Author Topic: PREVIEW: Mad Mesa  (Read 5326 times)

Offline GoldBoxFan

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PREVIEW: Mad Mesa
« on: March 14, 2011, 08:50:09 PM »
I am getting close to begin playtesting for my Boot Hill module 1 conversion - Mad Mesa. Using the WWUA hack, Nol Drek's and Hans' art, and some scans of Boot Hill modules, it takes place in the Old West somewhere in Arizona. I've got a few minor hack problems to look into (rail tracks, vorpal wounds, wooden dungeon walls, night during daytime), but it will hopefuly be done in two weeks.  8)

Offline ProphetSword

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Re: PREVIEW: Mad Mesa
« Reply #1 on: March 14, 2011, 08:52:13 PM »
Looks nice.  :)
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Offline hans

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Re: PREVIEW: Mad Mesa
« Reply #2 on: March 15, 2011, 11:05:26 PM »
You'll be the first to UL a WWUA mod -- UA pioneer!   :D

Offline GoldBoxFan

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Re: PREVIEW: Mad Mesa
« Reply #3 on: March 15, 2011, 11:08:33 PM »
You'll be the first to UL a WWUA mod -- UA pioneer!   :D
Actually closer to playtesting than I thought.  Should start tomorrow or the next day. Only a few events to connect.

Offline Ixnatifual

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Re: PREVIEW: Mad Mesa
« Reply #4 on: March 16, 2011, 07:00:19 AM »
I admit to having raised an eyebrow when reading about WWUA, but it actually looks pretty neat from those shots.

Offline Ben J

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Re: PREVIEW: Mad Mesa
« Reply #5 on: March 16, 2011, 03:12:11 PM »
This certainly looks interesting.  :)
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Offline GoldBoxFan

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Re: PREVIEW: Mad Mesa
« Reply #6 on: March 16, 2011, 06:21:48 PM »
I redid the titles using a different title 1:

Offline GoldBoxFan

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Re: PREVIEW: Mad Mesa
« Reply #7 on: September 24, 2011, 07:21:44 PM »
Finally got back to playtesting Mad Mesa. Here are some more screens:

Offline steve_mcdee

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Re: PREVIEW: Mad Mesa
« Reply #8 on: September 24, 2011, 09:11:42 PM »
Looks good! If it were possible to make a version of the font one pixel shorter that would, I think, be easier to read.

Offline hans

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Re: PREVIEW: Mad Mesa
« Reply #9 on: September 24, 2011, 09:48:46 PM »
Looks good! If it were possible to make a version of the font one pixel shorter that would, I think, be easier to read.
 

I agree on both counts.  I'm excited about the mod.  I could live with the font, which does have a nice western vibe, but shortening it does seem like a worthwhile project for somebody.

Offline Ben J

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Re: PREVIEW: Mad Mesa
« Reply #10 on: September 25, 2011, 04:48:27 PM »
That looks pretty sweet!  :)
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Offline Dinonykos

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Re: PREVIEW: Mad Mesa
« Reply #11 on: September 27, 2011, 04:51:32 AM »
That looks pretty sweet!  :)
And very interesting. Did I understand it right, will this be the first FRUA Wild West module?
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Offline GoldBoxFan

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Re: PREVIEW: Mad Mesa
« Reply #12 on: September 27, 2011, 10:07:31 AM »
That looks pretty sweet!  :)
And very interesting. Did I understand it right, will this be the first FRUA Wild West module?
It appears so. ;) I finally got the railroad tracks and the weapons to satisfaction, and the accidental mages that were casting lightning bolts during combat. I'm ironing out the bugs now.

Biggest problem is if you create a new character with accessories you get unused items in your inventory. I set it to none and added a starting area where you are given a gun and bullets. I'll have to figure out where starting items come from so I can create them at some point. The first few item files perhaps?  ???

Offline Nol Drek

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Re: PREVIEW: Mad Mesa
« Reply #13 on: September 27, 2011, 08:57:58 PM »
To change the starting equipment, you will need to use a hex editor to modify the ckit.exe file.

Make backups before you attempt this. Make backups of your backups and store them in a physical location away from the design your working on.

The items that would need to be changed are listed below, as quoted from Kaviyd's ckitform.txt.

Code: [Select]
Default Equipment:
------------------
  I found the pointers to the default starting equipment in a manner
similar to that used to find the special abilities.  So, if you want
to give your Clerics Plate Mail +1 instead of Banded Mail +1, you can
alter the appropriate byte instead of using the item editor.

Fighter Class 258582 (0x3f216) 2 bytes +/- 32,767
Fighter Level 258584 (0x3f218) 1 byte 0 thru 255
Fighter Relation 258585 (0x3f219) 1 byte 0 thru 255
Ranger Class 258590 (0x3f21e) 2 bytes +/- 32,767
Ranger Level 258592 (0x3f220) 1 byte 0 thru 255
Ranger Relation 258593 (0x3f221) 1 byte 0 thru 255
Paladin Class 258598 (0x3f226) 2 bytes +/- 32,767
Paladin Level 258600 (0x3f228) 1 byte 0 thru 255
Paladin Relation 258601 (0x3f229) 1 byte 0 thru 255
Jump Pointer 258604 (0x3f22c) 2 bytes +/- 32,767
Equipment Types - 1 258613 (0x3f235) 1 byte 0 thru 255
Eqpt. Types Relation 258615 (0x3f237) 1 byte 0 thru 255
Jump Pointer 258618 (0x3f23a) 2 bytes +/- 32,767

  The preceding three classes all receive "Fighter" equipment.  If a
character is not a member of one of the three preceding classes, then
the other classes are checked in the order of "Cleric", then "Thief".
If the conditions of the preceding classes are not met, the default
class for equipment purposes is "Mage".

Eqpt. Type Ptr. #1 258629 (0x3f245) 2 bytes +/- 32,767
Eqpt. Type Ptr. #2 258631 (0x3f247) 2 bytes +/- 32,767
Eqpt. Type Ptr. #3 258633 (0x3f249) 2 bytes +/- 32,767
Eqpt. Type Ptr. #4 258635 (0x3f24b) 2 bytes +/- 32,767
Eqpt. Type Ptr. #5 258637 (0x3f24d) 2 bytes +/- 32,767
Eqpt. Type Ptr. #6 258639 (0x3f24f) 2 bytes +/- 32,767
Eqpt. Type Ptr. #7 258641 (0x3f251) 2 bytes +/- 32,767
Eqpt. Type Ptr. #8 258643 (0x3f253) 2 bytes +/- 32,767

  The preceding index controls where each of the eight possible sets
of equipment is to be found.

Ftr Poor Eqpt #1 258646 (0x3f256) 1 byte 0 thru 255
Ftr Poor Eqpt #2 258661 (0x3f265) 1 byte 0 thru 255
Jump Pointer 258676 (0x3f274) 2 bytes +/- 32,767

Ftr Modest Eqpt #1 258679 (0x3f277) 1 byte 0 thru 255
Ftr Modest Eqpt #2 258694 (0x3f286) 1 byte 0 thru 255
Jump Pointer 258709 (0x3f295) 2 bytes +/- 32,767

Ftr Avg Eqpt #1 258712 (0x3f298) 1 byte 0 thru 255
Ftr Avg Eqpt #2 258727 (0x3f2a7) 1 byte 0 thru 255
Ftr Avg Eqpt #3 258742 (0x3f2b6) 1 byte 0 thru 255
Ftr Avg Eqpt #4 258757 (0x3f2c5) 1 byte 0 thru 255
Jump Pointer 258772 (0x3f2d4) 1 byte 0 thru 255

Ftr Pros Eqpt #1 258774 (0x3f2d6) 1 byte 0 thru 255
Ftr Pros Eqpt #2 258789 (0x3f2e5) 1 byte 0 thru 255
Ftr Pros Eqpt #3 258804 (0x3f2f4) 1 byte 0 thru 255
Arrow Bundle 258819 (0x3f303) 1 byte 0 thru 255
Jump Pointer 258834 (0x3f312) 2 bytes +/- 32,767

  The "Arrow Bundle" item is shared by average and prosperous Fighters.

Ftr +1 Eqpt #1 258837 (0x3f315) 1 byte 0 thru 255
Ftr +1 Eqpt #2 258852 (0x3f324) 1 byte 0 thru 255
Ftr +1 Eqpt #3 258867 (0x3f333) 1 byte 0 thru 255
Ftr +1 Eqpt #4 258882 (0x3f342) 1 byte 0 thru 255
Ftr +1 Eqpt #5 258897 (0x3f351) 1 byte 0 thru 255
Ftr +1 Eqpt #6 258912 (0x3f360) 1 byte 0 thru 255
Jump Pointer 258927 (0x3f36f) 2 bytes +/- 32,767

Ftr +2 Eqpt #1 258930 (0x3f372) 1 byte 0 thru 255
Ftr +2 Eqpt #2 258945 (0x3f381) 1 byte 0 thru 255
Ftr +2 Eqpt #3 258960 (0x3f390) 1 byte 0 thru 255
Ftr +2 Eqpt #4 258975 (0x3f39f) 1 byte 0 thru 255
Ftr +2 Eqpt #5 258990 (0x3f3ae) 1 byte 0 thru 255
Jump Pointer 259005 (0x3f3bd) 2 bytes +/- 32,767

Ftr +3 Eqpt #1 259008 (0x3f3c0) 1 byte 0 thru 255
Ftr +3 Eqpt #2 259023 (0x3f3cf) 1 byte 0 thru 255
Ftr +3 Eqpt #3 259038 (0x3f3de) 1 byte 0 thru 255
Ftr +3 Eqpt #4 259053 (0x3f3ed) 1 byte 0 thru 255
Jump Pointer 259068 (0x3f3fc) 2 bytes +/- 32,767

Ftr +4 Eqpt #1 259071 (0x3f3ff) 1 byte 0 thru 255
Ftr +4 Eqpt #2 259086 (0x3f40e) 1 byte 0 thru 255
Ftr +4 Eqpt #3 259101 (0x3f41d) 1 byte 0 thru 255
Ftr +4 Eqpt #4 259116 (0x3f42c) 1 byte 0 thru 255
Ftr +4 Eqpt #5 259131 (0x3f43b) 1 byte 0 thru 255
Ftr +4 Eqpt #6 259146 (0x3f44a) 1 byte 0 thru 255
Jump Pointer 259161 (0x3f459) 2 bytes +/- 32,767

Cleric Class 259169 (0x3f461) 2 bytes +/- 32,767
Cleric Level 259171 (0x3f463) 1 byte 0 thru 255
Cleric Relation 259172 (0x3f464) 1 byte 0 thru 255
Jump Pointer 259175 (0x3f467) 2 bytes +/- 32,767
Equipment Types - 1 259184 (0x3f470) 1 byte 0 thru 255
Eqpt. Types Relation 259186 (0x3f472) 1 byte 0 thru 255
Jump Pointer 259189 (0x3f475) 2 bytes +/- 32,767

Eqpt. Type Ptr. #1 259200 (0x3f480) 2 bytes +/- 32,767
Eqpt. Type Ptr. #2 259202 (0x3f482) 2 bytes +/- 32,767
Eqpt. Type Ptr. #3 259204 (0x3f484) 2 bytes +/- 32,767
Eqpt. Type Ptr. #4 259206 (0x3f486) 2 bytes +/- 32,767
Eqpt. Type Ptr. #5 259208 (0x3f488) 2 bytes +/- 32,767
Eqpt. Type Ptr. #6 259210 (0x3f48a) 2 bytes +/- 32,767
Eqpt. Type Ptr. #7 259212 (0x3f48c) 2 bytes +/- 32,767
Eqpt. Type Ptr. #8 259214 (0x3f48e) 2 bytes +/- 32,767

Cleric Poor Eqpt #1 259217 (0x3f491) 1 byte 0 thru 255
Cleric Poor Eqpt #2 259232 (0x3f4a0) 1 byte 0 thru 255
Jump Pointer 259247 (0x3f4af) 2 bytes +/- 32,767

Cleric Mod Eqpt #1 259250 (0x3f4b2) 1 byte 0 thru 255
Cleric Mod Eqpt #2 259265 (0x3f4c1) 1 byte 0 thru 255
Jump Pointer 259280 (0x3f4d0) 1 byte 0 thru 255

Cleric Avg Eqpt #1 259282 (0x3f4d2) 1 byte 0 thru 255
Cleric Avg Eqpt #2 259297 (0x3f4e1) 1 byte 0 thru 255
Cleric Avg Eqpt #3 259312 (0x3f4f0) 1 byte 0 thru 255
Cleric Avg Eqpt #4 259327 (0x3f4ff) 1 byte 0 thru 255
Jump Pointer 259342 (0x3f50e) 2 bytes +/- 32,767

Cleric Pros Eqpt #1 259345 (0x3f511) 1 byte 0 thru 255
Cleric Pros Eqpt #2 259360 (0x3f520) 1 byte 0 thru 255
Cleric Pros Eqpt #3 259375 (0x3f52f) 1 byte 0 thru 255
Normal Shield 259390 (0x3f53e) 1 byte 0 thru 255
Jump Pointer 259405 (0x3f54d) 2 bytes +/- 32,767

  The "shield" item is shared by Fighter (Modest) and Cleric (Modest
or Prosperous).  Such shared items of equipment occur because of the
default settings of the jump pointers.

Cleric +1 Eqpt #1 259408 (0x3f550) 1 byte 0 thru 255
Cleric +1 Eqpt #2 259423 (0x3f55f) 1 byte 0 thru 255
Cleric +1 Eqpt #3 259438 (0x3f56e) 1 byte 0 thru 255
Cleric +1 Eqpt #4 259453 (0x3f57d) 1 byte 0 thru 255
Jump Pointer 259468 (0x3f58c) 2 bytes +/- 32,767

Cleric +2 Eqpt #1 259471 (0x3f58f) 1 byte 0 thru 255
Cleric +2 Eqpt #2 259486 (0x3f59e) 1 byte 0 thru 255
Cleric +2 Eqpt #3 259501 (0x3f5ad) 1 byte 0 thru 255
Cleric +2 Eqpt #4 259516 (0x3f5bc) 1 byte 0 thru 255
Helm +2 259531 (0x3f5cb) 1 byte 0 thru 255
Jump Pointer 259546 (0x3f5da) 2 bytes +/- 32,767

  The "helm" item is shared by Fighter (+2) and Cleric (+2).

Cleric +3 Eqpt #1 259549 (0x3f5dd) 1 byte 0 thru 255
Cleric +3 Eqpt #2 259564 (0x3f5ec) 1 byte 0 thru 255
Cleric +3 Eqpt #3 259579 (0x3f5fb) 1 byte 0 thru 255
Shield +3 259594 (0x3f60a) 1 byte 0 thru 255
Helm +3 259609 (0x3f619) 1 byte 0 thru 255
Jump Pointer 259624 (0x3f628) 2 bytes +/- 32,767

  The "shield" and "helm" items are shared by Fighter (+3)
and Cleric (+3).

Cleric +4 Eqpt #1 259627 (0x3f62b) 1 byte 0 thru 255
Cleric +4 Eqpt #2 259642 (0x3f63a) 1 byte 0 thru 255
Cleric +4 Eqpt #3 259657 (0x3f649) 1 byte 0 thru 255
Cleric +4 Eqpt #4 259672 (0x3f658) 1 byte 0 thru 255
Cleric +4 Eqpt #5 259687 (0x3f667) 1 byte 0 thru 255
Jump Pointer 259702 (0x3f676) 2 bytes +/- 32,767

Thief Class 259710 (0x3f67e) 2 bytes +/- 32,767
Thief Level 259712 (0x3f680) 1 byte 0 thru 255
Thief Relation 259713 (0x3f681) 1 byte 0 thru 255
Jump Pointer 259716 (0x3f684) 2 bytes +/- 32,767
Equipment Types - 1 259725 (0x3f68d) 1 byte 0 thru 255
Eqpt. Types Relation 259727 (0x3f68f) 1 byte 0 thru 255
Jump Pointer 259730 (0x3f692) 2 bytes +/- 32,767

Eqpt. Type Ptr. #1 259741 (0x3f69d) 2 bytes +/- 32,767
Eqpt. Type Ptr. #2 259743 (0x3f69f) 2 bytes +/- 32,767
Eqpt. Type Ptr. #3 259745 (0x3f6a1) 2 bytes +/- 32,767
Eqpt. Type Ptr. #4 259747 (0x3f6a3) 2 bytes +/- 32,767
Eqpt. Type Ptr. #5 259749 (0x3f6a5) 2 bytes +/- 32,767
Eqpt. Type Ptr. #6 259751 (0x3f6a7) 2 bytes +/- 32,767
Eqpt. Type Ptr. #7 259753 (0x3f6a9) 2 bytes +/- 32,767
Eqpt. Type Ptr. #8 259755 (0x3f6ab) 2 bytes +/- 32,767

Thf Poor Eqpt 259758 (0x3f6ae) 1 byte 0 thru 255
Jump Pointer 259773 (0x3f6bd) 2 bytes +/- 32,767

Thf Mod Eqpt #1 259776 (0x3f6c0) 1 byte 0 thru 255
Thf Mod Eqpt #2 259791 (0x3f6cf) 1 byte 0 thru 255
Jump Pointer 259806 (0x3f6de) 2 bytes +/- 32,767

Thf Avg Eqpt #1 259809 (0x3f6e1) 1 byte 0 thru 255
Thf Avg Eqpt #2 259824 (0x3f6f0) 1 byte 0 thru 255
Thf Avg Eqpt #3 259839 (0x3f6ff) 1 byte 0 thru 255
Jump Pointer 259854 (0x3f70e) 2 bytes +/- 32,767

Thf Pros Eqpt #1 259857 (0x3f711) 1 byte 0 thru 255
Thf Pros Eqpt #2 259872 (0x3f720) 1 byte 0 thru 255
Thf Pros Eqpt #3 259887 (0x3f72f) 1 byte 0 thru 255
Thf Pros Eqpt #4 259902 (0x3f73e) 1 byte 0 thru 255
Jump Pointer 259917 (0x3f74d) 2 bytes +/- 32,767

Thf +1 Eqpt #1 259920 (0x3f750) 1 byte 0 thru 255
Thf +1 Eqpt #2 259935 (0x3f75f) 1 byte 0 thru 255
Thf +1 Eqpt #3 259950 (0x3f76e) 1 byte 0 thru 255
Thf +1 Eqpt #4 259965 (0x3f77d) 1 byte 0 thru 255
Jump Pointer 259980 (0x3f78c) 2 bytes +/- 32,767

Thf +2 Eqpt #1 259983 (0x3f78f) 1 byte 0 thru 255
Thf +2 Eqpt #2 259998 (0x3f79e) 1 byte 0 thru 255
Thf +2 Eqpt #3 260013 (0x3f7ad) 1 byte 0 thru 255
Jump Pointer 260028 (0x3f7bc) 2 bytes +/- 32,767

Thf +3 Eqpt #1 260031 (0x3f7bf) 1 byte 0 thru 255
Thf +3 Eqpt #2 260046 (0x3f7ce) 1 byte 0 thru 255
Thf +3 Eqpt #3 260061 (0x3f7dd) 1 byte 0 thru 255
Jump Pointer 260076 (0x3f7ec) 2 bytes +/- 32,767

Thief +4 Item #1 260079 (0x3f7ef) 1 byte 0 thru 255
Thief +4 Item #2 260094 (0x3f7fe) 1 byte 0 thru 255
Jump Pointer 260109 (0x3f80d) 2 bytes +/- 32,767

  Finally we reach the default equipment list, which controls
the equipment given to characters who do not fall into any of
the preceding categories (by default, single-classed Mages and
"Monks").

Equipment Types - 1 260118 (0x3f816) 1 byte 0 thru 255
Eqpt. Types Relation 260120 (0x3f818) 1 byte 0 thru 255
Jump Pointer 260123 (0x3f81b) 2 bytes +/- 32,767

Eqpt. Type Ptr. #1 260134 (0x3f826) 2 bytes +/- 32,767
Eqpt. Type Ptr. #2 260136 (0x3f828) 2 bytes +/- 32,767
Eqpt. Type Ptr. #3 260138 (0x3f82a) 2 bytes +/- 32,767
Eqpt. Type Ptr. #4 260140 (0x3f82c) 2 bytes +/- 32,767
Eqpt. Type Ptr. #5 260142 (0x3f82e) 2 bytes +/- 32,767
Eqpt. Type Ptr. #6 260144 (0x3f830) 2 bytes +/- 32,767
Eqpt. Type Ptr. #7 260146 (0x3f832) 2 bytes +/- 32,767
Eqpt. Type Ptr. #8 260148 (0x3f834) 2 bytes +/- 32,767

MU Poor Eqpt 260151 (0x3f837) 1 byte 0 thru 255
Jump Pointer 260166 (0x3f846) 2 bytes +/- 32,767

MU Mod Eqpt #1 260169 (0x3f849) 1 byte 0 thru 255
MU Mod Eqpt #2 260184 (0x3f858) 1 byte 0 thru 255
Jump Pointer 260199 (0x3f867) 2 bytes +/- 32,767

MU Avg Eqpt #1 260202 (0x3f86a) 1 byte 0 thru 255
MU Avg Eqpt #2 260217 (0x3f879) 1 byte 0 thru 255
Jump Pointer 260232 (0x3f888) 1 byte 0 thru 255

MU Pros Eqpt #1 260234 (0x3f88a) 1 byte 0 thru 255
MU Pros Eqpt #2 260249 (0x3f899) 1 byte 0 thru 255
MU Pros Eqpt #3 260264 (0x3f8a8) 1 byte 0 thru 255
MU Robe 260279 (0x3f8b7) 1 byte 0 thru 255
Jump Pointer 260294 (0x3f8c6) 2 bytes +/- 32,767

  The "robe" item is shared by "average" and "prosperous" Magic-Users.

MU +1 Eqpt #1 260297 (0x3f8c9) 1 byte 0 thru 255
MU +1 Eqpt #2 260312 (0x3f8d8) 1 byte 0 thru 255
MU +1 Eqpt #3 260327 (0x3f8e7) 1 byte 0 thru 255
MU +1 Eqpt #4 260342 (0x3f8f6) 1 byte 0 thru 255
Jump Pointer 260357 (0x3f905) 2 bytes +/- 32,767

MU +2 Eqpt #1 260360 (0x3f908) 1 byte 0 thru 255
MU +2 Eqpt #2 260375 (0x3f917) 1 byte 0 thru 255
MU +2 Eqpt #3 260390 (0x3f926) 1 byte 0 thru 255
MU +2 Eqpt #4 260405 (0x3f935) 1 byte 0 thru 255
Jump Pointer 260420 (0x3f944) 2 bytes +/- 32,767

MU +3 Eqpt #1 260423 (0x3f947) 1 byte 0 thru 255
MU +3 Eqpt #2 260438 (0x3f956) 1 byte 0 thru 255
MU +3 Eqpt #3 260453 (0x3f965) 1 byte 0 thru 255
MU +3 Eqpt #4 260468 (0x3f974) 1 byte 0 thru 255
Jump Pointer 260483 (0x3f983) 1 byte 0 thru 255

MU +4 Eqpt #1 260485 (0x3f985) 1 byte 0 thru 255
MU +4 Eqpt #2 260500 (0x3f994) 1 byte 0 thru 255
MU +4 Eqpt #3 260515 (0x3f9a3) 1 byte 0 thru 255
Bracers AC 2 260530 (0x3f9b2) 1 byte 0 thru 255
Cloak of Prot +4 260545 (0x3f9c1) 1 byte 0 thru 255

  The "bracers" and "cloak" items are shared by Thief (+4) and Mage (+4).

You might find that setting the starting equipment to "none" and handing out some free bullets and guns through an event would be simpler.
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Offline hans

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Re: PREVIEW: Mad Mesa
« Reply #14 on: September 28, 2011, 12:55:10 PM »
You might find that setting the starting equipment to "none" and handing out some free bullets and guns through an event would be simpler.
 

There are certainly many scenarios which could easily explain this to a player (just getting out of the local jail after a brief, overnight stay; re-equipping after a bath, either in a town or in a creek; picking up your guns after attending a trial or hanging where you had to check them on the way in; etc.). 

Of course, doing it as a give treasure event brings up the ol' point about awarding free experience points...

 

anything