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Post by Gando on Jan 21, 2010 8:41:16 GMT -5
(These may or may not be bugs)
I tried Conjure Item on a number of mundane items and kept getting the message 'you can not conjure this item'. Additionally I got the message 'invalid item' trying conjure a 'Glowing Core' but this wasn't unexpected as I don't imagine you'd let us conjure free orbs. As far as I can tell Conjure Items is completely useless. Please clarify if it has any use at all.
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Post by Variaz on Jan 21, 2010 9:20:12 GMT -5
Conjure Item lets you conjure an equippable item. It cannot conjure non-equippable items(like the orbs you tried to summon), nor will it let you conjure an item that normally doesn't appear. (for example, conjuring a Sword of Balance will not work) You also must make sure to type the item's name EXACTLY as it is spelled, case-sensitive. (this is due to the way C works, not really intended to be this way)
Right now, it's best use is probably to conjure bullets if you use guns. You can also use it to conjure a strong weapon, like a blue steel weapon, though the mana cost is perhaps too high to be worth it. Otherwise, I'll admit that it isn't that useful. (though you could do some fun stuff, like summoning rings of resistance, stats amulets for a stats boost, etc...)
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Post by Gando on Jan 21, 2010 9:58:51 GMT -5
The way C works as I remember it is there is a toUpperCase and a toLowerCase function you can use to avoid such problems. Now that was about 15 years ago so maybe C has eliminated that functionality but I suspect it is still part of the basic library.
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Post by Gando on Jan 21, 2010 9:59:39 GMT -5
You can't summon magic items with it afaik.
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Post by Variaz on Jan 21, 2010 10:10:52 GMT -5
You can't summon magic items with it afaik. There is a "Conjure Magic Items" for that. It's cost is probably too high though. Yes, C still has those functions I believe. It could probably be applied to the item summoning code.
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Post by Gando on Jan 21, 2010 10:32:03 GMT -5
Yeah Ive always been curious about summon magic item and special but figured they were insane to cast. I know I never get my int that high to begin with. I can't even manage melee spells.
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Post by random on Jan 21, 2010 16:11:38 GMT -5
One important idea -- this seems as appropriate a place to put it as any -- would be providing full, up-to-date documentation on exactly what each spell does and how it operates, either in the Help menu or as parchments or scrolls or even as part of the spellbooks themselves (getting a description, saved in your spell menu, of a spell once you learn it) within the game. Some are self-evident, of course, but others require deduction and searching these forums for vague hints. I've tended to avoid playing actual spell-casters for this very reason. It seems reasonable that a character capable of casting a spell would have learned the details of said spell in the normal course of things. Even the ones I can see descriptions of are a bit confusing, i.e. Divination starts out talking about guessing an enemy's level, then suddenly jumps, without explanation, to hurting and killing it, leaving me confused about the basic nature of the spell (and, yes, I've fought many of those 'e' monsters that cast "Level 50 Divination" and such.
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Post by adelie on Jan 21, 2010 22:00:19 GMT -5
I'd played around with Conjure Items a while ago. It's been more of a toy than anything: Got a lot of mana, and want to try out the level 10 mage ability repeatedly? (though Variaz might have fixed that one when I reported it way back when, I forget now...) A more interesting idea would be conjuring an ice dagger in the relatively early game for a rogue with some minor magic ability (more so if costs were tweaked down, and/or other similar items start to find their way into the world). A heavy rod user might want to keep this spell around in case they somehow lose their rod (dying too many times for their gold reserves, for example). If you want to get really quirky, it's possible to summon some of the more exotic cloaks. Overall, a cost reduction probably wouldn't hurt, as this is likely to be more of a useful/fun effect for non-mage classes imho.
Oddly, I'd found the conjure items spell to be easier to get to actually do something than the summon kind spell, for what it's worth.
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Post by Gando on Jan 22, 2010 7:42:21 GMT -5
Yeah the summon spells tend to be junky. Interesting concepts, poor execution. That is the problem with changing a game like this. Stuff gets obsoleted fairly quickly. I still haven't built the bard/summoner build yet as there seems to be no good way to get past the "lean" levels with the weakness of the starting bard. Maybe going mage first but then if you are relying solely on summons to protect you, you will be dying a lot. Especially since with a pet based character taking out the --more-- statements is mandatory, so you can't even scum your way out of the death scene. The bright side is that such a mage probably wouldn't suffer much loss from dying (aside from the score) since theyd have no items to worry about losing anyway. I will have to think on this. The bardic ability to increase summon durations could be promising with an already developed summoner build behind it. The biggest problem is getting the pets to protect you instead of harring off in random directions as they usually do.
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kipar
Champion
Posts: 201
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Post by kipar on Jan 22, 2010 12:19:45 GMT -5
The problem with summons is that every monster with ranged\magic\summoning attack targets you, not your summons. Well, this is pretty realistic, because players do exactly same thing when fighting vs. monsters .
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Post by Gando on Jan 22, 2010 13:38:44 GMT -5
Realism is HIGHLY overrated. Also the summons do not behave this way. If they did they would at least be useful offensively.
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Post by Gando on Jan 23, 2010 9:20:44 GMT -5
Another quasibug quasirelic of old Angband stuff: Sometimes the player does not see what is right in front of him until he moves. So if a jelly or mold spawns next to him it ends up invisible. Common sense tells us the player should at least see anything within his light radius. In a fully lit room everything should be visible (assuming it doesn't actually have the invisible flag).
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kipar
Champion
Posts: 201
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Post by kipar on Jan 23, 2010 9:44:27 GMT -5
Never seen this problem with graphic tiles.
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Post by Gando on Jan 23, 2010 9:44:32 GMT -5
Here is something I don't understand: "Monster is immune, monster blocked your attack." Using Lightning Strike on a physical immune Wizard Slayer. Isn't the lightning strike a nonphysical nonmelee attack since it uses a feat?
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Post by Gando on Jan 24, 2010 20:46:56 GMT -5
I noticed that Rings work completely off crafting but Amulets seem to require alchemy. I believe the rings recipes may be bugged.
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