Would you dare to have a look?ĮDIT: The idea was first proposed by hrothgar, btw. Useful stuff, useless stuff, dangerous stuff. But there's a limit to how much stuff will fit in.īag of Many Things: generates random stuff inside. I think regular Chests are enough for most of our needs.īag of Holding: no matter how much stuff you put inside, it weighs the same. If the code's in, we can have things like backpacks, pouches, sacks, etc. NPCs have places where they store their belongings. Items do not lie around anymore in disorder. Kicking it open also works (chest traps anyone, maybe chance to damage items within? :]).Ĭhests have limited storage space, based on their size (say, it stores 2x the weight of the chest worth of items)Ĭommon, we have chests. The chest may be locked, if so, lockpicking has to be applied. 'o'pen command used on the tile with the chest opens/closes the continer. If you 'd'rop items, you're asked if you want to fill the chest, or drop them to the floor. If you decline, you'll proceed to pick items from the floor (if there are any) and from the chest. You can pick up the chest (should be heavy, starting from 1000stones, depending on material and what's inside), using the 'p'ick command, the game will ask you: Do you want to pick up the chest? y/n. If it's opened, the text should say so, and tell if there are items inside, or if it is empty. (There may be variations: an old rusty chest, a small chest, battered, woden, whatever). When you approach it, the game generates a text: A chest with a -/- lock is standing here. It may change color to indicate if it's closed or open, in a manner similar to the pit trap. There are many possibilities: 0 (just like a pool, the same coor as dungeon floor tile), ^ just like a a trap, or & like the forge. This is Jade, however, and we should think big. Sadly, THE iconic phat lewt container from all RPGs is sorely absent from ADOM.
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