tag:blogger.com,1999:blog-6264881409789872629.post6491122536877951746..comments2024-03-28T18:16:41.746-04:00Comments on Data Driven Gamer: The treasury of Wizardry IIAhabhttp://www.blogger.com/profile/04131989140638867919noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-6264881409789872629.post-41152932775297727812020-07-08T19:02:39.683-04:002020-07-08T19:02:39.683-04:00As game developer myself, I can say that it's ...As game developer myself, I can say that it's not at all uncommon to have code that isn't used. It happens all the time, either because you thought you were going to use it in the future and never did, or because you did use it, but then decided that feature didn't fit in after all for whatever reason. Since the code already exists, it rarely makes sense to remove it (unless you're seriously size constrained). Especially if you think you might make use of it later after all.Viilanoreply@blogger.comtag:blogger.com,1999:blog-6264881409789872629.post-63639679457949065412020-07-06T07:33:17.855-04:002020-07-06T07:33:17.855-04:00Yeah, there's a number things in Wizardry 1...Yeah, there's a number things in Wizardry 1's code that don't do anything. Physical, stone, and cold protection aren't offered by anything in Wiz1 except the amulet either. Elves get a -2 to a completely useless saving throw that I called "wands" simply because that's the only D&D saving throw with no apparent counterpart. There's an "AFRAID" status that never gets inflicted, and the code also allows for incrementally worse poison levels but there's no condition in the game that can cause this to happen. Wiz1 has an unused monster class that I called "midget" as the list corresponds closely with the one in Oubliette, and sure enough in Wiz2 it's used for Dinks. There are also some terrain types and special encounters in the code that aren't used in Wiz1. The magic fountain, for instance, and all of its possible effects, are there.<br /><br />My guess is that they wrote the code knowing they'd make scenario disks later, and didn't feel they had to use every capability of the engine in their first game.Ahabhttps://www.blogger.com/profile/04131989140638867919noreply@blogger.comtag:blogger.com,1999:blog-6264881409789872629.post-43879330700411144942020-07-05T14:51:39.054-04:002020-07-05T14:51:39.054-04:00Thanks for looking that up. Assuming that's t...Thanks for looking that up. Assuming that's the code from Wiz 1, I think the only item in the first scenario that had Elemental protection: Magic was Wernda's Amulet, which isn't something that you can keep.<br /><br />I wonder if they originally had more items with Elemental protection: Magic but took them out as part of play testing. Seems odd they would write that code and not have any items that use it.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6264881409789872629.post-22370710347221722952020-07-02T15:46:47.124-04:002020-07-02T15:46:47.124-04:00I took another look at the code, and I believe you...I took another look at the code, and I believe you're right again. This is the only part of the code that cares about protection from magic, and it occurs in the "enemy attacks" function:<br />IF ATTCKTYP > 0 THEN<br />... IF CHARACTR[ CHARX].WEPVSTY3[ 1][ 6] THEN<br />... ... A.TEMP04[ ENEMYX].AGILITY := -1;<br /><br />ATTCKTYP should only be positive when the enemy has decided to cast a spell. The second line references whether or not the targeted character is protected from magic, which I thought was determined by equipping such an item, but apparently just possessing one is enough. Third line sets initiative to -1, which seems to mean the enemy loses its turn.Ahabhttps://www.blogger.com/profile/04131989140638867919noreply@blogger.comtag:blogger.com,1999:blog-6264881409789872629.post-15127396328168557632020-07-02T15:00:43.465-04:002020-07-02T15:00:43.465-04:00I did a little more experimenting....
It turns ou...I did a little more experimenting....<br /><br />It turns out that if all six characters each posses a NKLC. PRO MAGIC the entire party is immune to all enemy spells, including group attach spells such as Tiltwoait or Dalto.<br /><br />I think the mechanism is that even for a group attack spell cast by a monster, the spell still initially targets an individual character. If that character has a NKLC. PRO MAGIC then the spell is canceled and the monster appears to take no action. If it targets a character who does not have a NKLC. PRO MAGIC, then the spell is cast and if it is a group attack it will effect all party members regardless of whether or not the other characters have a NKLC. PRO MAGIC. <br /><br />I assume that STAFF OF GNILDA works the same way. Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6264881409789872629.post-42337598924366701032020-07-01T08:26:02.154-04:002020-07-01T08:26:02.154-04:00I did some experimenting with the NKLC. PRO MAGIC ...I did some experimenting with the NKLC. PRO MAGIC whereby I gave 3 party members a necklace (which of course could not be equipped) and left 3 members without. It became quite clear that you are correct in your supposition regarding Elemental protection: Magic in that having the item gives the character complete immunity to spells that target a single character. Just like the RING OF REGEN it does not need to be equipped.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6264881409789872629.post-34984109875278178622020-06-30T21:30:49.768-04:002020-06-30T21:30:49.768-04:00Pretty sure you're right about that. I do reme...Pretty sure you're right about that. I do remember the KOD's gear regenerating people in this manner before I had identified/equipped it, and the Deadly Ring draining people before that. The other two items seem like they'd be difficult to test, especially the NKLC. PRO MAGIC as mages rarely attack you in melee and I'm not sure what protection from magic even does.Ahabhttps://www.blogger.com/profile/04131989140638867919noreply@blogger.comtag:blogger.com,1999:blog-6264881409789872629.post-82562259222055858452020-06-30T21:00:02.686-04:002020-06-30T21:00:02.686-04:00I don't know about the NKLC. PRO MAGIC or the ...I don't know about the NKLC. PRO MAGIC or the RING PRO FIRE, but the RING OF REGEN does not have to be equipped to work. As long as a character possess it, they have their "Hits" marked with a "+" and heal damage every round. However, it is listed with a "#" as unusable in their inventory.Anonymousnoreply@blogger.com