New 2 *band style games and loving it

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  • Pete Mack
    Prophet
    • Apr 2007
    • 6883

    #46
    Once you are ready to stop using Bard to kill Wyrms:

    Belthronding -- Rdis
    Caspanion -- CON + RConf
    Numenor -- Speed + resists + some critical DEX (for 6 blows)


    But you can't do that until you get a decent melee weapon. Surely you've seen some higher damage ego weapons by now? What you have are mostly rubbish.

    Comment

    • Flee
      Scout
      • May 2009
      • 41

      #47
      i think maybe i have been looking for the wrong thing i have been looking for a strong artifact. but from you post.....
      Originally posted by Pete Mack
      Surely you've seen some higher damage ego weapons by now? What you have are mostly rubbish.
      ... it looks like ive been going about this the wrong way... i tend 2 destroy most weapons 2 see if they are artifacts(2 save on ID time and inventory space)

      heres my latest dump... any hints on the type of ego weapons im looking for with my current setup would be great thanks

      and thanks again pete for you help and advice

      Code:
      [Angband 3.1.0 beta Character Dump]
      
       Sex    Female       Age            127   STR:  18/97  +1  +5 +16 18/***
       Race   High-Elf     Height          68   INT:  18/91  +3  -2  +8 18/181
       Class  Warrior      Weight         162   WIS:  18/79  -1  -2  +5  18/99
       Title  Lord         Social      Lordly   DEX:  18/91  +3  +2 +10 18/***
       HP     1132/1132    Maximize         Y   CON:  18/72  +1  +2 +19 18/***
       SP     0/0                               CHR:  18/85  +5  -1  +5 18/175
      
      
       Level               47   Armor   [29,+139]     Saving Throw         91%
       Cur Exp        6271002   Fight   (+44,+36)     Stealth           Heroic
       Max Exp        6271002   Melee   (+49,+56)     Fighting       Legendary
       Adv Exp        7000000   Shoot   (+64,+22)     Shooting       Legendary
       MaxDepth   4900' (L98)   Blows      6/turn     Disarming            98%
       Turns           940580   Shots      2/turn     Magic Device      Heroic
       Gold           1581439   Infra       70 ft     Perception       1 in 19
       Burden       226.0 lbs   Speed          19     Searching            32%
      
       You are one of several children of a Telerin Archer.  You have light
       grey eyes, straight brown hair, and a fair complexion.
      
      
      
       Acid:......+.+.... Confu:......+......
       Elec:........+.... Sound:.........+...
       Fire:........+.... Shard:.......+.+...
       Cold:...*....++... Nexus:...........+.
       Pois:......+.+.... Nethr:.............
       Fear:..+.+.......+ Chaos:+............
       Lite:+........+..+ Disen:.+...........
       Dark:+........+... S.Dig:.............
      Blind:...+.....+... Feath:...+.........
      
      PLite:+...+....+... Aggrv:.............
      Regen:...++........ Stea.:.+.....++....
      Telep:...+......... Sear.:.........+...
      Invis:...+++...+..+ Infra:....+.......+
      FrAct:...++....++.. Tunn.:+............
      HLife:...+......... Speed:.+.+.....+.+.
      ImpHP:............. Blows:.............
      ImpSP:............. Shots:.+...........
       Fear:............. Might:.............
      
      
        [Character Equipment]
      
      a) The Pick of Erebor (3d4) (+5,+20) (+5) {@w1}
           +5 strength, constitution, tunneling.
           Provides resistance to light, dark, chaos.
           Cannot be harmed by acid, electricity, fire, cold.
           Sustains strength.
           Radius 1 light.
           With this weapon, you would currently get 6 blows per round.  Each
           blow will do an average damage of 78.5 against orcs, 78.5 against
           trolls, 78.5 against demons, 78.5 against acid-vulnerable
           creatures, and 63.5 against normal creatures.
      b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
           +1 dexterity, stealth, speed, shooting speed.
           Provides resistance to disenchantment.
           Cannot be harmed by acid, electricity, fire, cold.
      c) The Ring of Tulkas (+4)
           +4 strength, dexterity, constitution.
           Provides resistance to fear.
           Cannot be harmed by acid, electricity, fire, cold.
           When activated, it hastens you for d75+75 turns.
           It takes 150 turns to recharge after use.
      d) The Ring of Power 'Nenya' (+8,+8) (+2)
           +2 strength, intelligence, wisdom, dexterity, constitution, 
           charisma, speed.
           Provides immunity to cold.
           Provides resistance to cold, blindness.
           Cannot be harmed by acid, electricity, fire, cold.
           Sustains intelligence, wisdom, constitution.
           Feather Falling.
           Speeds regeneration.
           Prevents paralysis.
           Stops experience drain.
           Grants telepathy.
           Grants the ability to see invisible things.
           When activated, it restores your experience to full.
           It takes 200 turns to recharge after use.
      e) The Necklace of the Dwarves (+3)
           +3 strength, constitution, infravision.
           Provides resistance to fear.
           Cannot be harmed by acid, electricity, fire, cold.
           Speeds regeneration.
           Prevents paralysis.
           Grants the ability to see invisible things.
           Radius 1 light.
      f) The Star of Elendil {@A2}
           Cannot be harmed by acid, electricity, fire, cold.
           Grants the ability to see invisible things.
           When activated, it maps the area around you in a 30-radius circle.
           It takes 50 turns to recharge after use.
           Radius 3 light.
      g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
           +3 intelligence, wisdom, constitution.
           Provides resistance to acid, poison, confusion.
           Cannot be harmed by acid, electricity, fire, cold.
           When activated, it destroys all traps and doors surrounding you.
           It takes 10 turns to recharge after use.
      h) an Elven Cloak of Aman [6,+33] (+5 stealth)
           +5 stealth.
           Provides resistance to shards.
           Cannot be harmed by acid, electricity, fire, cold.
      i) a Small Metal Shield of Elvenkind [4,+18] (+3 stealth)
           +3 stealth.
           Provides resistance to acid, lightning, fire, cold, poison.
           Cannot be harmed by acid, electricity, fire, cold.
      j) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
           +3 intelligence, dexterity, charisma, searching, speed.
           Provides resistance to cold, light, dark, blindness, sound, shards.
           Cannot be harmed by acid, electricity, fire, cold.
           Prevents paralysis.
           Grants the ability to see invisible things.
           Radius 1 light.
      k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
           +2 strength, constitution.
           Cannot be harmed by acid, electricity, fire, cold.
           Prevents paralysis.
      l) The Pair of Leather Boots of Feanor [2,+20] (+15) (charging)
           +15 speed.
           Provides resistance to nexus.
           Cannot be harmed by acid, electricity, fire, cold.
           When activated, it hastens you for d20+20 turns.
           It takes 200 turns to recharge after use.
      
      
        [Character Inventory]
      
      a) 14 Rations of Food
      b) 28 Viscous Pink Potions of Cure Critical Wounds
      c) 5 Scrolls titled "obdo indus" of Phase Door
      d) a Scroll titled "acio quo me" of Teleportation
      e) 3 Scrolls titled "us tinfinve" of Teleport Level
      f) a Mithril Rod of Restoration
           Cannot be harmed by electricity.
      g) a Copper Rod of Teleport Other
      h) a Lead Rod of Recall {@z7}
           Cannot be harmed by electricity.
      i) 3 Cast Iron Rods of Identify {@z5}
           Cannot be harmed by electricity.
      j) 3 Zirconium Wands of Teleport Other (0 charges)
      k) an Elm Staff of *Destruction* (3 charges)
      l) a Crystal Amulet of Weaponmastery (+4,+4) (+2)
           +2 strength.
           Provides resistance to fear, disenchantment.
           Sustains strength, constitution.
           Prevents paralysis.
      m) Multi-Hued Dragon Scale Mail (-2) [30,+20]
           Provides resistance to acid, lightning, fire, cold, poison.
           Cannot be harmed by acid, electricity, fire, cold.
           When activated, it allows you to breathe the elements for 250 dama
           ge.
           It takes d225+25 turns to recharge after use.
      n) The Large Metal Shield of Anarion [5,+20]
           Provides resistance to acid, lightning, fire, cold.
           Cannot be harmed by acid, electricity, fire, cold.
           Sustains strength, intelligence, wisdom, dexterity, constitution, 
           charisma.
      o) The Iron Helm 'Holhenneth' [5,+10] (+2) (charging) {@A1}
           +2 intelligence, wisdom, searching.
           Provides resistance to blindness, confusion.
           Cannot be harmed by acid, electricity, fire, cold.
           Grants the ability to see invisible things.
           When activated, it detects treasure, objects, traps, doors, stairs, p) The Set of Gauntlets 'Paurnen' [3,+14]
      
           dFeather Falling.
           When activated, it creates an acid bolt with damage 5d8.
           It takes 5 turns to recharge after use.
      q) a Katana of Extra Attacks (3d5) (+15,+17) (+2)
           +2 attack speed.
           With this weapon, you would currently get 8 blows per round.  Each
           blow will do an average damage of 62 against normal creatures.
      r) The Zweihander 'Gurthang' (3d6) (+13,+17) (+2)
           +2 strength.
           Provides resistance to fire, poison.
           Cannot be harmed by acid, electricity, fire, cold.
           Slows your metabolism.
           Speeds regeneration.
           Prevents paralysis.
           With this weapon, you would currently get 6 blows per round.  Each
           blow will do an average damage of 84.5 against fire-vulnerable
           creatures, 84.5 against poison-vulnerable creatures, 105.5 against
           dragons, and 63.5 against normal creatures.
      s) The Mace 'Taratol' (3d4) (+12,+12) {@w1}
           Provides immunity to lightning.
           Provides resistance to lightning.
           Cannot be harmed by acid, electricity, fire, cold.
           When activated, it hastens you for d20+20 turns.
           It takes 100 turns to recharge after use.
           With this weapon, you would currently get 6 blows per round.  Each
           blow will do an average damage of 70.5 against
           electricity-vulnerable creatures, 85.5 against dragons, and 55.5
           against normal creatures.
      t) 24 Arrows of Flame (1d4) (+16,+17)
           Cannot be harmed by fire.
           Fired from your current missile launcher, this arrow will hit targets
           up to 120 feet away, inflicting an average damage of 373.5 against
           fire-vulnerable creatures, and 124.5 against normal creatures.
           35% chance of breaking upon contact.
      u) 23 Seeker Arrows of Slay Evil (4d4) (+16,+13)
           Fired from your current missile launcher, this arrow will hit targets
           up to 120 feet away, inflicting an average damage of 270 against
           evil creatures, and 135 against normal creatures.
           35% chance of breaking upon contact.
      v) 27 Mithril Arrows of Acid (3d4) (+12,+13)
           Cannot be harmed by acid, fire.
           Fired from your current missile launcher, this arrow will hit targets
           up to 120 feet away, inflicting an average damage of 382.5 against
           acid-vulnerable creatures, and 127.5 against normal creatures.
           35% chance of breaking upon contact.
      w) 29 Mithril Arrows of Slay Giant (3d4) (+5,+16)
           Cannot be harmed by acid, fire.
           Fired from your current missile launcher, this arrow will hit targets
           up to 120 feet away, inflicting an average damage of 409.5 against
           giants, and 136.5 against normal creatures.
           35% chance of breaking upon contact.
      
      
        [Home Inventory]
      
      a) a Dark Green Potion of *Healing*
           When ingested, it restores 1200 hit points, heals cut damage, and 
           cures stunning, poisoning, blindness, and confusion.
           It can be thrown at creatures with damaging effect.
      b) 4 Smoky Potions of Life
           When ingested, it restores 5000 hit points, restores experience an
           d stats, heals cut damage, and cures stunning, poison, blindness, 
           and confusion.
           It can be thrown at creatures with damaging effect.
      c) 3 Orange Potions of Speed
           When ingested, it hastens you for 2d10+20 turns.
      d) 4 Scrolls titled "ma adeprego as" of *Remove Curse*
           When read, it removes all curses from all equipped items.
      e) a Scroll titled "abolum calis" of Mass Banishment
           When read, it removes all non-unique monsters within 20 squares, d
           ealing you damage in the process.
      f) 3 Scrolls titled "expio quo" of Rune of Protection
           When read, it inscribes a glyph of warding beneath you, which mons
           ters cannot move onto.
      g) 3 Birch Staffs of Speed (18 charges)
           When used, it hastens you for 2d10+20 turns.
      h) a Jade Ring of Constitution (+6)
           +6 constitution.
           Sustains constitution.
           
      i) an Adamantite Ring of Speed (+12)
           +12 speed.
           
      j) a Calcite Ring of Acid [+15]
           Provides resistance to acid.
           Cannot be harmed by acid.
           
           When activated, it grants acid resistance for d20+20 turns and cre
           ates an acid ball of damage 70.
           It takes d50+50 turns to recharge after use.
      k) a Bronze Amulet of Trickery (+4)
           +4 dexterity, stealth, searching, infravision, speed.
           Provides resistance to poison, nexus.
           Sustains dexterity.
           
      l) The Palantir of Westernesse (+2) (charging)
           +2 intelligence, wisdom, searching, infravision.
           Provides resistance to blindness, chaos.
           Cannot be harmed by acid, electricity, fire, cold.
           Grants telepathy.
           Grants the ability to see invisible things.
           Aggravates creatures nearby.
           Drains experience.
           
           When activated, it maps the entire level and detects objects, trap
           s, doors, and stairs.
           It takes 50 turns to recharge after use.
           Radius 3 light.
      m) The Chain Mail of Arvedui (-2) [14,+15] (+2)
           +2 strength, charisma.
           Provides resistance to acid, lightning, fire, cold, shards, nexus.
           Cannot be harmed by acid, electricity, fire, cold.
           
      n) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
           +2 strength, dexterity.
           Provides resistance to acid, lightning, fire, cold, fear, 
           confusion, sound.
           Cannot be harmed by acid, electricity, fire, cold.
           
      o) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
           +4 stealth.
           Provides resistance to acid, lightning, fire, cold, poison.
           Cannot be harmed by acid, electricity, fire, cold.
           
           When activated, it teleports you randomly up to 10 squares away.
           It takes 2 turns to recharge after use.
      p) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging)
           +4 strength, charisma.
           Provides resistance to acid, lightning, fire, cold, dark, 
           disenchantment.
           Cannot be harmed by acid, electricity, fire, cold.
           
           When activated, it removes all non-unique monsters represented by 
           a chosen symbol from the level, dealing you damage in the process.
           It takes 500 turns to recharge after use.
      q) The Leather Shield of the Haradrim [4,+15] (+2)
           +2 strength, constitution.
           Provides resistance to poison, fear, blindness.
           Cannot be harmed by acid, electricity, fire, cold.
           Sustains strength, constitution.
           Aggravates creatures nearby.
           
           When activated, it puts you in a berserker rage for d50+50 turns.
           It takes 50 turns to recharge after use.
      r) The Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5)
           +5 dexterity.
           Provides resistance to confusion, nether, chaos.
           Cannot be harmed by acid, electricity, fire, cold.
           Sustains constitution.
           Prevents paralysis.
           
           When activated, it cures you of fear and poison.
           It takes 5 turns to recharge after use.
      s) The Short Sword 'Sting' (1d6) (+7,+8) (+2) {@w2}
           +2 strength, dexterity, constitution, speed, attack speed.
           Provides resistance to fear, light.
           Cannot be harmed by acid, electricity, fire, cold.
           Prevents paralysis.
           Grants the ability to see invisible things.
           
           Radius 1 light.
           With this weapon, you would currently get 8 blows per round.  Each
           blow will do an average damage of 51 against animals, 51 against
           evil creatures, 54.5 against orcs, 54.5 against undead, and 47.5
           against normal creatures.
      t) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
           +3 strength, constitution, stealth.
           Provides resistance to acid, lightning, fire, cold, blindness.
           Cannot be harmed by acid, electricity, fire, cold.
           Feather Falling.
           Speeds regeneration.
           Prevents paralysis.
           Grants the ability to see invisible things.
           
           With this weapon, you would currently get 6 blows per round.  Each
           blow will do an average damage of 87.5 against orcs, 87.5 against
           trolls, 87.5 against demons, and 60.5 against normal creatures.
      u) The Long Bow of Bard (x3) (+17,+19) (+2) {excellent}
           +2 dexterity, speed, shooting power.
           Cannot be harmed by acid, electricity, fire, cold.
           Prevents paralysis.
           
      
      
        [Options]
      
      Maximize effect of race/class bonuses        : yes (adult_maximize)
      Randomize some of the artifacts (beta)       : no  (adult_randarts)
      Restrict the use of stairs/recall            : no  (adult_ironman)
      Restrict the use of stores/home              : no  (adult_no_stores)
      Restrict creation of artifacts               : no  (adult_no_artifacts)
      Don't stack objects on the floor             : no  (adult_no_stacking)
      Lose artifacts when leaving level            : no  (adult_no_preserve)
      Don't generate connected stairs              : no  (adult_no_stairs)
      Adult: Monsters chase current location       : yes (adult_ai_sound)
      Adult: Monsters chase recent locations       : yes (adult_ai_smell)
      Adult: Monsters act smarter in groups        : yes (adult_ai_packs)
      Adult: Monsters learn from their mistakes    : no  (adult_ai_learn)
      Adult: Monsters exploit players weaknesses   : no  (adult_ai_cheat)
      Adult: Monsters behave more intelligently (broken): no  (adult_ai_smart)
      Score: Peek into object creation             : no  (score_peek)
      Score: Peek into monster creation            : no  (score_hear)
      Score: Peek into dungeon creation            : no  (score_room)
      Score: Peek into something else              : no  (score_xtra)
      Score: Know complete monster info            : no  (score_know)
      Score: Allow player to avoid death           : no  (score_live)
      A WC "Silva" HEW L:50 DL:5050' A++ R+++ Sp+ w:Blade of chaos (HA)
      A D/W D ?c f? PV s- d++ P++ M+
      C-- S-- I-- !So !B !ac !GHB SQ? !RQ V? F: Bar in the town so i can boast 2 the drunks about my kills lol
      (i hope you know what all that means... im not sure i do!?!?)

      Comment

      • Pete Mack
        Prophet
        • Apr 2007
        • 6883

        #48
        Go for max damage against acid-vulnerable or evil creatures and kill Sauron. You are plenty strong now.

        Some choices:
        l) a Crystal Amulet of Weaponmastery (+4,+4) (+2)
        +2 strength.
        Provides resistance to fear, disenchantment.
        Sustains strength, constitution.

        Nice!

        q) a Katana of Extra Attacks (3d5) (+15,+17) (+2)
        +2 attack speed.
        With this weapon, you would currently get 8 blows per round. Each
        blow will do an average damage of 62 against normal creatures.
        Nice!

        The Katana or Erebor are plenty to kill Sauron. With the extra +4 damage from Weaponmastery, they each give you ~525 damage/turn. In any case, those Arrows of Acid will annihilate him with 28 (successful) shots for Belthronding or 18 for Bard. Make sure to charge your Wands of Teleport Other if you plan to use archery and carry scrolls of Phase Door -- he drains charges (so does Morgoth) and he will summon some nasty monsters.

        vs Morgoth, the Katana (an extremely good weapon BTW) is your only choice.

        Also: you never need more than 18/200 CON for max HP, 18/220 STR for max damage, or 18/150 DEX for max blows. (18/220 DEX will give you a bit higher to_hit, but it's not worth any sacrifices.)
        Last edited by Pete Mack; June 14, 2009, 00:00.

        Comment

        • Flee
          Scout
          • May 2009
          • 41

          #49
          thanks heaps thats all helpful advice

          i forgot 2 add that im also having trouble stocking up on healing stuff... any good places 2 find them?
          A WC "Silva" HEW L:50 DL:5050' A++ R+++ Sp+ w:Blade of chaos (HA)
          A D/W D ?c f? PV s- d++ P++ M+
          C-- S-- I-- !So !B !ac !GHB SQ? !RQ V? F: Bar in the town so i can boast 2 the drunks about my kills lol
          (i hope you know what all that means... im not sure i do!?!?)

          Comment

          • PowerDiver
            Prophet
            • Mar 2008
            • 2820

            #50
            Originally posted by Flee
            thanks heaps thats all helpful advice

            i forgot 2 add that im also having trouble stocking up on healing stuff... any good places 2 find them?
            One option is buying out the temple, repeatedly, until you have 99 !CCW. That's helped me in the past, and they are more powerful now.

            If you are willing to go to the edge of abuse, get a wand of clone monster and some scrolls of recharge and kill a zillion death quasits or emperor wights. Clone and kill until you need a break, then teleport other, then go track it down and do it again.

            Comment

            • Flee
              Scout
              • May 2009
              • 41

              #51
              great thanks

              i have screwed my @ up a bit i think... found the whip of gothmog and as i have 4 scrolls *remove curse* at home i used it (when i ran in2 a pit of red dragons for its fire immunity)..... BUT.... after i read a scroll of *remove curse* the whip says uncursed but it wont let me take it off still :'(
              A WC "Silva" HEW L:50 DL:5050' A++ R+++ Sp+ w:Blade of chaos (HA)
              A D/W D ?c f? PV s- d++ P++ M+
              C-- S-- I-- !So !B !ac !GHB SQ? !RQ V? F: Bar in the town so i can boast 2 the drunks about my kills lol
              (i hope you know what all that means... im not sure i do!?!?)

              Comment

              • Pete Mack
                Prophet
                • Apr 2007
                • 6883

                #52
                Not ur fault. it's a known bug in 3.1.0. Post ur @ savefile to the forum for a fix.

                Comment

                • will_asher
                  DaJAngband Maintainer
                  • Apr 2007
                  • 1124

                  #53
                  Originally posted by Pete Mack
                  Not ur fault. it's a known bug in 3.1.0. Post ur @ savefile to the forum for a fix.
                  oh NO! it's contagious!
                  Will_Asher
                  aka LibraryAdventurer

                  My old variant DaJAngband:
                  http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

                  Comment

                  • Flee
                    Scout
                    • May 2009
                    • 41

                    #54
                    Originally posted by Pete Mack
                    Not ur fault. it's a known bug in 3.1.0. Post ur @ savefile to the forum for a fix.
                    oh thats music 2 my ears... so what do i post? 2 what forum? and how 2 i post it?... yip still a noob about all this stuff
                    Originally posted by will_asher
                    oh NO! it's contagious!
                    lol
                    A WC "Silva" HEW L:50 DL:5050' A++ R+++ Sp+ w:Blade of chaos (HA)
                    A D/W D ?c f? PV s- d++ P++ M+
                    C-- S-- I-- !So !B !ac !GHB SQ? !RQ V? F: Bar in the town so i can boast 2 the drunks about my kills lol
                    (i hope you know what all that means... im not sure i do!?!?)

                    Comment

                    • Pete Mack
                      Prophet
                      • Apr 2007
                      • 6883

                      #55
                      Post it here--I hacked a version of 3.1.0 long ago to solve this problem. Just attach the file (you need to use the "go advanced" button; use manage attachments down below.)

                      @will -- i just couldn't resist. And I was using iPod to post--txt shrtcts hlp mch f u dnt rly hv kbrd

                      Comment

                      • Flee
                        Scout
                        • May 2009
                        • 41

                        #56
                        Originally posted by Pete Mack
                        Post it here--I hacked a version of 3.1.0 long ago to solve this problem. Just attach the file (you need to use the "go advanced" button; use manage attachments down below.)

                        @will -- i just couldn't resist. And I was using iPod to post--txt shrtcts hlp mch f u dnt rly hv kbrd
                        i must be doing something wrong. when i try to attach my savefile it says invalid file

                        and sorry if i use txt speak 2 much i will try 2 do better
                        A WC "Silva" HEW L:50 DL:5050' A++ R+++ Sp+ w:Blade of chaos (HA)
                        A D/W D ?c f? PV s- d++ P++ M+
                        C-- S-- I-- !So !B !ac !GHB SQ? !RQ V? F: Bar in the town so i can boast 2 the drunks about my kills lol
                        (i hope you know what all that means... im not sure i do!?!?)

                        Comment

                        • Flee
                          Scout
                          • May 2009
                          • 41

                          #57
                          Originally posted by Flee
                          i must be doing something wrong. when i try to attach my savefile it says invalid file

                          and sorry if i use txt speak 2 much i will try 2 do better
                          Silva.txt
                          ok so i got my dump 2 work but save file is a no go still
                          A WC "Silva" HEW L:50 DL:5050' A++ R+++ Sp+ w:Blade of chaos (HA)
                          A D/W D ?c f? PV s- d++ P++ M+
                          C-- S-- I-- !So !B !ac !GHB SQ? !RQ V? F: Bar in the town so i can boast 2 the drunks about my kills lol
                          (i hope you know what all that means... im not sure i do!?!?)

                          Comment

                          • PaulBlay
                            Knight
                            • Jan 2009
                            • 657

                            #58
                            Originally posted by Flee
                            but save file is a no go still
                            I expect you need to zip it before it allows you to attach the file.
                            Currently turning (Angband) Japanese.

                            Comment

                            • Flee
                              Scout
                              • May 2009
                              • 41

                              #59
                              Originally posted by PaulBlay
                              I expect you need to zip it before it allows you to attach the file.
                              thanks that help... it still took me long enuff 2 get it 2 work... zipx files dont work
                              Zog.zip
                              A WC "Silva" HEW L:50 DL:5050' A++ R+++ Sp+ w:Blade of chaos (HA)
                              A D/W D ?c f? PV s- d++ P++ M+
                              C-- S-- I-- !So !B !ac !GHB SQ? !RQ V? F: Bar in the town so i can boast 2 the drunks about my kills lol
                              (i hope you know what all that means... im not sure i do!?!?)

                              Comment

                              • Pete Mack
                                Prophet
                                • Apr 2007
                                • 6883

                                #60
                                OK, here it is. For anyone compiling from source, the fix is a change to load.c (Fixing the original bug doesn't help.)

                                Change at line 1994--uncurse any heavily cursed items that are not also light cursed.
                                Code:
                                     /* Okay */
                                    if (!err)
                                    {
                                        /* ADD THESE LINES */
                                        int i;
                                        for (i = INVEN_WIELD; i <= INVEN_FEET; i++)
                                        {
                                            object_type *o_ptr = &inventory[i];
                                
                                            if (o_ptr->flags3 & TR3_HEAVY_CURSE &&
                                                        !(o_ptr->flags3 & TR3_LIGHT_CURSE))
                                                o_ptr->flags3 &= ~TR3_HEAVY_CURSE;
                                        }
                                
                                
                                        /* UP TO HERE */
                                        /* Still alive */
                                        if (p_ptr->chp >= 0)
                                        {
                                            /* Reset cause of death */
                                            my_strcpy(p_ptr->died_from, "(alive and well)", sizeof(p_ptr->died_from));
                                        }
                                     ....
                                Attached Files

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