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Items on Blood Arena lost

Posted: Fri Jul 01, 2011 12:47 pm
by Tom
Hello.

Fought in the Blood Arena
There dropped a gray steel ring.
I picked it up, but could not identify it. It did not show up in my inventory.
After the combat was over it was not to be found.

Re: Items on Blood Arena lost

Posted: Fri Jul 01, 2011 12:49 pm
by Grey
This is the way of things - that slave you were controlling probably got killed afterwards, and you have no chance of getting whatever he found. Would be better if the game were able to force no drops in that area of course...

Re: Items on Blood Arena lost

Posted: Fri Jul 01, 2011 3:44 pm
by bricks
Grey wrote:This is the way of things - that slave you were controlling probably got killed afterwards, and you have no chance of getting whatever he found. Would be better if the game were able to force no drops in that area of course...
It's especially strange that lore can drop there.

Re: Items on Blood Arena lost

Posted: Sat Jul 02, 2011 5:01 am
by tiger_eye
k. Here's a patch to suppress drops including alchemist ingredient remains (such as orc hearts).

I've included in this patch a few of the other small patches I've posted recently:
http://forums.te4.org/viewtopic.php?f=39&t=26866
http://forums.te4.org/viewtopic.php?f=36&t=25197
http://forums.te4.org/viewtopic.php?f=42&t=26520

and a tiny correction to allow binding hotkeys to left mouse clicks (such as [shift]-mouse[left]) but not right-clicks as discussed at some point here:
http://forums.te4.org/viewtopic.php?f=36&t=26480
2july2011.txt
(6.22 KiB) Downloaded 137 times

Re: Items on Blood Arena lost

Posted: Mon Jul 04, 2011 4:48 pm
by darkgod
fixed

Re: Items on Blood Arena lost

Posted: Tue Jul 05, 2011 4:27 am
by tiger_eye
darkgod wrote:fixed
Yay! But... it's possible I screwed up the diff patch somehow, or maybe you edited out a couple of things that I think are important.

First, if you talk to the rich merchant before you kill the assassin lord, then you won't be able to talk to the rich merchant again nor will you be able to move him (so he's a "stupid merchant" again!). This is what the following change was for: if you kill the assassin lord, then you will be able to speak to the lost merchant again, and you will be able to move him after speaking to him. As I said in the other forum post, this logic is necessary so that the player can't move the merchant before you fight the assassin lord, which would be stupid-scummy.

Code: Select all

Index: game/modules/tome/data/maps/quests/lost-merchant.lua
===================================================================
--- game/modules/tome/data/maps/quests/lost-merchant.lua	(revision 3792)
+++ game/modules/tome/data/maps/quests/lost-merchant.lua	(working copy)
@@ -62,6 +62,12 @@
 	on_die = function(self, who)
 		game.level.map(self.x, self.y, game.level.map.TERRAIN, game.zone.grid_list.UP_WILDERNESS)
 		game.logSeen(who, "As the assassin dies the magical veil protecting the stairs out vanishes.")
+		for uid, e in pairs(game.level.entities) do
+			if e.is_merchant and not e.dead then
+				e.can_talk = "lost-merchant"
+				break
+			end
+		end
 	end,
 
 	is_assassin_lord = true,
Second, alchemist drops are still possible in the Ring of Blood. The patch below turns this off; for example, if you need an orc heart and the slave combatant kills an orc, then an orc heart won't be dropped. I think this is the behavior we'd want, because it would be less confusing (and less taunting) for the player. Also, I'm not sure if we'd want to set "no_drops = true," for the player's slave or not.

Code: Select all

Index: game/modules/tome/data/zones/ring-of-blood/npcs.lua
===================================================================
--- game/modules/tome/data/zones/ring-of-blood/npcs.lua	(revision 3792)
+++ game/modules/tome/data/zones/ring-of-blood/npcs.lua	(working copy)
@@ -106,6 +106,7 @@
 	stats = { str=18, dex=18, cun=18, mag=10, con=16 },
 	instakill_immune = 1,
 	move_others=true,
+	suppress_alchemist_drops = true,
 
 	body = { INVEN = 1000, QS_MAINHAND = 1, QS_OFFHAND = 1, MAINHAND = 1, OFFHAND = 1, FINGER = 2, NECK = 1, LITE = 1, BODY = 1, HEAD = 1, CLOAK = 1, HANDS = 1, BELT = 1, FEET = 1, TOOL = 1, QUIVER = 1, MOUNT = 1 },
 	resolvers.equip{
I attached these changes in the attached patch for convenience.

Re: Items on Blood Arena lost

Posted: Tue Jul 05, 2011 5:34 am
by Aquillion
bricks wrote:
Grey wrote:This is the way of things - that slave you were controlling probably got killed afterwards, and you have no chance of getting whatever he found. Would be better if the game were able to force no drops in that area of course...
It's especially strange that lore can drop there.
Wasn't necessarily a lore drop. Remember, identifying items you find is a function of the Orb of Scrying. The slave didn't have it, so any non-white ring is going to show up as gray to him.

Re: Items on Blood Arena lost

Posted: Tue Jul 05, 2011 1:25 pm
by bricks
Actually, I had a piece of lore drop from an enemy, I think it was one of the race overviews.