Quest spellbooks mutate ?

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Salathar
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Post by Salathar »

I wasn't really that rude, was I ? :roll:

:)

Good/bad news is that we now have a confirmation that qest spellbooks are affected, from my experience normal spellbooks are fine.
I wonder what is so different about quest books? :?
Valderan
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Post by Valderan »

Perhaps fact that they are meant to be set as that book, and at the same time if the monster drops multiple books or is set to drop treasure, it also does(I'm assuming here based on other games) a random roll on the quest spellbook, assigning that spellbook two values?

I.E. Quest monster drops quest spellbook+Random items = Spellbooks, thus spellbook = random item?

This is complete and utter guessing here as I do no scripting whatsoever, just basing it on what other games do.
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Mith
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Post by Mith »

The problem is this (lets take MS for example):

The spellbook has the 'pyromancy_book' treasure list and the MS spell in its inventory.

The book can contain MS or any random pyromancy spell.
java editor v. 0.985 wrote: There are two ways to put spells into a spellbook:
1. Put a spell object in the books inventory. In this case, treasurelist must be
set to <none>.
2. Choose a treasurelist which contain spells.
In that way, a spell will be chosen randomly from the list.
the MS book is described as follows:
map file: MS book wrote: arch pyro_book
value 2400
identified 1
arch spell_meteor_swarm
end
the arch pyro_book contains a random spell (to put it easy)

Now we have: a pyromancer's spellbook that contains a random pyromancer's spell (for the arch pyro_book comes with a spell) AND the arch spell_meteor_swarm (for that is explicitly in the book)

Time to draw some conclusions:
- AFAIK there is no such thing as a treasurelist option <none> so the editor is erring .
- to fix this bug, either this option should be added, or
- there should be created a few new arches (one for every spell) with books that contain no random spell. (so the spell should be specified by putting a spell in the books inventory)
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or rather: sum ergo bibendi
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Salathar
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Post by Salathar »

As far as I know only quest spellbooks mutate, and as you have correctly identified the reason is because a quest spellbook is a spellbook with an extra special spell in it. So when such an object is loaded there is a 50% chance that one of the two spells will be loaded, hence the bizarre mutations.

By default an archetype of a pyro spellbook has a line "randomitems pyromancy_book", inserting MS into it creates a second spell.
What needs trying is to remove this line, or change it to "randomitems 0". Load such a map on the latest server, go dm and dump this book. If only one spell shows up in the dump(MS) then the problem is solved, and it's only a matter of applying the fix to all quest spellbooks. :)
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