motion Scripts or Re: A question about DB2ACK
neftf
Offline Offline
Send Email Send Email
 
Dear Jason [original msg#1909 -- and HTML link -- at end of post]

I thought that if you teleported to a special map square, the Dragon
Bane 2 Engine (DB2E) would not execute the motion script.  Only if
you stepped on the special map square would the motion script execute.

Several times in my adventures I teleport to special map squares with
motion scripts.  Is there a special command to get the DB2E to
teleport and execute motion script?

Sincerely yours,
NEFTF

http://groups.yahoo.com/group/DragonBaneII/message/1909

Re: A question about DB2ACK
--- In DragonBaneII@yahoogroups.com, "Jason Freund <freund@m...>"
<freund@m...> wrote:

> Note that it should be possible to create arbitrarily long scripts
by
> chaining together smaller scripts.  For example, after the first 20
> lines or so, you can teleport your party to some unused square in
the
> corner of the map, where execution continues, and then teleport
them
> to another square, and so on, and finally teleport them back.  Make
> sure you set and use local state to ensure that when you finally
> teleport back, execution will not start over again.
>
> Jason

#1910 From: Simon Jacobs <simon_jacobs@...>
Date: Thu Jan 9, 2003 9:33 pm
Subject: RE: RE: A question about DB2ACK
simonsalo
Offline Offline
Send Email Send Email
 
Yes, I used both these techniques extensively when coding "Princess
Demelza". Sometimes however, I found that although I had originally a script
that fitted in the window, as I added lines in the middle of the script I
inadvertently pushed the last part of the script out of the viewable area,
but I couldn't easily (while testing a procedure) split this off onto
another "invisible" map square. So. I discovered that you can, if necessary,
write code that you cannot see by printing to a text file then just deleting
everything except the map square code you are working on, printing it out
then carefully cross referencing it while adding or adjusting the new code.

As an example I have attached two examples below. The first is the code for
one of the fountains of knowledge which uses island jumping & the print out
method described above extensively. The second example is the King at Darion
Grove Friary in "Princess Demelza"(c) which chained together small scripts
by using the teleport to unused squares method as described by Jason.
(However when you do this be careful that the unused square is a similar
type to the one you are coming from. IE: If you enter a doorway don't
teleport to a unused outdoor square then back again because you will get a
flash of green when you enter the building! You need to teleport to another
unused building ideally facing in the same direction!)

Also, my apologies for the way Yahoo might mangle the line structure a bit!

Regards,
Simon Jacobs
Princess Demelza Adventure - Author.

Fountain example:

01: JUMP IF CLEAR 075 007                01: JUMP IF CLEAR 041 003
    02: JUMP IF SET 001 007                  02: DISPLAY WALL 017
    03: STATE CLEAR 040                      03: END
    04: STATE CLEAR 042
    05: STATE CLEAR 043
    06: STATE SET 001
    07: JUMP IF SET 041 040
    08: JUMP IF SET 073 012
    09: FULL IMAGE 038 0178
    10: FULL TEXT 0192
    11: STATE SET 073
    12: MENU ITEM ADD 0180 017
    13: MENU ITEM ADD 0181 044
    14: MENU ITEM ADD 0182 045
    15: MENU ITEM ADD 0183 046
    16: MENU DISPLAY 161 0179
    17: JUMP IF SET 040 048
    18: STATE SET 044
    19: QUESTION 038 0189 012
    20: CHECK GOLD 02000 G 025
    21: TAKE GOLD 01000 NONE 041
    22: JUMP IF SET 044 036
    23: JUMP IF SET 045 060
    24: JUMP IF SET 046 070
    25: CHECK GOLD 01000 NONE 030
    26: TAKE GOLD 00500 NONE 041
    27: JUMP IF SET 044 036
    28: JUMP IF SET 045 060
    29: JUMP IF SET 046 070
    30: CHECK GOLD 00100 NONE 041
    31: TAKE GOLD 00050 NONE 041
    32: JUMP IF SET 044 036
    33: JUMP IF SET 045 060
    34: JUMP IF SET 046 070
    35: BREAK
    36: JUMP IF SET 075 051
    37: FULL IMAGE 161 0253
    38: STATE SET 040
    39: STATE CLEAR 044
    40: BREAK
    41: MESSAGE 161 0080
    42: JUMP 012
    43: JUMP 020
    44: JUMP 057
    45: JUMP 066
    46: JUMP 077
    47: BREAK
    48: FULL IMAGE 038 0185
    49: JUMP 012
    50: BREAK
    51: FULL IMAGE 161 0255
    52: JUMP 038
    53: BREAK
    54: FULL TEXT 0256
    55: JUMP 072
    56: BREAK
    57: QUESTION 038 0190 042
    58: STATE SET 045
    59: JUMP 020
    60: TRAP MAGIC 050 UNAVOIDABLE 000
    61: FULL IMAGE 167 0186
    62: STATE SET 041
    63: STATE CLEAR 045
    64: POPUP TEXT 0193
    65: BREAK
    66: JUMP IF SET 042 048
    67: QUESTION 038 0191 042
    68: STATE SET 046
    69: JUMP 043
    70: JUMP IF SET 075 054
    71: FULL TEXT 0254
    72: STATE SET 042
    73: STATE CLEAR 046
    74: BREAK
    75: MESSAGE 161 0080
    76: JUMP 043
    77: JUMP IF SET 043 082
    78: MESSAGE 161 0184
    79: REGEN 010 UNAVOIDABLE BOTH
    80: STATE SET 043
    81: BREAK
    82: POPUP TEXT 0194
    83: END

King at the friary example (27,29 is the dummy square.):

01: TIME CHK 7:30P 4:30A 004
    02: POPUP TEXT 0084
    03: BREAK
    04: JUMP IF SET 078 030
    05: BUILDING CUSTOM 000 000 000
    06: TAKE OBJECT 0043 010
    07: FULL IMAGE 035 0257
    08: GIVE GOLD 00150 NONE
    09: STATE SET 033
    10: JUMP IF CLEAR 080 013
    11: MAP EXIT 027 029 255 NONE
    12: BREAK
    13: JUMP IF SET 079 049
    14: JUMP IF SET 066 033
    15: MENU ITEM ADD 0083 018
    16: MENU ITEM ADD 0073 031
    17: MENU DISPLAY 035 0081
    18: FULL IMAGE 035 0167
    19: FULL TEXT 0168
    20: FULL TEXT 0169
    21: FULL TEXT 0170
    22: FULL IMAGE 035 0171
    23: JUMP IF SET 018 026
    24: GIVE GOLD 00150 NONE
    25: STATE SET 018
    26: STATE CLEAR 001
    27: STATE SET 002
    28: STATE SET 013
    29: JUMP 055
    30: JUMP 057
    31: STATE SET 001
    32: JUMP 055
    33: MENU ITEM ADD 0083 036
    34: MENU ITEM ADD 0073 055
    35: MENU DISPLAY 035 0081
    36: FULL IMAGE 035 0195
    37: FULL TEXT 0196
    38: FULL TEXT 0197
    39: FULL TEXT 0218
    40: FULL IMAGE 035 0222
    41: FULL TEXT 0219
    42: JUMP IF SET 026 055
    43: TAKE OBJECT 0010 044
    44: STATE SET 023
    45: STATE SET 025
    46: STATE SET 026
    47: STATE CLEAR 068
    48: JUMP 055
    49: MENU ITEM ADD 0083 052
    50: MENU ITEM ADD 0073 055
    51: MENU DISPLAY 035 0081
    52: FULL IMAGE 035 0303
    53: FULL TEXT 0310
    54: FULL IMAGE 035 0314
    55: MAP EXIT 027 027 255 NONE
    56: BREAK
    57: POPUP TEXT 0258
    58: END

This then teleports to the dummy square at the 'back' of the friary (The
exit at 27,27 is back outside the real friary. The direction is <none> so
that whatever way you where facing when you entered the friary will exit you
correctly when you leave again dependant on the player's preference
settings.)...

//  LAST THREE KING STAGES               01: MAP SQUARE 0312
    01: JUMP IF SET 082 023                  02: END
    02: JUMP IF SET 081 013
    03: MENU ITEM ADD 0083 006
    04: MENU ITEM ADD 0073 039
    05: MENU DISPLAY 044 0081
    06: SOUND NOW FANFARE1
    07: SOUND NOW FANFARE2
    08: FULL IMAGE 044 0348
    09: FULL IMAGE 035 0349
    10: FULL TEXT 0350
    11: FULL IMAGE 035 0358
    12: JUMP 039
    13: MENU ITEM ADD 0083 016
    14: MENU ITEM ADD 0073 039
    15: MENU DISPLAY 035 0081
    16: FULL IMAGE 035 0368
    17: FULL TEXT 0369
    18: FULL IMAGE 035 0370
    19: TAKE OBJECT 0365 039
    20: STATE SET 032
    21: STATE CLEAR 068
    22: JUMP 039
    23: MENU ITEM ADD 0083 026
    24: MENU ITEM ADD 0073 039
    25: MENU DISPLAY 035 0081
    26: JUMP IF SET 032 030
    27: FULL IMAGE 035 0402
    28: TAKE OBJECT 0365 031
    29: JUMP 031
    30: FULL IMAGE 035 0403
    31: FULL IMAGE 035 0404
    32: SOUND NOW FANFARE1
    33: SOUND NOW FANFARE2
    34: FULL IMAGE 001 0405
    35: TAKE OBJECT 0361 039
    36: STATE CLEAR 068
    37: STATE SET 078
    38: STATE SET 255
    39: MAP EXIT 027 027 255 NONE
    40: END


-----Original Message-----
From: Jason Freund <freund@...>
[mailto:freund@...]
Sent: Friday, 10 January 2003 04:33
To: DragonBaneII@yahoogroups.com
Subject: [DragonBaneII] RE: A question about DB2ACK



[Hope you don't mind that I am replying through the forum]

For really long jumps, you have to use a string of "island jumps"

03: JUMP 30
:
30: JUMP 45
:
45: END

For editing large scripts, expand the window to full screen, and
change the font to be very small.  Right click on the mapeditor icon,
and there is a setting in one of the tabs for the font.

I don't think there is a limit to the number of lines in a script
except for what you can display in a window.

Note that it should be possible to create arbitrarily long scripts by
chaining together smaller scripts.  For example, after the first 20
lines or so, you can teleport your party to some unused square in the
corner of the map, where execution continues, and then teleport them
to another square, and so on, and finally teleport them back.  Make
sure you set and use local state to ensure that when you finally
teleport back, execution will not start over again.

Jason


-----Original Message-----
From: Patrick Dennis [mailto:pdennis@...]
Sent: Thursday, January 09, 2003 4:51 AM
To: Jason Freund
Subject: RE: A question about DB2ACK


Hi,

I have another question, with the map editor (I am using Map Editor
v0.99.2), how many lines of code can you have in a motion script?  If
I write over 47 lines, it doesn't allow me to scroll down further to
write more lines.  If one of my JUMP's is to a line past 47, then I
get an error when I try to save the map, it gives me an out of range
for that jump.

I played Princess Demelza and at the end of his adventure, he says
that his longest Motion Script was 88 lines, so I know I can write
more than 47 lines but am unable to.

Any ideas?

Thanks,

Patrick


Re: That's a good idea, but unfortunately only pre-constructed chars
can be
Re: added.
Re:
Re: What you could do is make several identical no-frills chars of
each class
Re: avail, and then after the user picks chars of desired classes, he
gets a set
Re: of free potions to re-shape the party's attributes as desired.
Re:
Re: So you walk the party into a Strength lab, where the party is
given a random
Re: number between 0-2 +5 str potions, 1-3 +2 str potions, and 2-5 +1
str
Re: potions.  Then you walk the party into the Dex lab, Int, Sta
labs.  After
Re: dividing up and consuming the potions, you have accomplished the
same thing
Re: as rolling the dice and spending those attribute points among
your party
Re: members.  I think that would be fun.
Re:
Re: Jason
Re:
Re: -----Original Message-----
Re: From: Patrick Dennis [mailto:pdennis@...]
Re: Sent: Wednesday, January 08, 2003 2:56 PM
Re: To: Jason Freund
Re: Subject: RE: A question about DB2ACK
Re:
Re:
Re: Hi Jason,
Re:
Re: I'm working on the story and I'm learing the map editor and how
the graphics
Re: tie in with everything.  So basically, I've just started.  I'm
thinking that
Re: it will take about 6 months to complete, seeing that I am only
working on it
Re: part time.
Re:
Re: One more question, have you guys thought about having the user
create their
Re: own party instead of picking from already created users?  This is
what I was
Re: actually thinking about when I asked my question.  I was going to
have a
Re: place where you take your group and re-roll their attributes,
based on a
Re: fixed range and using the random number generator.  Once you got
what you
Re: liked, you then changed the users STR, DEX, INT, etc from the
random numbers
Re: you created.  I just remember thinking of this from The Bard's
Tale.
Re:
Re: Just an idea.
Re:
Re: Thanks for responding,
Re:
Re: Patrick
Re:
Re:
Re:
Re:
Re: Re:
Re: Re: Hi,
Re: Re:
Re: Re: Sorry, I think it can only be done by having the wall make a
potion
Re: Re: available to the party.  By the way, how far along are you in
your
Re: Re: adventure?
Re: Re:
Re: Re: MythoLogical
Re: Re:
Re: Re: -----Original Message-----
Re: Re: From: Patrick Dennis [mailto:pdennis@...]
Re: Re: Sent: Wednesday, January 08, 2003 12:02 AM
Re: Re: To: info@...
Re: Re: Subject: A question about DB2ACK
Re: Re:
Re: Re:
Re: Re: Hi Guys,
Re: Re:
Re: Re: First of all, great job on the ACK, you have a good tutorial
and the map
Re: Re: edit program is easy to learn.
Re: Re:
Re: Re: I was trying to have a spell cast (non-combat) when a party
moves into a
Re: Re: special section of wall, and I want to have that spell
increase one
Re: member
Re: Re: of the party's either STR,INT,DEX or STA by 1 point.  The
only spells I
Re: see
Re: Re: to increase attributes are for DEX and STR but they are
combat only and
Re: when
Re: Re: you use a Trap Magic you can only call non-combat spells.  I
would use
Re: Re: potions but I would like to have the change take effect once
they move
Re: into
Re: Re: the special section of the wall.
Re: Re:
Re: Re: My questions are:
Re: Re:
Re: Re: 1)  Can I create non-combat spells to increase STR,INT,DEX or
STA?
Re: Re:
Re: Re:  OR
Re: Re:
Re: Re: 2)  Can I, in a motion script, have a member of the party use
a potion
Re: Re: without them explicitly doing so?
Re: Re:
Re: Re: Thanks in advance for your help.
Re: Re:
Re: Re: Regards,
Re: Re:
Re: Re: Patrick
Re: Re:
Re: Re: --



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#1909 From: "Jason Freund <freund@...>" <freund@...>
Date: Thu Jan 9, 2003 6:33 pm
Subject: RE: A question about DB2ACK
jlfreund
Online Now Online Now
Send Email Send Email
 
[Hope you don't mind that I am replying through the forum]

For really long jumps, you have to use a string of "island jumps"

03: JUMP 30
:
30: JUMP 45
:
45: END

For editing large scripts, expand the window to full screen, and
change the font to be very small.  Right click on the mapeditor icon,
and there is a setting in one of the tabs for the font.

I don't think there is a limit to the number of lines in a script
except for what you can display in a window.

Note that it should be possible to create arbitrarily long scripts by
chaining together smaller scripts.  For example, after the first 20
lines or so, you can teleport your party to some unused square in the
corner of the map, where execution continues, and then teleport them
to another square, and so on, and finally teleport them back.  Make
sure you set and use local state to ensure that when you finally
teleport back, execution will not start over again.

Jason


-----Original Message-----
From: Patrick Dennis [mailto:pdennis@...]
Sent: Thursday, January 09, 2003 4:51 AM
To: Jason Freund
Subject: RE: A question about DB2ACK


Hi,

I have another question, with the map editor (I am using Map Editor
v0.99.2), how many lines of code can you have in a motion script?  If
I write over 47 lines, it doesn't allow me to scroll down further to
write more lines.  If one of my JUMP's is to a line past 47, then I
get an error when I try to save the map, it gives me an out of range
for that jump.

I played Princess Demelza and at the end of his adventure, he says
that his longest Motion Script was 88 lines, so I know I can write
more than 47 lines but am unable to.

Any ideas?

Thanks,

Patrick


Re: That's a good idea, but unfortunately only pre-constructed chars
can be
Re: added.
Re:
Re: What you could do is make several identical no-frills chars of
each class
Re: avail, and then after the user picks chars of desired classes, he
gets a set
Re: of free potions to re-shape the party's attributes as desired.
Re:
Re: So you walk the party into a Strength lab, where the party is
given a random
Re: number between 0-2 +5 str potions, 1-3 +2 str potions, and 2-5 +1
str
Re: potions.  Then you walk the party into the Dex lab, Int, Sta
labs.  After
Re: dividing up and consuming the potions, you have accomplished the
same thing
Re: as rolling the dice and spending those attribute points among
your party
Re: members.  I think that would be fun.
Re:
Re: Jason
Re:
Re: -----Original Message-----
Re: From: Patrick Dennis [mailto:pdennis@...]
Re: Sent: Wednesday, January 08, 2003 2:56 PM
Re: To: Jason Freund
Re: Subject: RE: A question about DB2ACK
Re:
Re:
Re: Hi Jason,
Re:
Re: I'm working on the story and I'm learing the map editor and how
the graphics
Re: tie in with everything.  So basically, I've just started.  I'm
thinking that
Re: it will take about 6 months to complete, seeing that I am only
working on it
Re: part time.
Re:
Re: One more question, have you guys thought about having the user
create their
Re: own party instead of picking from already created users?  This is
what I was
Re: actually thinking about when I asked my question.  I was going to
have a
Re: place where you take your group and re-roll their attributes,
based on a
Re: fixed range and using the random number generator.  Once you got
what you
Re: liked, you then changed the users STR, DEX, INT, etc from the
random numbers
Re: you created.  I just remember thinking of this from The Bard's
Tale.
Re:
Re: Just an idea.
Re:
Re: Thanks for responding,
Re:
Re: Patrick
Re:
Re:
Re:
Re:
Re: Re:
Re: Re: Hi,
Re: Re:
Re: Re: Sorry, I think it can only be done by having the wall make a
potion
Re: Re: available to the party.  By the way, how far along are you in
your
Re: Re: adventure?
Re: Re:
Re: Re: MythoLogical
Re: Re:
Re: Re: -----Original Message-----
Re: Re: From: Patrick Dennis [mailto:pdennis@...]
Re: Re: Sent: Wednesday, January 08, 2003 12:02 AM
Re: Re: To: info@...
Re: Re: Subject: A question about DB2ACK
Re: Re:
Re: Re:
Re: Re: Hi Guys,
Re: Re:
Re: Re: First of all, great job on the ACK, you have a good tutorial
and the map
Re: Re: edit program is easy to learn.
Re: Re:
Re: Re: I was trying to have a spell cast (non-combat) when a party
moves into a
Re: Re: special section of wall, and I want to have that spell
increase one
Re: member
Re: Re: of the party's either STR,INT,DEX or STA by 1 point.  The
only spells I
Re: see
Re: Re: to increase attributes are for DEX and STR but they are
combat only and
Re: when
Re: Re: you use a Trap Magic you can only call non-combat spells.  I
would use
Re: Re: potions but I would like to have the change take effect once
they move
Re: into
Re: Re: the special section of the wall.
Re: Re:
Re: Re: My questions are:
Re: Re:
Re: Re: 1)  Can I create non-combat spells to increase STR,INT,DEX or
STA?
Re: Re:
Re: Re:  OR
Re: Re:
Re: Re: 2)  Can I, in a motion script, have a member of the party use
a potion
Re: Re: without them explicitly doing so?
Re: Re:
Re: Re: Thanks in advance for your help.
Re: Re:
Re: Re: Regards,
Re: Re:
Re: Re: Patrick
Re: Re:
Re: Re: --

#1908 From: "sam2892 <sam2892@...>" <sam2892@...>
Date: Tue Jan 7, 2003 7:38 pm
Subject: Re: walk through
sam2892
Offline Offline
Send Email Send Email
 
There is one posted by Larry Fluckiger. Go to Files and then walk
throughs to find it posted here on this forum.

Scott


--- In DragonBaneII@yahoogroups.com, "eurofelix <Eurofelix@a...>"
<Eurofelix@a...> wrote:
> is there a good walk through availabe for Dragon bane 2?

#1907 From: "neftf <Cyb0Au0Dragon215@...>" <Cyb0Au0Dragon215@...>
Date: Sun Jan 5, 2003 1:02 pm
Subject: DB2ACK .MAP Files
neftf
Offline Offline
Send Email Send Email
 
Dear nkulka3,

Thank you for posting the following .MAP files:

Cellar1.map
Cellar2.map
Cellar3.map
Samlamis.map

I should be posting some .MAP files this year.  Hopefully people will
be able to use your .MAP files and my .MAP files to start playing
around with the DB2ACK.

Thank you for your time and effort.

Sincerely yours,
NEFTF
Technomagic University (forthcoming)

#1906 From: "Todd Hitchcock <toddhitch@...>" <toddhitch@...>
Date: Sun Jan 5, 2003 8:28 am
Subject: This is very similar (the program elements) to Bard's Tale
Toddhitch
Offline Offline
Send Email Send Email
 
As I have been roaming around with this, I am thinking that many of
the program elements are the same as the old Bard's Tale games. In
fact they are exactly the same.

The text, the scrolling battle text, the way the spells work, the way
the cities scroll, the "cellar" for the first dungeon, "Shoppe",
empty buildings. I could go on. Many similarities. Is this somehow
related to the original?

Just curious about any of your thoughts on this, I am sure that in
the past upteen posts this is already a thread, but I havent had time
to run through all the original posts yet.

Todd.- About to purchase yet another RPG game. Glad to have it on my
Palm!

#1905 From: "neftf <Cyb0Au0Dragon215@...>" <Cyb0Au0Dragon215@...>
Date: Sat Jan 4, 2003 12:19 pm
Subject: DB2ACK Tile File Tip
neftf
Offline Offline
Send Email Send Email
 
Dear DB2ACK designers and artists,

If you are creating any new graphics for your Dragon Bane 2 Engine
Adventure (DB2EA), I recommend a maximum tile size of 80 tall and 76
wide.

I do not work for Mythological Software.

Sincerely yours,
NEFTF

Notes: While 80x80 is accepted by the compiler, the right edge of the
tile is flush with the messages in quarter screen view.  Especially
in 4 shade mode, this can make combat messages hard to read.  79x80
is not acceptable as the compiler requires all graphics to be in
multiples of 4 pixels.

Also, the raised edge of the PDA can cast a thin shadow around the
edge of the screen obscuring the left, top and right edges of the
screen.  For this reason, I also include two or more line breaks (#
character) at the beginning of short quarter screen messages so the
shadow does not obscure information.

#1904 From: "Craig Davis" <crd@...>
Date: Fri Jan 3, 2003 3:21 am
Subject: Re: New Gamer Questions
wizardz
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The first time I played through to the end of this game I found it to be
easiest to step on every square and kick every wall. Of course, I was a
playtester, so I wanted to try everything. Later times through I have played
casually going everywhere and played quickly "taking the shortest path"
through. If you follow the walkthru(s) you really don't need a map with the
possible exception of the tower, which can be confusing without a map -- I
uploaded a bmp file of the tower levels to the files area.

Remember there is a spell in the game which will show you the current map
where you are.

Craig

----- Original Message -----
From: <toddhitch@...>
To: <DragonBaneII@yahoogroups.com>
Sent: Thursday, January 02, 2003 11:30 AM
Subject: [DragonBaneII] New Gamer Questions


> I was wondering if anyone had any maps available. I enjoy figuring
> out some of the puzzles of the game, but I don'w want to spend too
> much time randomly going into every area. I tried to look at the .map
> files, but I didn't see any file(s) that were overall terrain and/or
> specific to dungeons/cities. Neither could I open the .map files. Is
> there a specific program to use for this? Any help would be
> appreciated.
>
> Thanks,
>
> Todd.

#1903 From: "Craig Davis" <crd@...>
Date: Fri Jan 3, 2003 2:10 am
Subject: Re: Timu's head and blood
wizardz
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You are supposed to drop the skull and about three loads of blood (from the
fountain that fills your flask in the Crypt) into the receptacle outside the
crypt. Perhaps you need some more blood. You should get an acknowledging
message each time you feed the receptacle.

Craig

----- Original Message -----
From: <jhohlbein@...>
To: <DragonBaneII@yahoogroups.com>
Sent: Thursday, January 02, 2003 3:02 PM
Subject: [DragonBaneII] Timu's head and blood


> I dropped the head and blood into the ground level fountain and
> nothing happened. Do I need to find Timu's body in the crypt? Where
> is it? Thanks:]
>
>
> To unsubscribe from this group, send an email to:
> DragonBaneII-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

#1902 From: "jhohlbein <jhohlbein@...>" <jhohlbein@...>
Date: Thu Jan 2, 2003 11:02 pm
Subject: Timu's head and blood
jhohlbein
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I dropped the head and blood into the ground level fountain and
nothing happened. Do I need to find Timu's body in the crypt? Where
is it? Thanks:]

#1901 From: Simon Jacobs <simon_jacobs@...>
Date: Thu Jan 2, 2003 9:43 pm
Subject: RE: Demelza: Location of Safe Key
simonsalo
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You will find the safe key before you need to return and retrieve the sword
again. (The safe key is a short cut back to the hiding place but can only be
discovered in the next stage of your trip.)

Regards,
Simon Jacobs
Demelza Author

	 -----Original Message-----
	 From: sam2892 <sam2892@...> [SMTP:sam2892@...]
	 Sent: Thursday, 2 January 2003 17:54
	 To: DragonBaneII@yahoogroups.com
	 Subject: [DragonBaneII] Demelza: Location of Safe Key


	 I have completed the Mines and have hidden the Dragon Bane sword,
but
	 there is still a section not complete. What I need is the Safe Key
to
	 access the area. From what I have read posted to the group forum is
	 that it is not important to have if you found the short cut, but I
	 would still like to explore the section.

	 Where can I find the key???

	 Thanks!!

	 Scott


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	 DragonBaneII-unsubscribe@yahoogroups.com



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#1900 From: "Todd Hitchcock <toddhitch@...>" <toddhitch@...>
Date: Thu Jan 2, 2003 7:30 pm
Subject: New Gamer Questions
Toddhitch
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I was wondering if anyone had any maps available. I enjoy figuring
out some of the puzzles of the game, but I don'w want to spend too
much time randomly going into every area. I tried to look at the .map
files, but I didn't see any file(s) that were overall terrain and/or
specific to dungeons/cities. Neither could I open the .map files. Is
there a specific program to use for this? Any help would be
appreciated.

Thanks,

Todd.

#1899 From: "sam2892 <sam2892@...>" <sam2892@...>
Date: Thu Jan 2, 2003 7:54 am
Subject: Demelza: Location of Safe Key
sam2892
Offline Offline
Send Email Send Email
 
I have completed the Mines and have hidden the Dragon Bane sword, but
there is still a section not complete. What I need is the Safe Key to
access the area. From what I have read posted to the group forum is
that it is not important to have if you found the short cut, but I
would still like to explore the section.

Where can I find the key???

Thanks!!

Scott

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