Could you clarify what you mean by this? I'm not sure what you mean exactly? For the record, I'm not using proto 14020 (99.9% sure).
Yes, that's the one. I see now; yes, that it's a very spiffy coin, thanks. Maybe a different name: "Old Copper Coin" or "Antique Copper Coin" or "Don't Throw Me Away Because You May Want To Keep Me Copper Coin"
yes, I saved -> then asked Riss -> and then reloaded - sorry for cheating. I learned early on that you need to basically click everywhere and click on everything, and you find all kinds of things, but the "loose brick" is one that I did not find on my own.
As part of testing "I cheated" by choosing a ranger with favored enemy shapechanger on the basis of previous attempts at this magnificent adventure. The ranger got no special damage bonus when hitting a wererat. I searched the file protos.tab which is the under the hood file in ToEE which determines the properties of weapons, monsters, npcs, doors, everything for wererat and discovered the wererat is listed as a humanoid rather than a shapechanger. I have changed the entry in my copy to shapechanger and am going back to re-test, 14020 is the only common wererat proto The ranger now gets her favored enemy bonus
It is Temple+ It is the initial conversation Yes, it is repeatable ( but I can Ctrl+Alt+Del this time ) The convo is like: Octavious asking what's your business then me answering I want to offer my services then a blank slide with 1. 2. 3. options ( but nothing written ) whatever number I press returns " I'm not a labourer" followed by the doom slide with just the 1. then total freeze
In most cases, the treasure is randomized. So you may actually encounter some of them multiple times, and some not at all. I'll have to check the treasure list and see if those are random or always in the same place. Either way, there is nothing magical or special about any them (I think) other than their worth in gold to sell. So don't worry of you miss a few.
OK, I got it now. My confusion was your reference to proto #14020, which is a carpenter. I think you meant proto #14820, which is indeed the wererat. And yes, he should be a shapeshifter. I've changed his type to "mc_type_shapechanger", and subtype to "mc_subtype_human". What happened is when I made that proto, way back when, I forgot to decide what to do with the type and sub-type for him. I was debating what to do, and I never went back. My conundrum was that in D&D 3.5, the official type should be "Humanoid", and his subtype should be "Shapechanger". But the ToEE rules are still formatted in D&D 3.0 in some ways. So in the protos there is no actual subtype available called shapechanger.
It would seem that Temple+ is causing some issues. But working mostly? The most egregious problem seems to be the naked and unequipped NPC's. I hope this problem never occurred for anyone in their game before Temple+ was added. Almost all NPC's in the game equip themselves during their san_first_heartbeat. So if they are naked, something in that process went rotten. But deeper down, if san_first_heartbeat's are not firing properly every now and then, it could cause even more sever problems with tracking bits that keep the timing of the story together. One missed bit, and everything can go haywire.
I "may" know what is causing that problem. Just an idea. Spoiler Somewhere along the line, I discovered you can put comments in a dialog file with a "//" at the start of the line. This was very helpful when writing dialogs. But anyway, there is one particular line right before you have the Administrator's dialog freeze up that might be causing the problem. It has multiple occurrences of "//" in the same line. Maybe Temple+ doesn't like this. If removed, it might fix the problem. I see no other errors in the dialog code, and I can't repeat in here in my testing (non-Temple+) Try this, to maybe fix it: In the dialog folder, open the file "00627administrator.dlg". There are two comment lines between the lines that start with "{1011}" and "{1111}", that might be causing the problem. Try removing them and see if it helps. The lines look like this: Code: // {7}{Barbarian} // {8}{Bard} // {9}{Cleric} // {10}{Druid} // {11}{Fighter} // {12}{Monk} // {13}{Paladin} // {14}{Ranger} // {15}{Rogue} // {16}{Sorcerer} // {17}{Wizard}
ok, if they are part of the randomness of the treasures, then I can live with that. I was just curious if I had missed anything that might be worth the effort of trying to find out there.