This is a limitation of the hardware. See our FAQ for more info:
http://www.mythological.com/db2_faq.htm
-Gabe
MythoLogical Software
www.mythological.com
----- Original Message -----
From: "zciwelkuk" <zciwelkuk@...>
To: <DragonBaneII@yahoogroups.com>
Sent: Saturday, March 09, 2002 3:05 PM
Subject: [DragonBaneII] Re: Horrible display on Handspring Visor Pro
> I also have a Visor PRO and I see the same thing.
>
> The 16 Color maps look terrible but the 4 color maps are OK.
>
> Did you ever find a fix?
>
>
>
>
> 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/
>
>
>
>
-----Original Message----- From: jjwilson61 [mailto:jeff.wilson@...] Sent: Thursday, March 07, 2002 10:52 PM To: DragonBaneII@yahoogroups.com Subject: [DragonBaneII] How does the saving throw spell work?
When do you use it and what does it do
[Larry Fluckiger]
Spoiler...
Cast it and you will see a heart shape at the top right of the 3D display. If you die while you are protected by saving throw, you will be immediately revived with one hit point.
Well, got my Neo back a LOT faster than I thought I would. *grin* So, now
I'm back to playing DBII. :)
Dana Marshall
handheld@...
<http://www.danawheels.net>
----Original Message----- From: redink183 [mailto:redink183@...] Sent: Tuesday, March 05, 2002 11:23 AM To: DragonBaneII@yahoogroups.com Subject: [DragonBaneII] KRA'AN'S LAIR2
IM HAVING THE HARDEST TIME FINDING THE RED DRAGON KEY AND BLUE DRAGON KEY. I CANT PROCEED PAST THE GATE WITH OUT THE KEY'S. PLEASE HELP...
[Larry Fluckiger]
Spoiler....
Explore all of Kra'an's Lair 2. Look at the overhead map. On both the east and west half of the level, the walls form an arrow shape. Stand with your back to the tip of the arrow, facing the same direction the arrow points. Walk forward till you hit a wall, push the wall, and check your map. A secret door has opened that lets you pick up one of the keys. Repeat the process for the other arrow.
What have you done? Did you talk to the bartender as the king suggested?
Did you follow up on what the bartender said?
-Gabe
MythoLogical Software
www.mythological.com
----- Original Message -----
From: "parsojoe" <joegeek@...>
To: <DragonBaneII@yahoogroups.com>
Sent: Tuesday, March 05, 2002 10:39 AM
Subject: [DragonBaneII] Stuck starting out
> Stuck with the vault key, and, no where to go. to the NW trees and
> shrubs block my way. To the east, I keep killing beakmen and guards.
> I found three forts to the south - one the guards sneer at me, one I
> need a graveyard key, and the other is locked also. Where do I go
> from here? I am Stuck. What do I need and where do I go?
> TIA
> Parsojoe
>
>
>
> 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/
>
>
>
>
Stuck with the vault key, and, no where to go. to the NW trees and
shrubs block my way. To the east, I keep killing beakmen and guards.
I found three forts to the south - one the guards sneer at me, one I
need a graveyard key, and the other is locked also. Where do I go
from here? I am Stuck. What do I need and where do I go?
TIA
Parsojoe
Hello again.
I only noticed this minor bug in your current adventure while
debugging my own taverns.
If "Tip Barkeeper" is active the special code does not check for how
much gold you have if you either press OK without entering any gold
or if you type in '0' gold. You will get the thanks for your tip
message.
In my current adventure I jump back to the show menu screen if either
of these actions are initiated.
Regards,
Simon.
I cannot seem to set the state bit ooo? All the other bits 1,2,3 &
globals 64 etc work fine. This doesnt really matter but have you
noticed this before?
Also a bug in the current adventure - your tip bar keeper at the
taverns doesnt work correctly if you only select OK or type in 0 gold
or other characters you are still thanked for the tip.
regards,
Simon
Hello again.
I only noticed this minor bug in your current adventure while
debugging my own taverns.
If "Tip Barkeeper" is active the special code does not check for how
much gold you have if you either press OK without entering any gold
or if you type in '0' gold. You will get the thanks for your tip
message.
In my current adventure I jump back to the show menu screen if either
of these actions are initiated.
Regards,
Simon.
I would assume that you are wasting SP. I do know that if you cast
IQTAR'S MAGIC COAT, AC -4, it is NOT cumulative. You will just waste
16 SP.
Hope this helps some
Tess2tim
--- In DragonBaneII@y..., "nuke0em0from0twenty0feet"
<Cyb0Au0Dragon215@A...> wrote:
> Dear Forum,
>
> Does anyone know if MARK OF THE VALIANT, STR +8, is cumulative,
> casting two on the same character in the same combat gives STR +16,
> or casting two during the same combat on one character is just a
> waste of spell points.
>
> Is RESIST FIRE/ RESIST MAGIC cumulative, casting two on the same
> character in the same combat gives 99 FIRE RESISTANCE/ 99 MAGIC
> RESISTANCE or casting two during the same combat on one character is
> just a waste of spell points.
>
> Sincerely yours,
> Nuke 'em from 20'
Dear Forum,
Does anyone know if MARK OF THE VALIANT, STR +8, is cumulative,
casting two on the same character in the same combat gives STR +16,
or casting two during the same combat on one character is just a
waste of spell points.
Is RESIST FIRE/ RESIST MAGIC cumulative, casting two on the same
character in the same combat gives 99 FIRE RESISTANCE/ 99 MAGIC
RESISTANCE or casting two during the same combat on one character is
just a waste of spell points.
Sincerely yours,
Nuke 'em from 20'
The way to do that is to start the user right next to the building,
facing away, like they just exited it.
On that square, put a script that duplicates what happens only the
first time you're in that starting building. You'll need to set and
check a state bit there to make sure you only run the starting
building simulation code when you first start the game.
-Jason
--- In DragonBaneII@y..., "simonsalo" <jacobss@b...> wrote:
> Like in return of Kraan, I would like my new adventure to start
> inside a building. However if I make my x/y cordinates on map 0
start
> inside the building I find that when you press ok to the last text
I
> cannot exit unless I place a map exit command on the same map to
go
> back one space. However then my direction preferences are ignored
> until the second time I enter the building.
>
> Simon.
Like in return of Kraan, I would like my new adventure to start
inside a building. However if I make my x/y cordinates on map 0 start
inside the building I find that when you press ok to the last text I
cannot exit unless I place a map exit command on the same map to go
back one space. However then my direction preferences are ignored
until the second time I enter the building.
Simon.
Hi,
You should never allow a player to walk off a map or get teleported
to an illegal location, or you could crash the game. Behavior is
undefined if you walk past the border of the map. So make the edges
of the map blocking and you should probably make them have visible
walls so the user knows there is something blocking him.
-Jason
--- In DragonBaneII@y..., "simonsalo" <jacobss@b...> wrote:
> Hello again.
>
> I have noticed problems when a create a map bordered by the "map
> border" wall number: 79. I have been using this to either create a
> non standard shaped map or as an outer border that would give the
> appearance of infinity.
>
> However, when you actually play on a map that uses the map border
> wall, you loose sight of your position / direction indicator &
> centering the map doesn't work. If you are lucky you can "walk
back
> into" the map.
>
> To get around this issue I have just replaced all my map border
walls
> with trees or base walls.
>
> Have I misinterpreted the purpose of this wall or is there a
problem?
>
> Regards,
> Simon.
Hello again.
I have noticed problems when a create a map bordered by the "map
border" wall number: 79. I have been using this to either create a
non standard shaped map or as an outer border that would give the
appearance of infinity.
However, when you actually play on a map that uses the map border
wall, you loose sight of your position / direction indicator &
centering the map doesn't work. If you are lucky you can "walk back
into" the map.
To get around this issue I have just replaced all my map border walls
with trees or base walls.
Have I misinterpreted the purpose of this wall or is there a problem?
Regards,
Simon.
Dear Dana,
If you check out the www.PALM.com site, you can download a Palm OS
emulator that will let you run your PDA files on your computer. So
you can keep playing Dragon Bane II while your Neo is in the shop
Sincerely yours,
Nuke 'em from 20'
--- In DragonBaneII@y..., Dana Marshall <handheld@d...> wrote:
> playing with my Neo. :)
>
> And right now, I'm sending it back for a new one due to a syncing
problem.
> I'm gonna be without it for a WEEK! *grin* At least I can save all
files to
> my MemPlug.
>
> Dana
of Service.
Okay, it's possible I didn't read it right. I never wear my glasses when
playing with my Neo. :)
And right now, I'm sending it back for a new one due to a syncing problem.
I'm gonna be without it for a WEEK! *grin* At least I can save all files to
my MemPlug.
Dana
At 11:31 AM 3/2/02 +0000, you wrote:
>Dear Dana,
>
>I just ran DEATH'S BLESSING against 8 FIRE ANTS. The spell says
>"PHILO
>REGENERATES
>32
>SPELLPOINTS"
> or
>"PHILO IS
>HEALED FOR 32
>HITPOINTS."
>
>So if your SPIRIT MASTER is saying "CALEB IS HEALED FOR 32
>SPELLPOINTS" then that is a bug and should be reported to Jason and
>Gabe.
>
>During combat you can double check the message by selecting MENU>
>OPTIONS> LAST MESSAGE or <command stroke>-M. This will replay the
>last combat message. You can also slow down messages by going MENU>
>OPTIONS> PREFERENCES> COMBAT SCROLL SPEED> SLOWEST
>
>Sincerely yours,
>Nuke 'em from 20'
>
>--- In DragonBaneII@y..., Dana Marshall <handheld@d...> wrote:
> > OH! Okay, well, the messages on the game say it's healing my
>Knights SP...
> > not HP. So... that's where I got the point it was healing SP.
> >
> > Dana
>
>
>
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Yep, my thief can cast trapzap... I hit the button when I came upon a
locked chest and it worked. Nice. I was tired of having him get hit every
time he opened a locked chest.
Okay, How do you want to go about documenting this? My saved games file?
Where can I find more Spirit Master wands to try and duplicate it? I may
have 2 charges left on the one I have, and try to duplicate it. :)
Dana
At 08:21 PM 3/1/02 +0000, you wrote:
>See the spell section of the documentaiton for a description of
>TrapZap and what level it can be used at. TrapZap and PickLock only
>apply when you encounter a locked chest, so they won't show up in
>the standard spell interface otherwise.
>
>Regarding your problem where one character's SP allegedly got healed
>when he was already at full SP, we don't know any bugs with any of
>the necro spells, so if you could help us reproduce it or give us
>any more details, we would appreciate it.
>
>Thanks
>Jason
>
>
>--- In DragonBaneII@y..., Dana Marshall <handheld@d...> wrote:
> > What level thief? My 15th level thief I don't think can cast
>trapzap, but
> > then again, I haven't tried recently either.
> >
> > Dana
> >
> > At 07:18 AM 3/1/02 -0500, you wrote:
> > >That would be the thief class only.... and only works on trapped
>chests.
> > >
> > > > From: Dana Marshall <handheld@d...>
> > > > Reply-To: DragonBaneII@y...
> > > > Date: Fri, 1 Mar 2002 02:31:47 -0500
> > > > To: DragonBaneII@y...
> > > > Subject: RE: [DragonBaneII] Two newbie questions
> > > >
> > > > Hey, Larry, does ANYONE have the ability to cast TrapZap in
>DBII? Or is it
> > > > just there for another unpublished adventure?
> > > >
> > > > At 04:21 PM 2/27/02 -0700, you wrote:
> > > >> To open a chest with a trap, just step onto it and
>pick 'Open' from the
> > > >> menu. Whoever opens it (and sometimes the whole party) will
>take damage,
> > > >> but without a thief in your party, that's the only way. And
>you can always
> > > >> heal up by sleeping at night, casting healing spells, etc.
>The goodies in
> > > >> the chests are worth the damage you take to open them.
> > > >>
> > > >> To get the coordinates of your party, look at the overhead
>map. You get to
> > > >> the map by tapping the Find button (lower right screen
>button). The coords
> > > >> and time of day are listed at the top. (Tap the time of day
>to see total
> > > >> days into the game.) The Calculator button shows your party's
>info.
> > > >
> > > > Dana Marshall
> > > > handheld@d...
> > > >
>
<<<http://www.danawheels.net>http://www.danawheels.net>http://www.danawheels.net\
>
> > > >
> > > >
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> > > >
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Dear Dana,
I just ran DEATH'S BLESSING against 8 FIRE ANTS. The spell says
"PHILO
REGENERATES
32
SPELLPOINTS"
or
"PHILO IS
HEALED FOR 32
HITPOINTS."
So if your SPIRIT MASTER is saying "CALEB IS HEALED FOR 32
SPELLPOINTS" then that is a bug and should be reported to Jason and
Gabe.
During combat you can double check the message by selecting MENU>
OPTIONS> LAST MESSAGE or <command stroke>-M. This will replay the
last combat message. You can also slow down messages by going MENU>
OPTIONS> PREFERENCES> COMBAT SCROLL SPEED> SLOWEST
Sincerely yours,
Nuke 'em from 20'
--- In DragonBaneII@y..., Dana Marshall <handheld@d...> wrote:
> OH! Okay, well, the messages on the game say it's healing my
Knights SP...
> not HP. So... that's where I got the point it was healing SP.
>
> Dana
See the spell section of the documentaiton for a description of
TrapZap and what level it can be used at. TrapZap and PickLock only
apply when you encounter a locked chest, so they won't show up in
the standard spell interface otherwise.
Regarding your problem where one character's SP allegedly got healed
when he was already at full SP, we don't know any bugs with any of
the necro spells, so if you could help us reproduce it or give us
any more details, we would appreciate it.
Thanks
Jason
--- In DragonBaneII@y..., Dana Marshall <handheld@d...> wrote:
> What level thief? My 15th level thief I don't think can cast
trapzap, but
> then again, I haven't tried recently either.
>
> Dana
>
> At 07:18 AM 3/1/02 -0500, you wrote:
> >That would be the thief class only.... and only works on trapped
chests.
> >
> > > From: Dana Marshall <handheld@d...>
> > > Reply-To: DragonBaneII@y...
> > > Date: Fri, 1 Mar 2002 02:31:47 -0500
> > > To: DragonBaneII@y...
> > > Subject: RE: [DragonBaneII] Two newbie questions
> > >
> > > Hey, Larry, does ANYONE have the ability to cast TrapZap in
DBII? Or is it
> > > just there for another unpublished adventure?
> > >
> > > At 04:21 PM 2/27/02 -0700, you wrote:
> > >> To open a chest with a trap, just step onto it and
pick 'Open' from the
> > >> menu. Whoever opens it (and sometimes the whole party) will
take damage,
> > >> but without a thief in your party, that's the only way. And
you can always
> > >> heal up by sleeping at night, casting healing spells, etc.
The goodies in
> > >> the chests are worth the damage you take to open them.
> > >>
> > >> To get the coordinates of your party, look at the overhead
map. You get to
> > >> the map by tapping the Find button (lower right screen
button). The coords
> > >> and time of day are listed at the top. (Tap the time of day
to see total
> > >> days into the game.) The Calculator button shows your party's
info.
> > >
> > > Dana Marshall
> > > handheld@d...
> > > <<http://www.danawheels.net>http://www.danawheels.net>
> > >
> > >
> > > To unsubscribe from this group, send an email to:
> > > DragonBaneII-unsubscribe@y...
> > >
> > >
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> >
<http://docs.yahoo.com/info/terms/>http://docs.yahoo.com/info/terms/
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OH! Okay, well, the messages on the game say it's healing my Knights SP...
not HP. So... that's where I got the point it was healing SP.
Dana
At 01:20 PM 3/1/02 +0000, you wrote:
>Dear Dana,
>
>Actually SPIRIT MASTER casts DEATH'S BLESSING, which heals HP or SP,
>not both. The spell defaults to HP if any party memeber is damaged,
>not counting ELEMENTALS. Check and see if it is healing your
>KNIGHT's HP. If so, here is my advice for DEATH'S BLESSING:
>
>For Death's Blessing recharging purposes [editor's note: recharging
>refers to healing/ regnerating/ recharging SP] I usually keep my
>Sorcerer's
>Dexterity 1 pt higher than my Necromancer's Dexterity. The Sorcerer
>can cast heal spells on the party and then all of Death's Blessing
>recharging goes to spell points [instead of all going into hit
>points]. When facing one group of melee monsters [monsters without
>range attacks] with bunches of individuals, -say one group of 6
>Lizard Warriors or one group of 5 Giant Cobras- I use my Archer
>[editor's note: ARCHER's high DEX means they usually go first each
>combat] and
>Far Foe
>every turn to keep them from hurting the party [I move them to 20',
>they advance to 10' then next round I move them back to 20' and they
>advance to 10' again, repeat] and then Death's
>Blessing to syphon off [healing/ regnerating/ recharging] spell
>points.
>
>Sincerely yours,
>Nuke 'em from 20'
>
>--- In DragonBaneII@y..., Dana Marshall <handheld@d...> wrote:
> > Okay, I've got a problem with a magic item. The Spirit Master heals
>SP,
> > right? Well, it's telling me it's healing X amount of SP on my
>Knight when
> > he's ALREADY maxed out. AND it doesn't heal my sorcerer who is in
>the last
> > slot of my party. Um, bug? *grin*
> >
> > Dana Marshall
> > handheld@d...
> > <<http://www.danawheels.net>http://www.danawheels.net>
>
>
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What level thief? My 15th level thief I don't think can cast trapzap, but
then again, I haven't tried recently either.
Dana
At 07:18 AM 3/1/02 -0500, you wrote:
>That would be the thief class only.... and only works on trapped chests.
>
> > From: Dana Marshall <handheld@...>
> > Reply-To: DragonBaneII@yahoogroups.com
> > Date: Fri, 1 Mar 2002 02:31:47 -0500
> > To: DragonBaneII@yahoogroups.com
> > Subject: RE: [DragonBaneII] Two newbie questions
> >
> > Hey, Larry, does ANYONE have the ability to cast TrapZap in DBII? Or is it
> > just there for another unpublished adventure?
> >
> > At 04:21 PM 2/27/02 -0700, you wrote:
> >> To open a chest with a trap, just step onto it and pick 'Open' from the
> >> menu. Whoever opens it (and sometimes the whole party) will take damage,
> >> but without a thief in your party, that's the only way. And you can always
> >> heal up by sleeping at night, casting healing spells, etc. The goodies in
> >> the chests are worth the damage you take to open them.
> >>
> >> To get the coordinates of your party, look at the overhead map. You get to
> >> the map by tapping the Find button (lower right screen button). The coords
> >> and time of day are listed at the top. (Tap the time of day to see total
> >> days into the game.) The Calculator button shows your party's info.
> >
> > Dana Marshall
> > handheld@...
> > <<http://www.danawheels.net>http://www.danawheels.net>
> >
> >
> > 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/>http://docs.yahoo.com/info/terms/
> >
>
>
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Dear Dana,
Actually SPIRIT MASTER casts DEATH'S BLESSING, which heals HP or SP,
not both. The spell defaults to HP if any party memeber is damaged,
not counting ELEMENTALS. Check and see if it is healing your
KNIGHT's HP. If so, here is my advice for DEATH'S BLESSING:
For Death's Blessing recharging purposes [editor's note: recharging
refers to healing/ regnerating/ recharging SP] I usually keep my
Sorcerer's
Dexterity 1 pt higher than my Necromancer's Dexterity. The Sorcerer
can cast heal spells on the party and then all of Death's Blessing
recharging goes to spell points [instead of all going into hit
points]. When facing one group of melee monsters [monsters without
range attacks] with bunches of individuals, -say one group of 6
Lizard Warriors or one group of 5 Giant Cobras- I use my Archer
[editor's note: ARCHER's high DEX means they usually go first each
combat] and
Far Foe
every turn to keep them from hurting the party [I move them to 20',
they advance to 10' then next round I move them back to 20' and they
advance to 10' again, repeat] and then Death's
Blessing to syphon off [healing/ regnerating/ recharging] spell
points.
Sincerely yours,
Nuke 'em from 20'
--- In DragonBaneII@y..., Dana Marshall <handheld@d...> wrote:
> Okay, I've got a problem with a magic item. The Spirit Master heals
SP,
> right? Well, it's telling me it's healing X amount of SP on my
Knight when
> he's ALREADY maxed out. AND it doesn't heal my sorcerer who is in
the last
> slot of my party. Um, bug? *grin*
>
> Dana Marshall
> handheld@d...
> <http://www.danawheels.net>
Dear Doug,
Serial: Multiple adventures can share the same Save Adventure File
(SAF).
Lets say you have 200 maps. 5 common maps- similar to New Treleon,
Wilderness and Arbor Crest- that can be accessed at all times and 195
quest maps- similar to Cellars and Sewers. Common maps would be maps
0-4 and each adventure would have 27 new quest maps. You would have
8 adventures total in the series. By using Global State 247-254 you
could let the engine know which of the 8 parts the players are
supposed to be in and give the player a warning if they loaded the
wrong part- "I am sorry, you have loaded Part D of this series,
please load part B". Just like in "Return of Kra'an" players could
not start a new quest until they had finished the previous one and
talked to the king/ magician/ old wise man/ etc. However, like the
Lonely Spirit Inn & the Cellar, once a player completed a quest, they
could not return to that quest but would have to go one to the next
one. You would have to ask Jason and Gabe about the use of Local
State on maps 05-31 but they should reset when the players load a new
part of the serial. This would also keep down memory because the
player would only load part of the adventure into his PDA main memory
at one time.
Rethink: Do you really need that many towers in the game or could
this upset your players.
To illustrate, the MAPEDITOR recommends a map size of 30 x 30 (900
squares) which is a substantial amount of dungeon for the players to
explore. The Wilderness in "Return of Kra'an" was 70 x 80 (5600
squares or 6 times the size of a 30 x 30) and I searched every square
and tree, I never thought the level would end. You might want to
release your adventure with the first 32 maps and see how it is
received before making a 33+ map adventure. This also concerns
playability below.
Adapt: Force players to move through lower levels of the tower first.
In the Castle portion of "Return of Kra'an" different levels are
needed because it is a 3-D maze, but most time you can keep players
on the same map. I was running out of levels just like you, so I
took my trail levels, made them half as many maps- from 24 to 12- and
made each individual map 3 times as big. There is no limit to the
size of a map except PDA memory. In most trails, and most towers,
you must use the lower section to reach the upper section, unless it
is a 3-D maze like the Castle. In the adventure you could have a
ladder leading up to another part of the same map- MAP EXIT XXX YYY
255. Since they have to explore the bottom of the trail or tower
first, it does not matter that they can see the lower part on the
same map as the upper part. A designer could put in tall skinny
towers using the same map. A 5 x 5 tower the size of the Wilderness
map-5600 squares- the tower would have 224 levels. One map with 10
different towers size 5 x 5 would have 22 levels each tower, all on
one map.
Playability: A level has the following in common- random monsters
that can appear and sky (recharge) or no-sky (no recharging). Each
time a character goes to another map, the random monsters should get
more difficult. Dragon Bane II Engine is designed primarily for
parties of level 14-18. With starting characters- all spell casters
even if they have only one spell- the party's abilities changes
everytime they gain a new level of spells- character level 5th, 9th,
and 13th. The abilities peak around 16th level characters when they
catch up to the FIRE ELEMENTAL- 14th level to hit w/ 3rd level spells
and SHEOLAN- 18th level handweapon. One day I would like to build a
two part serial adventure that goes up to 28th- 36th level characters
and uses the same SAF. First, however, I am going to build a few
14th-18th level adventures to get more experience with the balance in
the Dragon Bane II Engine. With an 16th level party as a target, 32
maps gives you 2 maps with slightly different monsters per level of
the party. Unless Mythological Software increase spell levels higher
than 4, I think you will have a hard time keeping the player
interested in more than 32 maps and sets of random monsters.
Mythological Software has put a lot of thought and more importantly a
lot of playtesting into Dragon Bane 1 and Dragon Bane 2. While
designing my own dungeon I have found out many times they have made a
decision or done something one way because it is the best for game
play and enjoyment. "Return of Kra'an" has 30 maps, out of a
possible 32, and this lead to an enjoyable and fun adventure.
Sincerely yours,
Nuke 'em from 20'
--- In DragonBaneII@y..., "Gabe Dalbec" <gabe@m...> wrote:
>
> You could, but you would have to put one of these for every square
in the
> dungeon, which would take up a TON of memory, and would probably
make the
> level run slower.
>
> What you want is separate maps. If 32 isn't enough, we need that
feedback,
> so we can consider increasing the limit.
>
> There are other problems with using the same map to simulate
multiple maps,
> like lighting, monster density, the name of the map, etc (some of
these can
> be worked around in special code). Also, the set of monsters is
chosen per
> map, so you would have the same group of monsters in each simulated
map.
>
> -Gabe
> > --- In DragonBaneII@y..., "tess2tim" <tess2tim@y...> wrote:
> > > I like having 2 - 4 level dungeons and towers and these can eat
up
> > > maps quickly.
> > > -Doug
> > > > --- In DragonBaneII@y..., "tess2tim" <tess2tim@y...> wrote:
> > > > > To save on the number of maps I set up a single map with 3
> > > > different
> > > > > levels (different sections on the map). How do you (if you
> > can)
> > > > keep
> > > > > sections of the map unviewable. Example: If the party is in
> > level
> > > > 1
> > > > > (on the left side of the map) they cannot see level 2 (which
> > is on
> > > > > the right side of the map).
>
That would be the thief class only.... and only works on trapped chests.
> From: Dana Marshall <handheld@...>
> Reply-To: DragonBaneII@yahoogroups.com
> Date: Fri, 1 Mar 2002 02:31:47 -0500
> To: DragonBaneII@yahoogroups.com
> Subject: RE: [DragonBaneII] Two newbie questions
>
> Hey, Larry, does ANYONE have the ability to cast TrapZap in DBII? Or is it
> just there for another unpublished adventure?
>
> At 04:21 PM 2/27/02 -0700, you wrote:
>> To open a chest with a trap, just step onto it and pick 'Open' from the
>> menu. Whoever opens it (and sometimes the whole party) will take damage,
>> but without a thief in your party, that's the only way. And you can always
>> heal up by sleeping at night, casting healing spells, etc. The goodies in
>> the chests are worth the damage you take to open them.
>>
>> To get the coordinates of your party, look at the overhead map. You get to
>> the map by tapping the Find button (lower right screen button). The coords
>> and time of day are listed at the top. (Tap the time of day to see total
>> days into the game.) The Calculator button shows your party's info.
>
> Dana Marshall
> handheld@...
> <http://www.danawheels.net>
>
>
> To unsubscribe from this group, send an email to:
> DragonBaneII-unsubscribe@yahoogroups.com
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>
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> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
Hey, Larry, does ANYONE have the ability to cast TrapZap in DBII? Or is it
just there for another unpublished adventure?
At 04:21 PM 2/27/02 -0700, you wrote:
>To open a chest with a trap, just step onto it and pick 'Open' from the
>menu. Whoever opens it (and sometimes the whole party) will take damage,
>but without a thief in your party, that's the only way. And you can always
>heal up by sleeping at night, casting healing spells, etc. The goodies in
>the chests are worth the damage you take to open them.
>
>To get the coordinates of your party, look at the overhead map. You get to
>the map by tapping the Find button (lower right screen button). The coords
>and time of day are listed at the top. (Tap the time of day to see total
>days into the game.) The Calculator button shows your party's info.
Dana Marshall
handheld@...
<http://www.danawheels.net>